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)
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)
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)
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)
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