Example #1
0
    def draw_points(self):

        gl.glDisable(gl.GL_BLEND)
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthMask(gl.GL_TRUE)

        self.program_points.draw('points')
Example #2
0
def _test_setting_stuff():
    # Set stuff to touch functions

    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    #
    gl.glBlendColor(1.0, 1.0, 1.0, 1.0)
    gl.glBlendEquation(gl.GL_FUNC_ADD)
    gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD)
    gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO)
    gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO)
    #
    gl.glClearColor(0.0, 0.0, 0.0, 1.0)
    gl.glClearDepth(1)
    gl.glClearStencil(0)
    #
    gl.glColorMask(True, True, True, True)
    gl.glDepthMask(False)
    gl.glStencilMask(255)
    gl.glStencilMaskSeparate(gl.GL_FRONT, 128)
    #
    gl.glStencilFunc(gl.GL_ALWAYS, 0, 255)
    gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255)
    gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    #
    gl.glFrontFace(gl.GL_CW)
    gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST)
    gl.glLineWidth(2.0)
    gl.glPolygonOffset(0.0, 0.0)
    gl.glSampleCoverage(1.0, False)

    # And getting stuff
    try:
        with use_log_level('error', print_msg=False):
            r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER,
                                                 gl.GL_HIGH_FLOAT)
            gl.check_error()  # Sometimes the func is there but OpenGL errs
    except Exception:
        pass  # accept if the function is not there ...
        # We should catch RuntimeError and GL.error.NullFunctionError,
        # but PyOpenGL may not be available.
        # On Travis this function was not there on one machine according
        # to PyOpenGL, but our desktop backend worked fine ...

    #
    v = gl.glGetParameter(gl.GL_VERSION)
    assert_true(isinstance(v, string_types))
    assert_true(len(v) > 0)

    gl.check_error()
Example #3
0
def _test_setting_stuff():
    # Set stuff to touch functions
    
    gl.glClear(gl.GL_COLOR_BUFFER_BIT)
    #
    gl.glBlendColor(1.0, 1.0, 1.0, 1.0)
    gl.glBlendEquation(gl.GL_FUNC_ADD)
    gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD)
    gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO)
    gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO)
    #
    gl.glClearColor(0.0, 0.0, 0.0, 1.0)
    gl.glClearDepth(1)
    gl.glClearStencil(0)
    #
    gl.glColorMask(True, True, True, True)
    gl.glDepthMask(False)
    gl.glStencilMask(255)
    gl.glStencilMaskSeparate(gl.GL_FRONT, 128)
    #
    gl.glStencilFunc(gl.GL_ALWAYS, 0, 255)
    gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255)
    gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP)
    #
    gl.glFrontFace(gl.GL_CW)
    gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST)
    gl.glLineWidth(2.0)
    gl.glPolygonOffset(0.0, 0.0)
    gl.glSampleCoverage(1.0, False)
    
    # And getting stuff
    try:
        with use_log_level('error', print_msg=False):
            r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER,
                                                 gl.GL_HIGH_FLOAT)
            gl.check_error()  # Sometimes the func is there but OpenGL errs
    except Exception:
        pass  # accept if the function is not there ...
        # We should catch RuntimeError and GL.error.NullFunctionError,
        # but PyOpenGL may not be available.
        # On Travis this function was not there on one machine according
        # to PyOpenGL, but our desktop backend worked fine ...
        
    #
    v = gl.glGetParameter(gl.GL_VERSION)
    assert_true(isinstance(v, string_types))
    assert_true(len(v) > 0)
    
    gl.check_error()
Example #4
0
    def draw_model(self):

        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthMask(gl.GL_TRUE)
        gl.glFrontFace(gl.GL_CCW)
        gl.glDisable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_ZERO, gl.GL_ZERO)

        if self.render_params['transparent']:

            gl.glEnable(gl.GL_BLEND)
            gl.glDepthMask(gl.GL_FALSE)
            gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        self.program_solids.draw('triangles')
Example #5
0
    def on_paint(self, event):
        gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)

        with self.program as prog:
            # Filled cube
            gl.glDisable(gl.GL_BLEND)
            gl.glEnable(gl.GL_DEPTH_TEST)
            gl.glEnable(gl.GL_POLYGON_OFFSET_FILL)
            prog['u_color'] = 1, 1, 1, 1
            prog.draw(gl.GL_TRIANGLES, self.filled_buf)

            # Outline
            gl.glDisable(gl.GL_POLYGON_OFFSET_FILL)
            gl.glEnable(gl.GL_BLEND)
            gl.glDepthMask(gl.GL_FALSE)
            prog['u_color'] = 0, 0, 0, 1
            prog.draw(gl.GL_LINES, self.outline_buf)
            gl.glDepthMask(gl.GL_TRUE)
    def draw(self, mode="triangle_strip"):
        """ Draw collection """

        gl.glDepthMask(gl.GL_FALSE)
        Collection.draw(self, mode)
        gl.glDepthMask(gl.GL_TRUE)
Example #7
0
    def draw(self, mode="triangles"):
        """ Draw collection """

        gl.glDepthMask(0)
        Collection.draw(self, mode)
        gl.glDepthMask(1)
    def draw(self, mode="triangle_strip"):
        """ Draw collection """

        gl.glDepthMask(gl.GL_FALSE)
        Collection.draw(self, mode)
        gl.glDepthMask(gl.GL_TRUE)
Example #9
0
    def draw(self, mode="triangles"):
        """ Draw collection """

        gl.glDepthMask(0)
        Collection.draw(self, mode)
        gl.glDepthMask(1)