本文整理汇总了Python中pyglet.gl.glUseProgram函数的典型用法代码示例。如果您正苦于以下问题:Python glUseProgram函数的具体用法?Python glUseProgram怎么用?Python glUseProgram使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了glUseProgram函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: render_to_texture
def render_to_texture():
# select the target to draw into
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, framebuffer)
draw_buffers = (gl.GLenum * 1)(gl.GL_COLOR_ATTACHMENT0)
gl.glDrawBuffers(1, draw_buffers)
gl.glViewport(0, 0, FB_WIDTH, FB_HEIGHT)
# clear the destination
gl.glClearColor(0.5, 0.6, 0.7, 1.0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# prepare the rendering
gl.glUseProgram(render_program)
# send the vertex data
data = (COLOR_VERTEX * 3)(((-0.6, -0.5), (1.0, 0.0, 0.0, 1.0)),
((0.6, -0.5), (0.0, 1.0, 0.0, 1.0)),
((0.0, 0.5), (0.0, 0.0, 1.0, 1.0)))
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, render_vertexbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, ctypes.sizeof(data), data, gl.GL_DYNAMIC_DRAW)
# draw using the vertex array for vertex information
gl.glBindVertexArray(render_vao)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 3)
gl.glBindVertexArray(0)
开发者ID:carloscabo,项目名称:geometric-bot,代码行数:26,代码来源:test_pyglet_gl.py
示例2: copy_texture_to_screen
def copy_texture_to_screen():
# select the target to draw into
gl.glBindFramebuffer(gl.GL_FRAMEBUFFER, 0)
gl.glViewport(0, 0, window.width, window.height)
# clear the destination
gl.glClearColor(0.4, 0.4, 0.4, 1.0)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# select the program for drawing
gl.glUseProgram(copy_program)
# send the vertex data
data = (TEXTURE_VERTEX * 8)(((-0.9, -0.9), (0.0, 0.0)),
((0.5, -0.9), (1.0, 0.0)),
((0.5, 0.5), (1.0, 1.0)),
((-0.9, 0.5), (0.0, 1.0)),
((0.6, 0.6), (0.0, 1.0)),
((1.0, 0.6), (1.0, 1.0)),
((1.0, 1.0), (1.0, 0.0)),
((0.6, 1.0), (0.0, 0.0)),
)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, copy_vertexbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, ctypes.sizeof(data), data, gl.GL_DYNAMIC_DRAW)
# draw
gl.glBindVertexArray(copy_vao)
gl.glDrawArrays(gl.GL_QUADS, 0, 8)
gl.glBindVertexArray(0)
开发者ID:carloscabo,项目名称:geometric-bot,代码行数:32,代码来源:test_pyglet_gl.py
示例3: unuse
def unuse(self):
"""P.unuse()
Disable the program for rendering.
"""
gl.glUseProgram(0)
开发者ID:szabba,项目名称:silica-display,代码行数:7,代码来源:shaders.py
示例4: use
def use(self):
"""P.use()
Enables the program for rendering.
"""
gl.glUseProgram(self.__program)
开发者ID:szabba,项目名称:silica-display,代码行数:7,代码来源:shaders.py
示例5: use
def use(self):
"""Bind the program into the rendering pipeline.
"""
if not self.linked:
self._link()
# bind the program
gl.glUseProgram(self.handle)
self.bound = True
开发者ID:certik,项目名称:scikits.gpu,代码行数:10,代码来源:shader.py
示例6: use
def use(self):
self.id = gl.glCreateProgram()
for shader in self.shaders:
shader.compile()
gl.glAttachShader(self.id, shader.id)
gl.glLinkProgram(self.id)
message = self._getMessage()
if not self.getLinkStatus():
raise LinkError(message)
gl.glUseProgram(self.id)
return message
开发者ID:tartley,项目名称:pyglet-shaders,代码行数:15,代码来源:shader.py
示例7: __draw
def __draw(self):
gl.glClearColor(self.__bg_color[0],
self.__bg_color[1],
self.__bg_color[2],
self.__bg_color[3])
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glUseProgram(self.__prog.value)
# update data buffer if necessary
with self.__data_lock:
if self.__data_altered:
self.__setup_data_buffer()
self.__set_uniforms()
self.__set_attributes()
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
gl.glEnable(gl.GL_BLEND)
gl.glEnable(gl.GL_CULL_FACE)
gl.glDrawArraysInstanced(gl.GL_TRIANGLES,
0, 36, self.__data.size / (self.__downsample**3))
开发者ID:greyhill,项目名称:volvis,代码行数:21,代码来源:vis.py
示例8: _prepareFBOrender
def _prepareFBOrender(self):
if self.mode=='mono++':
GL.glUseProgram(self._shaders['mono++'])
elif self.mode=='color++':
GL.glUseProgram(self._shaders['color++'])
else:
GL.glUseProgram(self.win._progFBOtoFrame)
开发者ID:alexholcombe,项目名称:psychopy,代码行数:7,代码来源:bits.py
示例9: _finishFBOrender
def _finishFBOrender(self):
if self.mode[:4] in ['mono','colo']:
GL.glUseProgram(0)
elif self.mode[:4]=='bits':
self._drawLUTtoScreen()
开发者ID:Lx37,项目名称:psychopy,代码行数:5,代码来源:bits.py
示例10: unbind
def unbind(self):
# unbind whatever program is currently bound - not necessarily this program,
# so this should probably be a class method instead
GL.glUseProgram(0)
开发者ID:eulerlab,项目名称:QDSpy,代码行数:4,代码来源:shader_opengl.py
示例11: _prepareFBOrender
def _prepareFBOrender(self):
if self.mode=='mono++':
GL.glUseProgram(self._shaders['mono++'])
if self.mode=='color++':
GL.glUseProgram(self._shaders['color++'])
开发者ID:Lx37,项目名称:psychopy,代码行数:5,代码来源:bits.py
示例12: disable
def disable(self):
"""Unbind all programs in use.
"""
gl.glUseProgram(0)
self.bound = False
开发者ID:certik,项目名称:scikits.gpu,代码行数:6,代码来源:shader.py
示例13: bind
def bind(self):
# bind the program
GL.glUseProgram(self.handle)
开发者ID:eulerlab,项目名称:QDSpy,代码行数:3,代码来源:shader_opengl.py
示例14: unbind
def unbind(self):
gl.glUseProgram(0)
开发者ID:biddy,项目名称:pywonderland,代码行数:2,代码来源:shader.py
示例15: end
def end(self):
gl.glUseProgram(0)
开发者ID:Victor01exe,项目名称:cocos,代码行数:2,代码来源:draw.py
示例16: stop
def stop(self):
gl.glUseProgram(0)
开发者ID:gunny26,项目名称:pygame,代码行数:2,代码来源:pyglet_mandelbrot.py
示例17: bind
def bind(self):
gl.glUseProgram(self.program)
开发者ID:biddy,项目名称:pywonderland,代码行数:2,代码来源:shader.py
示例18: bind
def bind(self):
''' Bind the program, i.e. use it. '''
gl.glUseProgram(self.handle)
开发者ID:matthew-brett,项目名称:miniglumpy,代码行数:3,代码来源:shader.py
示例19: use
def use(self):
gl.glUseProgram(self.program)
开发者ID:gunny26,项目名称:pygame,代码行数:2,代码来源:pyglet_mandelbrot.py
示例20: main
#.........这里部分代码省略.........
grounded_mask = numpy.zeros((len(instances),), dtype=bool)
stop = numpy.empty((len(instances),2), dtype=bool)
adjust, sides = rwc(motion_v, passive_tl, passive_br, walls_tlbr[0], walls_tlbr[1])
numpy.logical_or.reduce(sides.reshape(-1, 2, 2), out=stop, axis=2)
motion_v[stop] = 0
do_translate(motion_v[:])
while attempts < 20 and adjust_significant:
adjust, sides, done_impulse = rppc(motion_v, passive_tl, passive_br)
grounded_mask |= sides[:,3]
adjust *= 0.5
do_translate(adjust)
adjust_significant = not numpy.allclose(adjust, 0, atol=0.125)
adjust_significant |= done_impulse > 0.125
del adjust, sides
adjust, sides = rwc(motion_v, passive_tl, passive_br, walls_tlbr[0], walls_tlbr[1])
adjust_significant |= not numpy.allclose(adjust, 0, atol=0.5)
do_translate(adjust)
numpy.logical_or.reduce(sides.reshape(-1, 2, 2), out=stop, axis=2)
motion_v[stop] = 0
grounded_mask |= sides[:,3]
attempts += 1
for thing in numpy.compress(grounded_mask, instances):
thing.tags.add(GROUNDED)
do_frame = False
ticks_done += 1
dead = []
gl.glLoadIdentity()
gl.glEnableVertexAttribArray(0)
gl.glUseProgram(spriteprog.id)
gl.glBindTexture(gl.GL_TEXTURE_2D, background.texid)
spriteprog['texture'] = 0
with backgroundbuf.bound:
gl.glVertexAttribPointer(0, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, 0)
gl.glDrawArrays(gl.GL_TRIANGLE_FAN, 0, 4)
# Now move camera
camera_location = (screen_center - numpy.round(entities[0].location)) + (0, camera_offset)
gl.glTranslated(camera_location[0], camera_location[1], 0.0)
for thing in entities:
if thing.hitpoints <= 0 or thing.location[1] > 10000:
dead.append(thing)
continue
for thing in dead:
scream.play()
if thing.name == 'Player':
thing.hitpoints = 100
thing.location[:] = (500, -10)
thing.motion_v[:] = 0
if thing.physics is not None:
thing.physics.last_position[:] = thing.location
else:
entities.remove(thing)
thing.dispose()
xyuv = numpy.empty((4, 4), dtype=numpy.float32)
texid = [0] * len(entities)
with entitybuf.bound:
for n, thing in enumerate(entities):
开发者ID:moshev,项目名称:project-viking,代码行数:67,代码来源:project_viking.py
注:本文中的pyglet.gl.glUseProgram函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论