コード例 #1
0
    def draw(self):

        """ Draw the vertex array as points. """

        self.bind()
        GL.glDrawArrays(GL.GL_POINTS, 0, self._number_of_items)
        self.unbind()
コード例 #2
0
    def draw(self):

        """ Draw the vertex array as lines. """

        if self._number_of_objects >= 2:
            self.bind()
            GL.glDrawArrays(GL.GL_LINE_STRIP_ADJACENCY, 0, self._number_of_objects +2)
            self.unbind()
コード例 #3
0
    def draw(self):

        """ Draw the vertex array as lines. """

        if self._number_of_objects >= 2:
            self.bind()
            GL.glDrawArrays(GL.GL_LINES, 0, self._number_of_objects)
            self.unbind()
コード例 #4
0
    def paint(self):

        self._logger.info('')
        # Clear the buffer using white colour (white paper)
        GL.glClearColor(1, 1, 1, 1)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        if self._paint_page:
            self._paint_page_layout()
            self._paint_text()
コード例 #5
0
    def initializeGL(self):

        self._logger.debug('Initialise GL')
        super(GlWidget, self).initializeGL()

        GL.glEnable(GL.GL_POINT_SMOOTH)  #compat#
        GL.glEnable(GL.GL_LINE_SMOOTH)  #compat#

        self._init_shader()
        self._paint_page = False
コード例 #6
0
    def initializeGL(self):

        self.logger.debug('Initialise GL')

        super(GlWidget, self).initializeGL()

        # Require compatibility profile
        GL.glEnable(GL.GL_POINT_SMOOTH)
        GL.glEnable(GL.GL_LINE_SMOOTH)

        self._init_shader()
        self.create_vertex_array_objects()
コード例 #7
0
    def paint_grid(self):

        shader_program = self.shader_manager.fixed_shader_program
        shader_program.bind()

        GL.glLineWidth(1.)
        shader_program.uniforms.colour = (1., 1., 1.)
        self.grid_vertex_array.draw()

        GL.glLineWidth(10.)
        x = 150
        GlFixedPipeline.draw_rectangle(-x, -x, x, x)

        shader_program.unbind()
コード例 #8
0
ファイル: GlWidgetV3.py プロジェクト: rougier/PyOpenGLng
    def initializeGL(self):

        self.logger.debug('Initialise GL')

        super(GlWidget, self).initializeGL()

        GL.glEnable(GL.GL_POINT_SMOOTH)
        GL.glEnable(GL.GL_LINE_SMOOTH)
        
        # self.qglClearColor(QtCore.Qt.black)
        # GL.glPointSize(5.)
        # GL.glLineWidth(3.)

        self._init_shader()
        self.create_vertex_array_objects()
コード例 #9
0
ファイル: GlWidgetV3.py プロジェクト: rougier/PyOpenGLng
    def paint(self):

        self.paint_grid()
        self.paint_textures()

        if LOG_GL_CALL:
            six.print_('\n', '='*100)
            for command in GL.called_commands():
                six.print_('\n', '-'*50)
                # six.print_(str(command))
                six.print_(command._command.prototype())
                six.print_(command.help())
コード例 #10
0
    def draw(self, shader_program):

        # Freetype renders glyph as grayscale: white foreground on black background
        #   If the LCD filter is enabled then the pixels on border are coloured.
        #   black fragment should be discarded
        #
        # Blending equation for transparency:
        #   O = (1-Sa)*D + Sa*S
        #     if Sa = 1 then O = S overwrite
        #           = 0 then O = D keep the value
        #
        # Grayscale case:
        #   S = luminosity * colour   grayscale = luminosity
        #   Sa = average luminosity * alpha ???
        #
        # LCD case:
        #   white -> red : (1,1,1) -> (1,0,0)

        # Blending: O = Sf*S + Df*D
        #  where S is the colour from the fragment shader and D the colour from the framebuffer
        #   alpha: fully transparent = 0 and fully opaque = 1
        #   Sa = average luminosity * colour aplha
        #
        # Set (Sf, Df) for transparency: O = Sa*S + (1-Sa)*D 

        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)

        shader_program.bind()
        self._image_texture.bind()
        self.bind()

        shader_program.uniforms.font_atlas = 0
        # shader_program.uniforms.gamma = 1.

        GL.glDrawArrays(GL.GL_POINTS, 0, self._number_of_items)

        self.unbind()
        self._image_texture.unbind()
        shader_program.unbind()

        GL.glDisable(GL.GL_BLEND)
コード例 #11
0
    def draw(self, shader_program):

        # Freetype renders glyph as grayscale: white foreground on black background
        #   If the LCD filter is enabled then the pixels on border are coloured.
        #   black fragment should be discarded
        #
        # Blending equation for transparency:
        #   O = (1-Sa)*D + Sa*S
        #     if Sa = 1 then O = S overwrite
        #           = 0 then O = D keep the value
        #
        # Grayscale case:
        #   S = luminosity * colour   grayscale = luminosity
        #   Sa = average luminosity * alpha ???
        #
        # LCD case:
        #   white -> red : (1,1,1) -> (1,0,0)

        # Blending: O = Sf*S + Df*D
        #  where S is the colour from the fragment shader and D the colour from the framebuffer
        #   alpha: fully transparent = 0 and fully opaque = 1
        #   Sa = average luminosity * colour aplha
        #
        # Set (Sf, Df) for transparency: O = Sa*S + (1-Sa)*D

        GL.glEnable(GL.GL_BLEND)
        GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE_MINUS_SRC_ALPHA)

        shader_program.bind()
        self._image_texture.bind()
        self.bind()

        shader_program.uniforms.font_atlas = 0
        # shader_program.uniforms.gamma = 1.

        GL.glDrawArrays(GL.GL_POINTS, 0, self._number_of_items)

        self.unbind()
        self._image_texture.unbind()
        shader_program.unbind()

        GL.glDisable(GL.GL_BLEND)
コード例 #12
0
    def _create_texture(self, tile, key):

        self._logger.debug('Create Texture ' + str(key) +
                           ' Tile position: {} {} {} {} {}'.format(tile.row, tile.column,
                                                                   tile.x, tile.y,
                                                                   tile.length))
        position = Point(tile.x +.5, tile.y + tile.length +.5)
        image_dimension = Offset(tile.length, -tile.length)
        # row_inf, column_inf = 23600, 33800
        # position = Point(tile.column -column_inf, tile.row +1 -row_inf +.5)
        # image_dimension = Offset(1, -1)
        self._glwidget.makeCurrent() #?
        with GL.error_checker():
            image = tile.image
            self._paint_border(image)
            texture = Texture(key, position, image_dimension, image)
            texture.bind_to_shader(program_interfaces['texture_shader_program_interface'].attributes)
        self._texture_cache.add(texture, acquire=True)
        
        return texture
コード例 #13
0
    def update_painter_manager(self):

        self._logger.debug('')
        if self._ready:
            with GL.error_checker():
                self._painter_manager.update()
コード例 #14
0
    def paint_lines(self):

        shader_program = self.shader_manager.fixed_shader_program
        shader_program.bind()

        GL.glLineWidth(1.)
        shader_program.uniforms.colour = (0., 0., 1.)
        self.simple_square_vertex_array.draw()

        # try:
        GL.glLineWidth(5.)
        shader_program.uniforms.colour = (0., 0., 1.)
        self.segment_vertex_array1.draw()
        # del self.segment_vertex_array1
        # except:
        #    pass
        
        GL.glLineWidth(2.)
        shader_program.uniforms.colour = (0., 1., 1.)
        self.segment_vertex_array2.draw()

        GL.glLineWidth(2.)
        shader_program.uniforms.colour = (1., 0., 0.)
        # six.print_('colour', shader_program.uniforms.colour)
        self.segment_vertex_array3.draw()

        shader_program = self.shader_manager.rectangle_shader_program
        shader_program.bind()
        GL.glLineWidth(2.)
        shader_program.uniforms.colour = (1., 0., 1.)
        self.rectangle_vertex_array.draw()

        shader_program = self.shader_manager.centred_rectangle_shader_program
        shader_program.bind()
        GL.glLineWidth(2.)
        shader_program.uniforms.colour = (8., 3., .5)
        self.centred_rectangle_vertex_array.draw()

        shader_program = self.shader_manager.wide_line_shader_program
        shader_program.bind()
        shader_program.uniforms.line_width = 2
        shader_program.uniforms.colour = (1., 1., 1.)
        self.line_vertex_array1.draw()

        shader_program = self.shader_manager.stipple_line_shader_program
        shader_program.bind()
        shader_program.uniforms.line_width = 4
        shader_program.uniforms.stipple_factor = 4
        shader_program.uniforms.colour = (1., .8, .8)
        self.stipple_texture.bind()
        self.line_vertex_array2.draw()
        self.stipple_texture.unbind()

        shader_program.unbind()
コード例 #15
0
    def draw(self):

        self.bind()
        GL.glDrawArrays(GL.GL_POINTS, 0, self._number_of_items)
        self.unbind()
コード例 #16
0
    def paint_path(self):

        # Unbind shader /!\

        # GL.glClearStencil(0)
        # GL.glClearColor(0,0,0,0)
        # # GL.glClear(GL.GL_COLOR_BUFFER_BIT)
        # GL.glStencilMask(~0)
        # GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_STENCIL_BUFFER_BIT)

        filling = False # /!\ clear framebuffer
        even_odd = True
        stroking = True

        if filling:
            nvpath.glStencilFillPathNV(self.path_object, nvpath.GL_COUNT_UP_NV, 0x1F)
            GL.glEnable(GL.GL_STENCIL_TEST)
            if even_odd:
                GL.glStencilFunc(GL.GL_NOTEQUAL, 0, 0x1)
            else:
                GL.glStencilFunc(GL.GL_NOTEQUAL, 0, 0x1F)
            GL.glStencilOp(GL.GL_KEEP, GL.GL_KEEP, GL.GL_ZERO)
            GL.glColor3f(0,1,0) #  green
            nvpath.glCoverFillPathNV(self.path_object, nvpath.GL_BOUNDING_BOX_NV)

        if stroking:
            nvpath.glStencilStrokePathNV(self.path_object, 0x1, ~0)
            GL.glColor3f(1,1,0) # yellow
            nvpath.glCoverStrokePathNV(self.path_object, nvpath.GL_CONVEX_HULL_NV)
コード例 #17
0
ファイル: PrimitiveVertexArray.py プロジェクト: syyunn/PyDVI
    def draw(self):

        self.bind()
        GL.glDrawArrays(GL.GL_POINTS, 0, self._number_of_items)
        self.unbind()
コード例 #18
0
ファイル: PrimitiveVertexArray.py プロジェクト: syyunn/PyDVI
    def draw(self):
        """ Draw the vertex array as points. """

        self.bind()
        GL.glDrawArrays(GL.GL_POINTS, 0, self._number_of_items)
        self.unbind()
コード例 #19
0
    def paint(self):

        if self._ready:
            with GL.error_checker():
                self._painter_manager.paint()
コード例 #20
0
    def paint_object(self):

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_FILL)
        GL.glEnable(GL.GL_POLYGON_OFFSET_FILL)
        GL.glPolygonOffset(1., 1.)
        # shader_program = self.shader_manager.basic_shader_program
        shader_program = self.shader_manager.lighting_shader_program
        # shader_program.light.Position = (0, 0, 100, 1)
        shader_program.bind()
        self.object_vertex_array.draw()
        GL.glDisable(GL.GL_POLYGON_OFFSET_FILL)

        GL.glPolygonMode(GL.GL_FRONT_AND_BACK, GL.GL_LINE)
        GL.glLineWidth(1.)
        shader_program = self.shader_manager.fixed_colour_shader_program
        shader_program.bind()
        self.object_vertex_array.draw()

        shader_program.unbind()