示例#1
0
 def draw(self):
     bgl.glActiveTexture(bgl.GL_TEXTURE0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
     bgl.glBindVertexArray(self.vertex_array[0])
     bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4);
     bgl.glBindVertexArray(0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
 def draw_one(u):
     c = PCVCache.cache[u]
     # update matrix, every frame for now, it should be done better.. but it works well..
     m = c['object'].matrix_world
     matrix = []
     for v in m.transposed():
         matrix.extend(list(v.to_tuple()))
     matrix_buffer = bgl.Buffer(bgl.GL_FLOAT, len(matrix), matrix)
     c['matrix'] = m
     c['matrix_buffer'] = matrix_buffer
     
     bgl.glPushMatrix()
     bgl.glMultMatrixf(c['matrix_buffer'])
     
     bgl.glEnable(bgl.GL_DEPTH_TEST)
     bgl.glEnableClientState(bgl.GL_VERTEX_ARRAY)
     bgl.glVertexPointer(3, bgl.GL_FLOAT, 0, c['vertex_buffer'])
     bgl.glEnableClientState(bgl.GL_COLOR_ARRAY)
     bgl.glColorPointer(3, bgl.GL_FLOAT, 0, c['color_buffer'])
     
     if(PCVCache.cache[u]['smooth']):
         bgl.glEnable(bgl.GL_POINT_SMOOTH)
     
     l = int((c['length'] / 100) * c['display_percent'])
     bgl.glDrawArrays(bgl.GL_POINTS, 0, l)
     
     bgl.glDisableClientState(bgl.GL_VERTEX_ARRAY)
     bgl.glDisableClientState(bgl.GL_COLOR_ARRAY)
     
     if(c['smooth']):
         bgl.glDisable(bgl.GL_POINT_SMOOTH)
     bgl.glDisable(bgl.GL_DEPTH_TEST)
     
     bgl.glPopMatrix()
 def draw(self):
     bgl.glActiveTexture(bgl.GL_TEXTURE0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
     bgl.glBindVertexArray(self.vertex_array[0])
     bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
     bgl.glBindVertexArray(0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
示例#4
0
    def draw_one(u):
        c = PCVCache.cache[u]
        # update matrix, every frame for now, it should be done better.. but it works well..
        m = c['object'].matrix_world
        matrix = []
        for v in m.transposed():
            matrix.extend(list(v.to_tuple()))
        matrix_buffer = bgl.Buffer(bgl.GL_FLOAT, len(matrix), matrix)
        c['matrix'] = m
        c['matrix_buffer'] = matrix_buffer

        bgl.glPushMatrix()
        bgl.glMultMatrixf(c['matrix_buffer'])

        bgl.glEnable(bgl.GL_DEPTH_TEST)
        bgl.glEnableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glVertexPointer(3, bgl.GL_FLOAT, 0, c['vertex_buffer'])
        bgl.glEnableClientState(bgl.GL_COLOR_ARRAY)
        bgl.glColorPointer(3, bgl.GL_FLOAT, 0, c['color_buffer'])

        if (PCVCache.cache[u]['smooth']):
            bgl.glEnable(bgl.GL_POINT_SMOOTH)

        l = int((c['length'] / 100) * c['display_percent'])
        bgl.glDrawArrays(bgl.GL_POINTS, 0, l)

        bgl.glDisableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glDisableClientState(bgl.GL_COLOR_ARRAY)

        if (c['smooth']):
            bgl.glDisable(bgl.GL_POINT_SMOOTH)
        bgl.glDisable(bgl.GL_DEPTH_TEST)

        bgl.glPopMatrix()
示例#5
0
 def draw(self):
     self.log.info('CustomDrawData.draw() [%s]' % self)
     bgl.glActiveTexture(bgl.GL_TEXTURE0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
     bgl.glBindVertexArray(self.vertex_array[0])
     bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
     bgl.glBindVertexArray(0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
示例#6
0
    def draw(self):
        if self.updateTextureOnDraw:
            self.updateTexture()
            self.updateTextureOnDraw = False

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glBindVertexArray(self.vertex_array[0])
        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
        bgl.glBindVertexArray(0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
 def draw(self, pixels):
     width, height = self.dimensions
     bgl.glActiveTexture(bgl.GL_TEXTURE0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
     pixels = bgl.Buffer(bgl.GL_FLOAT, width * height * 4, pixels)
     bgl.glTexSubImage2D(bgl.GL_TEXTURE_2D, 0, 0, 0, width, height,
                         bgl.GL_RGBA, bgl.GL_FLOAT, pixels)
     bgl.glBindVertexArray(self.vertex_array[0])
     bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
     bgl.glBindVertexArray(0)
     bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
    def _draw_texture(texture_id, x, y, width, height):
        # INITIALIZATION

        # Getting shader program
        shader_program = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_CURRENT_PROGRAM, shader_program)

        # Generate vertex array
        vertex_array = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGenVertexArrays(1, vertex_array)

        texturecoord_location = bgl.glGetAttribLocation(
            shader_program[0], "texCoord")
        position_location = bgl.glGetAttribLocation(shader_program[0], "pos")

        # Generate geometry buffers for drawing textured quad
        position = [x, y, x + width, y, x + width, y + height, x, y + height]
        position = bgl.Buffer(bgl.GL_FLOAT, len(position), position)
        texcoord = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
        texcoord = bgl.Buffer(bgl.GL_FLOAT, len(texcoord), texcoord)

        vertex_buffer = bgl.Buffer(bgl.GL_INT, 2)
        bgl.glGenBuffers(2, vertex_buffer)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, position, bgl.GL_STATIC_DRAW)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[1])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 32, texcoord, bgl.GL_STATIC_DRAW)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)

        # DRAWING
        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, texture_id)

        bgl.glBindVertexArray(vertex_array[0])
        bgl.glEnableVertexAttribArray(texturecoord_location)
        bgl.glEnableVertexAttribArray(position_location)

        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[0])
        bgl.glVertexAttribPointer(position_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, vertex_buffer[1])
        bgl.glVertexAttribPointer(texturecoord_location, 2, bgl.GL_FLOAT,
                                  bgl.GL_FALSE, 0, None)
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, 0)

        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)

        bgl.glBindVertexArray(0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        # DELETING
        bgl.glDeleteBuffers(2, vertex_buffer)
        bgl.glDeleteVertexArrays(1, vertex_array)
示例#9
0
def draw_vertex_array(key, mode, dimensions, color):
    if key in VAO and VAO[key] and program:
        vao = VAO[key]

        bgl.glUseProgram(program)
        bgl.glUniform4f(bgl.glGetUniformLocation(program, "color"), *color)

        bgl.glEnableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glVertexPointer(dimensions, bgl.GL_FLOAT, 0, vao)
        bgl.glDrawArrays(mode, 0, int(len(vao) / dimensions))

        bgl.glDisableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glUseProgram(0)
示例#10
0
 def _draw(self, sx, sy, sz):
     bmeshShader.assign('vert_scale', (sx, sy, sz))
     if self.DEBUG_PRINT:
         print('==> drawing %d %s (%d)  (%d verts)' % (
             self.count / self.gl_count,
             self.gltype_name, self.gltype, self.count))
     if self.render_indices:
         bgl.glDrawElements(self.gltype, self.count,
                            bgl.GL_UNSIGNED_INT, buf_zero)
         self._check_error('_draw: glDrawElements (%d, %d, %d)' % (
             self.gltype, self.count, bgl.GL_UNSIGNED_INT))
     else:
         bgl.glDrawArrays(self.gltype, 0, self.count)
         self._check_error('_draw: glDrawArrays (%d)' % self.count)
示例#11
0
 def _draw(self, sx, sy, sz):
     bmeshShader.assign('vert_scale', (sx, sy, sz))
     if self.DEBUG_PRINT:
         print('==> drawing %d %s (%d)  (%d verts)' % (
             self.count / self.gl_count,
             self.gltype_name, self.gltype, self.count))
     if self.render_indices:
         bgl.glDrawElements(self.gltype, self.count,
                            bgl.GL_UNSIGNED_INT, buf_zero)
         self._check_error('_draw: glDrawElements (%d, %d, %d)' % (
             self.gltype, self.count, bgl.GL_UNSIGNED_INT))
     else:
         bgl.glDrawArrays(self.gltype, 0, self.count)
         self._check_error('_draw: glDrawArrays (%d)' % self.count)
示例#12
0
    def draw(self, engine, scene):
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)

        engine.bind_display_space_shader(scene)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture[0])
        bgl.glBindVertexArray(self.vertex_array[0])
        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
        bgl.glBindVertexArray(0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)

        engine.unbind_display_space_shader()
        bgl.glDisable(bgl.GL_BLEND)
示例#13
0
def draw_callback_view(verts, faces):

    VERT = 0
    FACES = 1

    buffers = bgl.Buffer(bgl.GL_INT, [2])
    bgl.glGenBuffers(2, buffers)

    bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, buffers[VERT])
    bgl.glBufferData(bgl.GL_ARRAY_BUFFER, 4 * 3 * len(verts), verts,
                     bgl.GL_STATIC_DRAW)
    bgl.glVertexPointer(3, bgl.GL_FLOAT, 0, verts)
    bgl.glColor3f(1.0, 0, 0)
    bgl.glEnableClientState(bgl.GL_VERTEX_ARRAY)
    bgl.glDrawArrays(bgl.GL_POINTS, 0, len(verts))
    bgl.glDisableClientState(bgl.GL_VERTEX_ARRAY)
示例#14
0
    def draw(self, index_offset):
        self.first_index = index_offset
        bgl.glUseProgram(self.shader.program)
        bgl.glBindVertexArray(self.vao[0])
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)
        # bgl.glUniform1f(self.unif_size, float(2.0))

        if self.draw_segs:
            self.bind(self.vbo_segs_co, self.vbo_segs, index_offset)
            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_segs * 2)
            index_offset += self.num_segs

        if self.draw_origin:
            self.bind(self.vbo_origin_co, self.vbo_origin, index_offset)
            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_origins)
            index_offset += self.num_origins

        bgl.glBindVertexArray(0)
示例#15
0
文件: zu.py 项目: vktec/zu
    def view_draw(self, ctx, dg):
        if self.scene is None:
            return

        buf = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetIntegerv(bgl.GL_DRAW_FRAMEBUFFER_BINDING, buf)
        if buf[0] == 0:
            return

        width, height = ctx.region.width, ctx.region.height
        if self.dim != (width, height):
            self.delfb()
            self.prepare_viewport(ctx, dg)

        # Render the scene
        bgl.glViewport(0, 0, width, height)
        cam = ctx.region_data.perspective_matrix
        zu.scene_cam(self.scene, mat(cam))
        zu.scene_draw(self.scene, self.fb)

        # Copy the rendered scene to the viewport (through the color space adjustment shader)
        bgl.glBindFramebuffer(bgl.GL_FRAMEBUFFER, buf[0])
        bgl.glEnable(bgl.GL_BLEND)
        bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)

        self.bind_display_space_shader(dg.scene)
        bgl.glBindVertexArray(self.vao)
        bgl.glEnableVertexAttribArray(self.quad_in)
        bgl.glEnableVertexAttribArray(self.uv_in)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.tex)
        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)

        bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
        bgl.glDisableVertexAttribArray(self.quad_in)
        bgl.glDisableVertexAttribArray(self.uv_in)
        bgl.glBindVertexArray(0)

        self.unbind_display_space_shader()
        bgl.glDisable(bgl.GL_BLEND)
示例#16
0
    def draw(self, engine, context, scene):
        if self._transparent:
            bgl.glEnable(bgl.GL_BLEND)
            bgl.glBlendFunc(bgl.GL_ONE, bgl.GL_ONE_MINUS_SRC_ALPHA)

        engine.bind_display_space_shader(scene)

        bgl.glActiveTexture(bgl.GL_TEXTURE0)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, self.texture_id)
        bgl.glBindVertexArray(self.vertex_array[0])
        bgl.glDrawArrays(bgl.GL_TRIANGLE_FAN, 0, 4)
        bgl.glBindVertexArray(NULL)
        bgl.glBindTexture(bgl.GL_TEXTURE_2D, NULL)

        engine.unbind_display_space_shader()

        err = bgl.glGetError()
        if err != bgl.GL_NO_ERROR:
            print("GL Error:", err)

        if self._transparent:
            bgl.glDisable(bgl.GL_BLEND)
示例#17
0
    def Draw(self, index_offset):
        self.first_index = index_offset
        bgl.glUseProgram(self.shader.program)
        bgl.glBindVertexArray(self.vao[0])

        bgl.glUniformMatrix4fv(self.unif_MV, 1, bgl.GL_TRUE, self.MV)
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)

        if self.draw_tris:
            bgl.glUniform1f(self.unif_offset, float(index_offset)) # bgl has no glUniform1ui :\

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
            bgl.glEnableVertexAttribArray(self.attr_pos)
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tri_indices[0])
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)

            bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, self.num_tris * 3)

            index_offset += self.num_tris
            bgl.glDepthRange(-0.00005, 0.99995)

        if self.draw_edges:
            bgl.glUniform1f(self.unif_offset, float(index_offset)) #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edge_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_edges * 2)

            index_offset += self.num_edges

        if self.draw_verts:
            bgl.glUniform1f(self.unif_offset, float(index_offset)) #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_looseverts_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT, bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_verts)

        bgl.glDepthRange(0.0, 1.0)
示例#18
0
    def draw(self, index_offset):

        self.first_index = index_offset

        bgl.glUseProgram(self.shader.program)
        check_error("glUseProgram")

        bgl.glBindVertexArray(self.vao[0])
        check_error("glBindVertexArray(self.vao[0])")
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)
        check_error("glUniformMatrix4fv")
        # 2.91 - require sequence of floats
        # self.shader.uniform_float("MVP", np.reshape(self.MVP, 16))

        if self.draw_segs:
            self.bind(self.vbo_segs_co, self.vbo_segs, index_offset)
            check_error("draw_segs bind")
            # 2.91
            # self.shader.uniform_float("offset", float(index_offset))
            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_segs * 2)
            check_error("draw_segs glDrawArrays")
            index_offset += self.num_segs

        if self.draw_origin:
            self.bind(self.vbo_origin_co, self.vbo_origin, index_offset)
            check_error("draw_origin bind")
            # 2.91
            # self.shader.uniform_float("offset", float(index_offset))
            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_origins)
            check_error("draw_origin glDrawArrays")
            index_offset += self.num_origins

        if self.draw_bounds:
            self.bind(self.vbo_bounds_co, self.vbo_bounds, index_offset)
            check_error("draw_bounds bind")
            # 2.91
            # self.shader.uniform_float("offset", float(index_offset))
            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_bounds)
            check_error("draw_bounds glDrawArrays")
            index_offset += self.num_bounds

        bgl.glBindVertexArray(0)
        check_error("glBindVertexArray(0)")
    def Draw(self, index_offset):
        self.first_index = index_offset
        bgl.glUseProgram(self.shader.program)
        bgl.glBindVertexArray(self.vao[0])

        bgl.glUniformMatrix4fv(self.unif_MV, 1, bgl.GL_TRUE, self.MV)
        bgl.glUniformMatrix4fv(self.unif_MVP, 1, bgl.GL_TRUE, self.MVP)

        if self.draw_tris:
            bgl.glUniform1f(self.unif_offset,
                            float(index_offset))  # bgl has no glUniform1ui :\

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tris[0])
            bgl.glEnableVertexAttribArray(self.attr_pos)
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_tri_indices[0])
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)

            bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, self.num_tris * 3)

            index_offset += self.num_tris
            bgl.glDepthRange(-0.00005, 0.99995)

        if self.draw_edges:
            bgl.glUniform1f(self.unif_offset,
                            float(index_offset))  #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edges[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_edge_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_LINES, 0, self.num_edges * 2)

            index_offset += self.num_edges

        if self.draw_verts:
            bgl.glUniform1f(self.unif_offset,
                            float(index_offset))  #TODO: use glUniform1ui

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, self.vbo_verts[0])
            bgl.glVertexAttribPointer(self.attr_pos, 3, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_pos)

            bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER,
                             self.vbo_looseverts_indices[0])
            bgl.glVertexAttribPointer(self.attr_primitive_id, 1, bgl.GL_FLOAT,
                                      bgl.GL_FALSE, 0, self._NULL)
            bgl.glEnableVertexAttribArray(self.attr_primitive_id)

            bgl.glDrawArrays(bgl.GL_POINTS, 0, self.num_verts)

        bgl.glDepthRange(0.0, 1.0)
示例#20
0
def draw_view():

    ######################
    ######## BIND ########
    ######################

    first_time = not bgl.glIsVertexArray(namespace['vao'][0])

    if first_time:
        namespace['uniform_set'] = False

        # Unlike VBOs, a VAO has to be generated and deleted from within the draw callback in which it will be bound.
        bgl.glGenVertexArrays(1, namespace['vao'])
        bgl.glBindVertexArray(namespace['vao'][0])

        float_byte_count = 4

        # Attribute: "point", 3D float vector
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, namespace['vbo_point'][0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER,
                         len(namespace['data_point']) * float_byte_count,
                         namespace['data_point'], bgl.GL_DYNAMIC_DRAW)

        bgl.glVertexAttribPointer(0, 3, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
        bgl.glEnableVertexAttribArray(0)

        # Attribute: "color", 4D float vector
        bgl.glBindBuffer(bgl.GL_ARRAY_BUFFER, namespace['vbo_color'][0])
        bgl.glBufferData(bgl.GL_ARRAY_BUFFER,
                         len(namespace['data_color']) * float_byte_count,
                         namespace['data_color'], bgl.GL_DYNAMIC_DRAW)

        bgl.glVertexAttribPointer(1, 4, bgl.GL_FLOAT, bgl.GL_FALSE, 0, None)
        bgl.glEnableVertexAttribArray(1)

        bgl.glBindVertexArray(0)

    ######################
    ######## DRAW ########
    ######################

    bgl.glEnable(bgl.GL_BLEND)

    bgl.glUseProgram(namespace['shader_program'])

    if not namespace['uniform_set']:
        bgl.glUniformMatrix4fv(
            namespace['perspective_uniform_location'],
            1,
            bgl.
            GL_TRUE,  # Matrices in Blender are row-major while matrices in OpenGL are column-major, so Blender's perspective matrix has to be transposed for OpenGL.
            namespace['projection_matrix'])

        # In this case I only want to update the uniform once, even though namespace['projection_matrix'] is being updated constantly.
        namespace['uniform_set'] = True

    bgl.glBindVertexArray(namespace['vao'][0])
    bgl.glDrawArrays(bgl.GL_TRIANGLES, 0, 3)

    bgl.glUseProgram(0)
    bgl.glBindVertexArray(0)

    bgl.glDisable(bgl.GL_BLEND)