Exemple #1
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    def on_draw(self, event):
        gloo.clear(color=(1, 1, 1, 1))
        # Filled mesh
        gloo.set_state(blend=False, depth_test=True, polygon_offset_fill=True)
        self.program_quad['u_color'] = 1, 1, 1, 1
        self.program_quad.draw('triangles', self.filled_buf)

        # Outline
        gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=False)
        gloo.set_depth_mask(False)
        self.program_quad['u_color'] = 0, 0, 1, 1
        self.program_quad.draw('lines', self.outline_buf)
        gloo.set_depth_mask(True)
Exemple #2
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    def on_draw(self, event):
        gloo.clear()

        # Filled cube

        gloo.set_state(blend=False, depth_test=True, polygon_offset_fill=True)
        self.program['u_color'] = 1, 1, 1, 1
        self.program.draw('triangles', self.filled_buf)

        # Outline
        gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=False)
        gloo.set_depth_mask(False)
        self.program['u_color'] = 0, 0, 0, 1
        self.program.draw('lines', self.outline_buf)
        gloo.set_depth_mask(True)
Exemple #3
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    def on_draw(self, event):
        gloo.clear()

        # Filled cube

        gloo.set_state(blend=False, depth_test=True, polygon_offset_fill=True)
        self.program['u_color'] = 1, 1, 0.5, self.transparency
        self.program.draw('triangles', self.filled_buf)

        # Outline
        gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=False)
        gloo.set_depth_mask(False)
        self.program['u_color'] = 0, 0, 0, 1
        self.program.draw('lines', self.outline_buf)
        gloo.set_depth_mask(True)
 def on_draw(self, event):
     gloo.clear()
     if self.visible:
         self.program.bind(gloo.VertexBuffer(self.data1))
         self.program.draw('points')
         
         self.program.bind(self.vertices_buff)
         gloo.set_state(blend=False, depth_test=True,
                        polygon_offset_fill=True)
         self.program['u_color'] = 1, 1, 1, 1
         self.program.draw('triangles', self.filled_buf)
         
         gloo.set_state(blend=True, depth_test=True,
                        polygon_offset_fill=False)
         gloo.set_depth_mask(False)
         self.program['u_color'] = 0, 0, 0, 1
         self.program.draw('lines', self.outline_buf)
         gloo.set_depth_mask(True)
Exemple #5
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    def draw(self,x,y,width,height):

        #gloo.set_clear_color('white')
        self.location = [x,y]
        self.size = [width,height]
        self.apply_resize([x,y,width,height])

        gloo.set_state(blend=False, depth_test=True,
                       polygon_offset_fill=True)
        self.program['u_color'] = 1, 1, 1, 1
        self.program.draw('triangles', self.filled_buf)

        # Outline
        gloo.set_state(blend=True, depth_test=True,
                       polygon_offset_fill=False)
        gloo.set_depth_mask(False)
        self.program['u_color'] = 0, 0, 0, 1
        self.program.draw('lines', self.outline_buf)
        gloo.set_depth_mask(True)
Exemple #6
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    def __init__(self, mesh, vertexShader, fragShader):
        app.Canvas.__init__(self, keys='interactive', size=(1600, 900))
        self.mesh = mesh
        self.data = mesh.buildBuffer()

        self.program = gloo.Program(vertexShader, fragShader)

        self.model = np.eye(4, dtype=np.float32)
        self.projection = perspective(45.0, self.size[0] / float(self.size[1]),
                                      1.0, 1000.0)

        gloo.set_viewport(0, 0, self.size[0], self.size[1])

        self.camera = camera.Camera(np.array([0, 0, -5], dtype=np.float32),
                                    np.array([0, 0, 0], dtype=np.float32),
                                    45.0, self.size)

        self.view = self.camera.view

        self.program.bind(gloo.VertexBuffer(mesh.buildBuffer()))
        self.program['u_model'] = self.model
        self.program['u_view'] = self.view
        self.program['u_projection'] = self.projection

        self.program['u_lightPos'] = np.array([20, 20, -20], dtype=np.float32)
        self.program['u_lightColor'] = np.array([1, 1, 1], dtype=np.float32)

        gloo.set_depth_mask(True)
        gloo.set_blend_func('src_alpha', 'one_minus_src_alpha')
        gloo.set_blend_equation('func_add')
        gloo.set_cull_face('back')
        gloo.set_front_face('cw')

        gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=True)

        self.show()

        self.theta = 0
        self.phi = 0
	def __init__(self, mesh, vertexShader, fragShader):
		app.Canvas.__init__(self, keys='interactive', size=(1600,900))
		self.mesh = mesh
		self.data = mesh.buildBuffer()

		self.program = gloo.Program(vertexShader, fragShader)

		self.model = np.eye(4, dtype=np.float32)
		self.projection = perspective(45.0, self.size[0] /
                                      float(self.size[1]), 1.0, 1000.0)

		gloo.set_viewport(0, 0, self.size[0], self.size[1])

		self.camera = camera.Camera(np.array([0,0,-5], dtype = np.float32), np.array([0,0,0], dtype = np.float32), 45.0, self.size)

		self.view = self.camera.view

		self.program.bind(gloo.VertexBuffer(mesh.buildBuffer()))
		self.program['u_model'] = self.model
		self.program['u_view'] = self.view
		self.program['u_projection'] = self.projection

		self.program['u_lightPos'] = np.array([20, 20, -20], dtype = np.float32);
		self.program['u_lightColor'] = np.array([1, 1, 1], dtype = np.float32);

		gloo.set_depth_mask(True)
		gloo.set_blend_func('src_alpha', 'one_minus_src_alpha') 
		gloo.set_blend_equation('func_add')
		gloo.set_cull_face('back')
		gloo.set_front_face('cw')

		gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=True)

		self.show()

		self.theta = 0
		self.phi = 0