def on_draw(dt): # Clear depth and color buffers gl.glClearColor(*C0) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # Opaque objects rendering gl.glDepthMask(gl.GL_TRUE) gl.glDisable(gl.GL_BLEND) # Transparent objects rendering gl.glDepthMask(gl.GL_FALSE) gl.glEnable(gl.GL_BLEND) framebuffer.activate() gl.glClearColor(0,0,0,1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) window.clear(color=(0,0,0,1)) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_ALPHA) scene.draw(gl.GL_TRIANGLES, indices) framebuffer.deactivate() # Compositing gl.glBlendFunc(gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_SRC_ALPHA) compose.draw(gl.GL_TRIANGLE_STRIP)
def on_draw(dt): # Clear depth and color buffers gl.glClearColor(*C0) gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) # Opaque objects rendering gl.glDepthMask(gl.GL_TRUE) gl.glDisable(gl.GL_BLEND) # Transparent objects rendering gl.glDepthMask(gl.GL_FALSE) gl.glEnable(gl.GL_BLEND) framebuffer.activate() gl.glClearColor(0, 0, 0, 1) gl.glClear(gl.GL_COLOR_BUFFER_BIT) window.clear(color=(0, 0, 0, 1)) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_ALPHA) scene.draw(gl.GL_TRIANGLES, indices) framebuffer.deactivate() # Compositing gl.glBlendFunc(gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_SRC_ALPHA) compose.draw(gl.GL_TRIANGLE_STRIP)
def on_draw(dt): app.clock.tick() window.clear() gl.glEnable(gl.GL_BLEND); gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD); gl.glBlendFuncSeparate(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA); w, h = window.get_size() #print("----------") pipeline.render_screen(None, (w, h)) var.ReloadVar.reload_vars()
def on_draw(dt): window.clear(color=C0) gl.glDepthMask(gl.GL_FALSE) gl.glEnable(gl.GL_BLEND) # Transparent surfaces framebuffer.activate() window.clear(color=(0, 0, 0, 1)) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_ALPHA) quads.draw(gl.GL_TRIANGLES, indices) framebuffer.deactivate() # Compositing gl.glBlendFunc(gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) post.draw(gl.GL_TRIANGLE_STRIP)
def on_draw(dt): window.clear(color=C0) gl.glDepthMask(gl.GL_FALSE) gl.glEnable(gl.GL_BLEND) # Transparent surfaces framebuffer.activate() window.clear(color=(0,0,0,1)) gl.glBlendFuncSeparate(gl.GL_ONE, gl.GL_ONE, gl.GL_ZERO, gl.GL_ONE_MINUS_SRC_ALPHA) quads.draw(gl.GL_TRIANGLES, indices) framebuffer.deactivate() # Compositing gl.glBlendFunc(gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_SRC_ALPHA) gl.glEnable(gl.GL_BLEND) post.draw(gl.GL_TRIANGLE_STRIP)
def on_draw(dt): global update_transitions app.clock.tick() window.clear() gl.glEnable(gl.GL_BLEND) gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_FUNC_ADD) gl.glBlendFuncSeparate(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA, gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA) if update_transitions: transition.set_shader("common/passthrough.vert", transitions[transitions_index]["glsl"]) update_transitions = False w, h = window.get_size() #print("----------") pipeline.render_screen(None, (w, h)) var.ReloadVar.reload_vars()