コード例 #1
0
 def draw_window(self, window, colour):
     window.switch_to()
     glClearColor(*colour)
     glClear(GL_COLOR_BUFFER_BIT)
     window.flip()
コード例 #2
0
ファイル: game.py プロジェクト: rgrigoriadi/pyGameOfLife
        state = get_next_state(state)
        last_update = time.time()
    return (state, last_update, update_period)

@window.event
def on_key_press(symbol, modifiers):
    global speed_IO, pause_IO
    if symbol == key.SPACE:
        pause_IO = 1 - pause_IO
    elif symbol == key.MINUS:
        speed_IO = speed_IO / SPEED_MODIFIER_STEP
    elif symbol == key.EQUAL:
        speed_IO = speed_IO * SPEED_MODIFIER_STEP

@window.event
def on_mouse_press(x, y, button, modifiers):
    global point_buffer_IO
    if button == mouse.LEFT:
        point_buffer_IO.append([x, y])

while not window.has_exit:
    dt = clock.tick()
    (state, last_update, update_period) = updateIO(state, last_update, update_period)

    window.dispatch_events()
    window.clear()
    draw(state)
    window.flip()


コード例 #3
0
 def draw_window(self, window, colour):
     window.switch_to()
     glClearColor(*colour)
     glClear(GL_COLOR_BUFFER_BIT)
     window.flip()
コード例 #4
0
def main():
    screen_width = 800
    screen_height = 600
    window = pyglet.window.Window(screen_width, screen_height)

    cparams = TextureParam(wrap = GL_CLAMP)

    buf = FrameBuffer(screen_width, screen_height,
        Surface(Surface.SURF_COLOUR, gl_tgt=GL_TEXTURE_RECTANGLE_ARB,
            params=cparams),
        Surface(Surface.SURF_DEPTH, gl_tgt=GL_TEXTURE_RECTANGLE_ARB,
            gl_fmt=GL_DEPTH_COMPONENT32_ARB, is_texture=True,
            is_mipmapped=False, params=cparams))
    buf.init()
    buf.attach()
    buf.unbind()

    alpha_buf = FrameBuffer(screen_width, screen_height,
        Surface(Surface.SURF_COLOUR, gl_tgt=GL_TEXTURE_RECTANGLE_ARB,
            params = cparams))
    alpha_buf.init()
    alpha_buf.attach()
    alpha_buf.unbind()

    buf_subsampled = FrameBuffer(200, 150,
        Surface(Surface.SURF_COLOUR, gl_tgt=GL_TEXTURE_RECTANGLE_ARB,
            params=cparams),
        Surface(Surface.SURF_DEPTH, params=cparams))
    buf_subsampled.init()
    buf_subsampled.attach()
    buf_subsampled.unbind()

    buf_subsampled2 = FrameBuffer(200, 150,
        Surface(Surface.SURF_COLOUR, gl_tgt=GL_TEXTURE_RECTANGLE_ARB,
            params=cparams),
        Surface(Surface.SURF_DEPTH, params=cparams))
    buf_subsampled2.init()
    buf_subsampled2.attach()
    buf_subsampled2.unbind()

    object = cube_array_list()

    downsampler=DownsamplerRect()
    noise=gaussNoise(32)
    blur=GaussianRect3()
    pass1=RenderDOFPass1()
    pass2=RenderDOFPass2()

    r = 0
    clk = clock.Clock(60)
    while not window.has_exit:
        clk.tick()

        window.dispatch_events()

        buf.bind()
        glViewport(0, 0, screen_width, screen_height)
        r += 1
        if r > 360: r = 0
        renderScene(r, object)
        buf.unbind()

        downsample(buf.colourBuffer(0), buf_subsampled, downsampler, noise)
        
        gaussianBlur(buf_subsampled.colourBuffer(0),
                     buf_subsampled2,
                     buf_subsampled,
                     0.0,
                     0.0,
                     200.0,
                     150.0,
                     blur)

        renderDOF(buf, alpha_buf, buf_subsampled, pass1, pass2, noise)

        #fps.draw(window, clk)

        window.flip()

    buf = None
    buf_subsampled = None