def render(self): self.clock.record_frame_time() if self.is_recording and not self.timer.is_snoozed: self.frame_index += 1 frame_name = "Frame_{0:05d}.jpg".format(self.frame_index) self.save_screenshot(frame_name) self.timer.snooze() glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) if camera.is_rotating: camera.rotate_z(0.2) camera.look() self.draw_detector() glEnable(GL_DEPTH_TEST) glEnable(GL_LINE_SMOOTH) glShadeModel(GL_FLAT) glEnable(GL_LIGHTING) for obj in self.shaded_objects: obj.draw(self.clock.time, self.spectrum) glDisable(GL_LIGHTING) for obj in self.objects: obj.draw(self.clock.time) self.draw_gui() glutSwapBuffers()
def render_all_shapes(self): glClear(GL_COLOR_BUFFER_BIT) #Update our game grid before we draw self.grid_instance.updateGrid() for _, s in self.grid_instance.active_grid_elements.iteritems(): s.draw() glutSwapBuffers()
def display(): ctx.viewport = (0, 0, width, height) ctx.clear(0.9, 0.9, 0.9) ctx.enable(ModernGL.BLEND) window_size.value = (width, height) vao.render() glutSwapBuffers()
def onDraw(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() glClearColor(*Environment.bgcolor) glTranslatef(0.0, 0.0, -10.0) for obj in self.objs: obj.draw() glutSwapBuffers()
def __display(self): """Render the model by existent vertices, colors and triangles.""" self.__rotate_model() self.__generate_shadows() self.__generate_model() glutSwapBuffers() if self.__callback is not None: self.__callback()
def disp(): global _lastTime display() tick = time() required_delta = (1/60) - (tick - _lastTime) if (required_delta > 0): sleep(required_delta) _lastTime = tick glutSwapBuffers()
def display(): width, height = glutGet(GLUT_WINDOW_WIDTH), glutGet(GLUT_WINDOW_HEIGHT) elapsed = glutGet(GLUT_ELAPSED_TIME) / 1000.0 ctx.clear(0.9, 0.9, 0.9) scale.value = (height / width * 0.75, 0.75) rotation.value = elapsed vao.render() glutSwapBuffers()
def render_global_picture(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() self.light_source.draw_light_source() for object in self.list_of_objects_to_draw: object.render_me() glutSwapBuffers()
def __display(self): """Render the model by existent vertices, colors and triangles.""" self.__rotate_model() self.__generate_shadows() self.__generate_model() glutSwapBuffers() if self.__synchronous: glFinish() elif self.__callback is not None: self.__callback()
def DrawGLScene(): modelview_matrix, projection_matrix = update_world_matrices() contexts["world"]["modelview"]["matrix"] = modelview_matrix contexts["world"]["projection"]["matrix"] = projection_matrix glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Clear The Screen And The Depth Buffer one = time() render_with_context(contexts["world"]) render_with_context(contexts["interface"]) two = time() glutSwapBuffers() three = time()
def display(self): glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt(0.0, 240.0, 1000.0, 0.0, 240.0, 0.0, 0.0, 1.0, 0.0) glClear(GL_COLOR_BUFFER_BIT) for i in self.fountains: i.life -= 1 i.init() i.update() glutPostRedisplay() glutSwapBuffers()
def display(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glPushMatrix() glTranslatef(0.0, 0.0, -1.0) glRotatef(self.rot_x, 1.0, 0.0, 0.0) glRotatef(self.rot_z, 0.0, 1.0, 0.0) self.render() glPopMatrix() glFlush() glutSwapBuffers()
def on_draw(self, want_cameras=False): # sys.stderr.write('fps: %.2e\n' % (1. / (time.time() - self.tm_for_fps))) self.tm_for_fps = time.time() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) cameras = [] for mvl in self.mesh_viewers: cameras.append([]) for mv in mvl: cameras[-1].append(mv.on_draw(self.transform, want_cameras)) glFlush() # Flush The GL Rendering Pipeline glutSwapBuffers() self.need_redraw = False if want_cameras: return cameras
def draw_points(): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glEnableClientState(GL_VERTEX_ARRAY) # glVertexPointer(3, GL_FLOAT, 24, points) # glColorPointer(3, GL_INT, 24, points+12) glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, points) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, points + 12) glEnableVertexAttribArray(1) glDrawArrays(GL_POINTS, 0, imgnp.shape[0] * imgnp.shape[1]) glDisableVertexAttribArray(0) glDisableVertexAttribArray(1) glutSwapBuffers()
def display(): ctx.viewport = (0, 0, width, height) ctx.clear(0.9, 0.9, 0.9) ctx.enable(ModernGL.DEPTH_TEST) proj = Matrix44.perspective_projection(45.0, width / height, 0.1, 1000.0) lookat = Matrix44.look_at( (40.0, 30.0, 20.0), (0.0, 0.0, 0.0), (0.0, 0.0, 1.0), ) mvp.write((proj * lookat).astype('float32').tobytes()) vao.render(ModernGL.LINES) glutSwapBuffers()
def _defaultOnDraw(self): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() # We have smooth color mode on, this will blend across the vertices. # Draw a triangle rotated on the Y axis. glBegin(GL_POLYGON) # Start drawing a polygon glColor3f(1.0, 0.0, 0.0) # Red glVertex3f(0.0, 1.0, 0.0) # Top glColor3f(0.0, 1.0, 0.0) # Green glVertex3f(1.0, -1.0, 0.0) # Bottom Right glColor3f(0.0, 0.0, 1.0) # Blue glVertex3f(-1.0, -1.0, 0.0) # Bottom Left glEnd() glutSwapBuffers()
def display_scene(curr_moons): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glPushMatrix() glMaterialfv(GL_FRONT, GL_DIFFUSE, [1.0, 1.0, 1.0, 1.0]) glTranslatef(0, 0, 0) glutSolidSphere(.2, 60, 20) glPopMatrix() for index, m in enumerate(curr_moons): glPushMatrix() glMaterialfv(GL_FRONT, GL_DIFFUSE, colors[index]) glTranslatef(m.x / 10, m.y / 10, m.z / 10) glutSolidSphere(.1, 60, 20) glPopMatrix() apply_gravity(curr_moons) apply_velocity(curr_moons) glutSwapBuffers()
def RenderScene(self): """draws the actual descriptor""" glClear(GL_COLOR_BUFFER_BIT) glMatrixMode(GL_MODELVIEW) glLoadIdentity() glPushMatrix() glTranslatef(-1.0, 0.0, 0.0) # draw at -1.0/0.0 - 0.0/1.0 self.map.Draw(self.descriptor) glPopMatrix() glPushMatrix() # draw at 0.0/0.0 - 1.0/1.0 (standard) self.graph.Draw() glPopMatrix() glPushMatrix() glTranslatef(-1.0, -1.0, 0.0) # draw at -1.0/-1.0 - 0.0/1.0 glScale(2.0, 1.0, 1.0) self.text.Draw() glPopMatrix() glutSwapBuffers()
def display(): start_point = ( start_picture_coord[0] * HEIGHT * mosaic_factory.ratio / (args.tiles - 1), start_picture_coord[1] * HEIGHT / (args.tiles - 1) ) center = (HEIGHT * mosaic_factory.ratio / 2., HEIGHT / 2.) reverse_sigmoid_progress = fake_sigmoid(1 - progress) sigmoid_progress = 1 - reverse_sigmoid_progress max_zoom = args.tiles zoom = max_zoom ** reverse_sigmoid_progress angle = start_orientation + sigmoid_progress * angle_difference( current_mosaic_picture.orientation, start_orientation ) if reverse_sigmoid_progress > 0.1: alpha = 1.0 else: alpha = reverse_sigmoid_progress * 10.0 glClear(GL_COLOR_BUFFER_BIT) glPushMatrix() glTranslatef(center[0], center[1], 0.0) glRotatef(angle, 0, 0, 1) glTranslatef(-center[0], -center[1], 0.0) glTranslatef(start_point[0], start_point[1], 0.0) glScalef(zoom, zoom, 1.0) glTranslatef(-start_point[0], -start_point[1], 0.0) glColor4f(0.0, 0.0, 0.0, alpha) glCallList(mosaic_display_lists[current_mosaic_picture]) glColor4f(0.0, 0.0, 0.0, 1.0 - alpha) glScalef(max_zoom, max_zoom, 1.0) glCallList(picture_display_lists[current_mosaic_picture]) glPopMatrix() glutSwapBuffers()
def display(): start_point = (start_picture_coord[0] * HEIGHT * mosaic_factory.ratio / (args.tiles - 1), start_picture_coord[1] * HEIGHT / (args.tiles - 1)) center = (HEIGHT * mosaic_factory.ratio / 2., HEIGHT / 2.) reverse_sigmoid_progress = fake_sigmoid(1 - progress) sigmoid_progress = 1 - reverse_sigmoid_progress max_zoom = args.tiles zoom = max_zoom**reverse_sigmoid_progress angle = start_orientation + sigmoid_progress * angle_difference( current_mosaic_picture.orientation, start_orientation) if reverse_sigmoid_progress > 0.1: alpha = 1.0 else: alpha = reverse_sigmoid_progress * 10.0 glClear(GL_COLOR_BUFFER_BIT) glPushMatrix() glTranslatef(center[0], center[1], 0.0) glRotatef(angle, 0, 0, 1) glTranslatef(-center[0], -center[1], 0.0) glTranslatef(start_point[0], start_point[1], 0.0) glScalef(zoom, zoom, 1.0) glTranslatef(-start_point[0], -start_point[1], 0.0) glColor4f(0.0, 0.0, 0.0, alpha) glCallList(mosaic_display_lists[current_mosaic_picture]) glColor4f(0.0, 0.0, 0.0, 1.0 - alpha) glScalef(max_zoom, max_zoom, 1.0) glCallList(picture_display_lists[current_mosaic_picture]) glPopMatrix() glutSwapBuffers()
def swap_buffers(cls): glutSwapBuffers()
grid += struct.pack('6f', i - 16.0, -16.0, 0.0, 0.0, 0.0, 0.0) grid += struct.pack('6f', i - 16.0, 16.0, 0.0, 0.0, 0.0, 0.0) grid += struct.pack('6f', -16.0, i - 16.0, 0.0, 0.0, 0.0, 0.0) grid += struct.pack('6f', 16.0, i - 16.0, 0.0, 0.0, 0.0, 0.0) vbo = ctx.buffer(grid) vao = ctx.simple_vertex_array(prog, vbo, ['in_vert', 'in_color']) def display(): ctx.viewport = (0, 0, width, height) ctx.clear(0.9, 0.9, 0.9) ctx.enable(ModernGL.DEPTH_TEST) proj = Matrix44.perspective_projection(45.0, width / height, 0.1, 1000.0) lookat = Matrix44.look_at( (40.0, 30.0, 20.0), (0.0, 0.0, 0.0), (0.0, 0.0, 1.0), ) mvp.write((proj * lookat).astype('float32').tobytes()) vao.render(ModernGL.LINES) glutSwapBuffers() glutDisplayFunc(display) glutIdleFunc(display) glutMainLoop()
def display_func(self): self.update() glutSwapBuffers()
def display(): ctx.clear(0.9, 0.9, 0.9) vao.render() glutSwapBuffers()
def flip(self): glutSwapBuffers() super(MTWindowGlut, self).flip()
def display(): opengl_app.c_opengl_camera_app.display(og) of_obj.draw_opengl_surface(og) glutSwapBuffers() pass
def display(self): glLoadIdentity() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) gluLookAt(self.cam_pos.x, self.cam_pos.y, self.cam_pos.z, self.cam_focus.x, self.cam_focus.y, self.cam_focus.z, 0, 1, 0) self.level.draw() glLoadIdentity() gluLookAt(0, -0.5, 2.5, 0, 0, 0, 0, 1, 0) wdth = 0.3 glTranslate( 0.0 - (len(self.level.solomon.current_state.keys()) - 1) * wdth / 2.0, -1.3, 0) if debug == True: for k in self.level.solomon.current_state.keys(): col = "red" if self.level.solomon.current_state[k]: col = "green" glMaterialfv(GL_FRONT, GL_DIFFUSE, colours[col]) glutSolidCube(wdth - 0.02) glTranslate(wdth, 0, 0) glPushMatrix() #glLoadIdentity() glScale(0.005, 0.01, -0.01) glTranslate(-90, 4, -20) #glTranslate(-180,-70,0) glTranslate(-wdth, 0, 0) self.letters.drawString(k[:4]) glPopMatrix() glLoadIdentity() gluLookAt(0, -0.5, 2.5, 0, 0, 0, 0, 1, 0) wdth = 0.2 joystick_actions = [x for x in dir(self.joystick) if x[0:2] == "is"] glTranslate(0.0 - (len(joystick_actions) - 1) * wdth / 2.0, -1.0, 0) if debug == True: for k in joystick_actions: #print(k) col = "red" if getattr(self.joystick, k)(self.keys): col = "green" glMaterialfv(GL_FRONT, GL_DIFFUSE, colours[col]) glutSolidCube(wdth - 0.02) glTranslate(wdth, 0, 0) glPushMatrix() #glLoadIdentity() glScale(0.005, 0.01, -0.01) glTranslate(-45, 0, -20) #glTranslate(-180,-70,0) glTranslate(-wdth, 0, 0) self.letters.drawString(k[2:4]) glPopMatrix() glLoadIdentity() gluLookAt(0, 0, 2.5, 0, 0, 0, 0, 1, 0) glScale(0.01, 0.01, -0.01) glTranslate(-180, -70, 0) if debug == True: self.letters.drawString('X:' + str(self.level.solomon.x) + ' Y:' + str(self.level.solomon.y)) glTranslate(0, 0 - 15, 0) gx, gy = int(self.level.solomon.x), int(self.level.solomon.y) self.letters.drawString('G {0} on: {1} below: {2}'.format( str((gx, gy)), self.level.grid[gy][gx], self.level.grid[gy - 1][gx])) glTranslate(0, 0 - 15, 0) self.letters.drawString('') glutSwapBuffers()
def display_rendered_content(): """Swaps buffers once rendering is finished. """ glutSwapBuffers()
def _draw(self): self.clear_color_buffer() self.clear_depth_buffer() self.draw() glutSwapBuffers()
def render_all_shapes(self): glClear(GL_COLOR_BUFFER_BIT) for _, s in self.grid_instance.active_grid_elements.iteritems(): s.draw() glutSwapBuffers()