def _test_setting_stuff(): # Set stuff to touch functions gl.glClear(gl.GL_COLOR_BUFFER_BIT) # gl.glBlendColor(1.0, 1.0, 1.0, 1.0) gl.glBlendEquation(gl.GL_FUNC_ADD) gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD) gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO) # gl.glClearColor(0.0, 0.0, 0.0, 1.0) gl.glClearDepth(1) gl.glClearStencil(0) # gl.glColorMask(True, True, True, True) gl.glDepthMask(False) gl.glStencilMask(255) gl.glStencilMaskSeparate(gl.GL_FRONT, 128) # gl.glStencilFunc(gl.GL_ALWAYS, 0, 255) gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255) gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP) gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP) # gl.glFrontFace(gl.GL_CW) gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST) gl.glLineWidth(2.0) gl.glPolygonOffset(0.0, 0.0) gl.glSampleCoverage(1.0, False) # And getting stuff try: with use_log_level('error', print_msg=False): r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER, gl.GL_HIGH_FLOAT) gl.check_error() # Sometimes the func is there but OpenGL errs except Exception: pass # accept if the function is not there ... # We should catch RuntimeError and GL.error.NullFunctionError, # but PyOpenGL may not be available. # On Travis this function was not there on one machine according # to PyOpenGL, but our desktop backend worked fine ... # v = gl.glGetParameter(gl.GL_VERSION) assert_true(isinstance(v, string_types)) assert_true(len(v) > 0) gl.check_error()
def _test_setting_stuff(): # Set stuff to touch functions gl.glClear(gl.GL_COLOR_BUFFER_BIT) # gl.glBlendColor(1.0, 1.0, 1.0, 1.0) gl.glBlendEquation(gl.GL_FUNC_ADD) gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD) gl.glBlendFunc(gl.GL_ONE, gl.GL_ZERO) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE, gl.GL_ZERO) # gl.glClearColor(0.0, 0.0, 0.0, 1.0) gl.glClearDepth(1) gl.glClearStencil(0) # gl.glColorMask(True, True, True, True) gl.glDepthMask(False) gl.glStencilMask(255) gl.glStencilMaskSeparate(gl.GL_FRONT, 128) # gl.glStencilFunc(gl.GL_ALWAYS, 0, 255) gl.glStencilFuncSeparate(gl.GL_FRONT, gl.GL_ALWAYS, 0, 255) gl.glStencilOp(gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP) gl.glStencilOpSeparate(gl.GL_FRONT, gl.GL_KEEP, gl.GL_KEEP, gl.GL_KEEP) # gl.glFrontFace(gl.GL_CW) gl.glHint(gl.GL_GENERATE_MIPMAP_HINT, gl.GL_FASTEST) gl.glLineWidth(2.0) gl.glPolygonOffset(0.0, 0.0) gl.glSampleCoverage(1.0, False) # And getting stuff try: with use_log_level('error', print_msg=False): r, p = gl.glGetShaderPrecisionFormat(gl.GL_FRAGMENT_SHADER, gl.GL_HIGH_FLOAT) gl.check_error() # Sometimes the func is there but OpenGL errs except Exception: pass # accept if the function is not there ... # We should catch RuntimeError and GL.error.NullFunctionError, # but PyOpenGL may not be available. # On Travis this function was not there on one machine according # to PyOpenGL, but our desktop backend worked fine ... # v = gl.glGetParameter(gl.GL_VERSION) assert_true(isinstance(v, string_types)) assert_true(len(v) > 0) gl.check_error()
def on_draw(self, event): """ canvas update callback """ # Clear depth and color buffers gloo.clear(color=C0) # Filled cube gloo.set_state(depth_test=True, blend=True, depth_mask=False) #gloo.set_depth_mask(False) #gl.glEnable(gl.GL_DEPTH_TEST) #gl.glDepthMask(gl.GL_FALSE) #gl.glEnable(gl.GL_BLEND) # self.quads['u_pass'] = 0.0 self.framebuffer.color_buffer = self.accum self.framebuffer.activate() gloo.clear(color=(0, 0, 0, 0)) #gloo.set_blend_func('one', 'one') #gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ONE, gl.GL_ONE, gl.GL_ONE) self.quads.draw('triangles', self.indices) self.framebuffer.deactivate() # self.quads['u_pass'] = 1.0 self.framebuffer.color_buffer = self.reveal self.framebuffer.activate() gloo.clear(color=(1, 1, 1, 1)) #gloo.set_blend_func('zero', 'one_minus_src_color') #gl.glBlendFunc(gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR) gl.glBlendFuncSeparate(gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR, gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR) self.quads.draw('triangles', self.indices) self.framebuffer.deactivate() # Filled cube #gloo.set_blend_func('src_alpha', 'one_minus_src_alpha') gl.glBlendFuncSeparate(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # gloo.set_state('translucent', blend=True, depth_test=False) self.post.draw('triangle_strip', self.indices)
def on_draw(self, event): """ canvas update callback """ # Clear depth and color buffers gloo.clear(color=C0) # Filled cube gloo.set_state(depth_test=True, blend=True, depth_mask=False) #gloo.set_depth_mask(False) #gl.glEnable(gl.GL_DEPTH_TEST) #gl.glDepthMask(gl.GL_FALSE) #gl.glEnable(gl.GL_BLEND) # self.quads['u_pass'] = 0.0 self.framebuffer.color_buffer = self.accum self.framebuffer.activate() gloo.clear(color=(0, 0, 0, 0)) #gloo.set_blend_func('one', 'one') #gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ONE, gl.GL_ONE, gl.GL_ONE) self.quads.draw('triangles', self.indices) self.framebuffer.deactivate() # self.quads['u_pass'] = 1.0 self.framebuffer.color_buffer = self.reveal self.framebuffer.activate() gloo.clear(color=(1, 1, 1, 1)) #gloo.set_blend_func('zero', 'one_minus_src_color') #gl.glBlendFunc(gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR) gl.glBlendFuncSeparate(gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR, gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_COLOR) self.quads.draw('triangles', self.indices) self.framebuffer.deactivate() # Filled cube #gloo.set_blend_func('src_alpha', 'one_minus_src_alpha') gl.glBlendFuncSeparate(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # gloo.set_state('translucent', blend=True, depth_test=False) self.post.draw('triangle_strip', self.indices)