def on_draw(): window.clear() with nested(projection, texture): glPushMatrix() glTranslatef(0, 0, -3) glRotatef(-45, 1, 0, 0) glRotatef(rotation, 0.0, 0.0, 1.0) quad(-1, 1, 1, -1) glPopMatrix()
def step(self): self.framebuffer.textures[0] = self.tex1 self.tex1.unit = GL_TEXTURE0 self.tex2.unit = GL_TEXTURE1 self.tex3.unit = GL_TEXTURE2 with nested(self.framebuffer, self.program, self.tex2, self.tex3): quad(self.width, self.height, 0, 0) self.tex1, self.tex2, self.tex3 = self.tex2, self.tex3, self.tex1
def draw(self, image = None, alpha = 1.0): if image: image.bind() else: self.img.bind() if self.state == "ouch" and timer.blink(0.1): glColor4f(1.0, 1.0, 1.0, alpha / 2) else: glColor4f(1.0, 1.0, 1.0, alpha) glPushMatrix() glTranslatef(self.x, self.y, 0) if self.vx < 0: glTranslatef(self.w, 0, 0) glScalef(-1, 1, 0) glScalef(self.w, self.h, 1) util.quad() glPopMatrix()
from math import pi, sin import util if __name__ == '__main__': print('8 squared = {}'.format(util.square(8))) val = util.quad(pi) print('pi quad = {:0.6f}'.format(val)) print('sin(pi) = {:0.2f}'.format(sin(pi))) xs = [1, 2, 3, 4] x = 6 if x in xs: print('{} is in {}'.format(x, xs)) else: print('{} is not in {}'.format(x, xs))
def update_from(self, source): with nested(self.fbo, self.view, source, self.program): quad(self.width, self.height, 0, 0) self.vbo.vertices.copy_from(self.vertex_texture) self.vbo.normals.copy_from(self.normal_texture)