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Python gl.glPushMatrix函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Python中pyglet.gl.glPushMatrix函数的典型用法代码示例。如果您正苦于以下问题:Python glPushMatrix函数的具体用法?Python glPushMatrix怎么用?Python glPushMatrix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glPushMatrix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: draw_axes

    def draw_axes(self):
        'draw x y z axis in r g b with text labels'
        gl.glPushMatrix()
        gl.glScalef( 1.1, 1.1, 1.1)

        o = 0, 0, 0
        x = 1, 0, 0
        y = 0, 1, 0
        z = 0, 0, 1

        verts  = numpy.array([ o, x, o, y, o, z], dtype=constants.DTYPE )
        colors = numpy.array([ x, x, y, y, z, z], dtype=constants.DTYPE )
        idxs   = numpy.cast[constants.INTDTYPE]( numpy.mgrid[:6] )

        self.drawlines( verts, colors, idxs)

        def draw_axis_label( name, xyz):
            'draw a single label'
            gl.glPushMatrix()
            gl.glTranslatef( xyz[0], xyz[1], xyz[2] )
            gl.glScalef( .01, .01, .01 )
            gl.glRotatef( 90, 0, 1, 0 )
            gl.glRotatef( 90, 0, 0, 1 )
            pyglet.text.Label(name).draw()
            gl.glPopMatrix()

        draw_axis_label( 'x', x)
        draw_axis_label( 'y', y)
        draw_axis_label( 'z', z)
        gl.glPopMatrix()
开发者ID:manishjakhodecdn,项目名称:skyseam,代码行数:30,代码来源:viewer.py


示例2: rotate

 def rotate(self,ang,rx,ry,rz):
     glPushMatrix()
     glLoadIdentity()
     glRotatef(ang,rx,ry,rz)
     glMultMatrixf(self.matrix)
     self.matrix=get_model_matrix()
     glPopMatrix()
开发者ID:fos,项目名称:fos-legacy,代码行数:7,代码来源:camera.py


示例3: render

    def render(self, geometry):
        """ Add the sphere to the view.

        :param scene: The view to render the model into
        :type scene: pyglet_helper.objects.View
        """
        # Renders a simple sphere with the #2 level of detail.
        if self.radius == 0.0:
            return
        self.init_model(geometry)

        coverage_levels = [30, 100, 500, 5000]
        lod = self.lod_adjust(geometry, coverage_levels, self.pos, self.radius)
        gl.glPushMatrix()

        self.model_world_transform(geometry.gcf, self.scale).gl_mult()
        self.color.gl_set(self.opacity)

        if self.translucent:
            # Spheres are convex, so we don't need to sort
            gl.glEnable(gl.GL_CULL_FACE)

            # Render the back half (inside)
            gl.glCullFace(gl.GL_FRONT)
            geometry.sphere_model[lod].gl_render()

            # Render the front half (outside)
            gl.glCullFace(gl.GL_BACK)
            geometry.sphere_model[lod].gl_render()
        else:
            # Render a simple sphere.
            geometry.sphere_model[lod].gl_render()
        gl.glPopMatrix()
开发者ID:encukou,项目名称:pyglet_helper,代码行数:33,代码来源:sphere.py


示例4: draw

    def draw(self):
        # set up projection
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glViewport(self.x, self.y, self.width, self.height)
        gl.glOrtho(0, self.width, 0, self.height, self.near, self.far)
        gl.glMatrixMode(gl.GL_MODELVIEW)

        fx, fy = self._determine_focus()

        w2 = self.width / 2
        h2 = self.height / 2
        x1, y1 = fx - w2, fy - h2
        x2, y2 = fx + w2, fy + h2

        gl.glPushMatrix()
        gl.glTranslatef(self.width / 2 - fx, self.height / 2 - fy, 0)
        for layer in self.layers:
            if hasattr(layer, 'x'):
                translate = layer.x or layer.y
            else:
                translate = False
            if translate:
                gl.glPushMatrix()
                gl.glTranslatef(layer.x, layer.y, 0)
            layer.draw()
            if translate:
                gl.glPopMatrix()
        gl.glPopMatrix()
开发者ID:bitcraft,项目名称:pyglet,代码行数:29,代码来源:view.py


示例5: _layerProjectLocalToScreen

    def _layerProjectLocalToScreen(self):
        """Maps self.coordLocal to self.coordScreen within OpenGL."""
        if self._scissorBox is None and self.localBounds is None:
            return
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        # gluOrtho2D declares the render space for the corners of the window.
        # So, we want to set it up in such a way that our layer renders in
        # the right place.  In other words, determine window corners that
        # map cl -> cs.  All clipping, etc is already handled by the coordsLocal
        # getter.
        cs = self.coordsScreen
        cl = self.coordsLocal
        sw = self.scene.width
        sh = self.scene.height

        # Determine the window width and height.  We want a local-sized chunk
        # of this to correspond to a screen-sized chunk of the screen.  That is,
        # cl[2] / ww == cs[2] / sw
        ww = cl[2] * sw / cs[2]
        wh = cl[3] * sh / cs[3]

        # cs[0] / sw = (x - nx) / ww
        nx = cl[0] - cs[0] * ww / sw
        ny = cl[1] - cs[1] * wh / sh
        gl.gluOrtho2D(nx, nx+ww, ny, ny+wh)
        gl.glMatrixMode(gl.GL_MODELVIEW)
开发者ID:wwoods,项目名称:pyglet_piss,代码行数:28,代码来源:layer.py


示例6: render

    def render(self, scene):
        """Add the cone to the scene.

        :param scene: The view to render the model into
        :type scene: pyglet_helper.objects.View
        """
        if self.radius == 0:
            return

        self.init_model(scene)

        coverage_levels = [10, 30, 90, 250, 450]
        lod = self.lod_adjust(scene, coverage_levels, self.pos, self.radius)

        length = self.axis.mag()
        gl.glPushMatrix()
        self.model_world_transform(scene.gcf, Vector([length, self.radius,
                                                      self.radius])).gl_mult()

        self.color.gl_set(self.opacity)
        if self.translucent:
            gl.glEnable(gl.GL_CULL_FACE)

            # Render the back half.
            gl.glCullFace(gl.GL_FRONT)
            scene.cone_model[lod].gl_render()

            # Render the front half.
            gl.glCullFace(gl.GL_BACK)
            scene.cone_model[lod].gl_render()
        else:
            scene.cone_model[lod].gl_render()
        gl.glPopMatrix()
开发者ID:encukou,项目名称:pyglet_helper,代码行数:33,代码来源:cone.py


示例7: flush_labels

 def flush_labels(self):
     gl.glClear(gl.GL_DEPTH_BUFFER_BIT)
     gl.glPushMatrix()
     gl.glTranslatef(-self.game.camera_x * defs.WINDOW_SCALE[0],
                     -self.game.camera_y * defs.WINDOW_SCALE[1], 0)
     for label, x, y, scale in self.labels:
         if scale:
             gl.glPushMatrix()
             label.anchor_x = 'center'
             label.anchor_y = 'center'
             gl.glTranslatef(x * defs.WINDOW_SCALE[0],
                             y * defs.WINDOW_SCALE[1], 0)
             gl.glScalef(*scale)
             label.x = label.y = 0
             label.draw()
             gl.glPopMatrix()
         else:
             label.x = x * defs.WINDOW_SCALE[0]
             label.y = y * defs.WINDOW_SCALE[1]
             label.draw()
     self.labels = []
     gl.glColor3f(1, 1, 1)
     gl.glEnable(gl.GL_DEPTH_TEST)
     gl.glPopMatrix()
     # self.fps_label.draw()
     self.game.score.draw()
开发者ID:noonat,项目名称:deathbeam,代码行数:26,代码来源:draw.py


示例8: display

    def display(self, mode_2d=False):
        with self.lock:
            glPushMatrix()
            glTranslatef(self.offset_x, self.offset_y, 0)
            glEnableClientState(GL_VERTEX_ARRAY)

            has_vbo = isinstance(self.vertex_buffer, VertexBufferObject)
            if self.display_travels:
                self._display_travels(has_vbo)

            glEnable(GL_LIGHTING)
            glEnableClientState(GL_NORMAL_ARRAY)
            glEnableClientState(GL_COLOR_ARRAY)
            glMaterialfv(GL_FRONT, GL_SPECULAR, vec(1, 1, 1, 1))
            glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, vec(0, 0, 0, 0))
            glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 50)

            glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE)
            self._display_movements(has_vbo)

            glDisable(GL_LIGHTING)

            glDisableClientState(GL_COLOR_ARRAY)
            glDisableClientState(GL_VERTEX_ARRAY)
            glDisableClientState(GL_NORMAL_ARRAY)

            glPopMatrix()
开发者ID:pavlog,项目名称:Printrun,代码行数:27,代码来源:actors.py


示例9: on

 def on(self):
     gl.glPushMatrix()
     gl.glEnable(gl.GL_DEPTH_TEST)
     gl.glPushAttrib(gl.GL_LIGHTING_BIT)
     gl.glEnable(gl.GL_LIGHTING)
     for l in self:
         l.on()
开发者ID:Knio,项目名称:miru,代码行数:7,代码来源:camera.py


示例10: draw_objects

    def draw_objects(self):
        '''called in the middle of ondraw after the buffer has been cleared'''
        self.create_objects()

        glPushMatrix()
        if self.orthographic:
            glTranslatef(0, 0, -3 * self.dist)  # Move back
        else:
            glTranslatef(0, 0, -self.dist)  # Move back
        # Rotate according to trackball
        glMultMatrixd(build_rotmatrix(self.basequat))
        # Move origin to bottom left of platform
        platformx0 = -self.build_dimensions[3] - self.parent.platform.width / 2
        platformy0 = -self.build_dimensions[4] - self.parent.platform.depth / 2
        glTranslatef(platformx0, platformy0, 0)

        for obj in self.parent.objects:
            if not obj.model \
               or not obj.model.loaded \
               or not obj.model.initialized:
                continue
            glPushMatrix()
            glTranslatef(*(obj.offsets))
            glTranslatef(*(obj.centeroffset))
            glRotatef(obj.rot, 0.0, 0.0, 1.0)
            glScalef(*obj.scale)

            obj.model.display()
            glPopMatrix()
        glPopMatrix()
开发者ID:faustreg,项目名称:Printrun,代码行数:30,代码来源:gcview.py


示例11: draw_ents

 def draw_ents(self, ents):
     for ent in ents:
         glPushMatrix()
         glTranslatef(ent.body.position.x, ent.body.position.y, 0)
         glRotatef(ent.body.angle * 180 / pi, 0, 0, 1)
         ent.batch.draw()
         glPopMatrix()
开发者ID:tartley,项目名称:sole-scion,代码行数:7,代码来源:renderer.py


示例12: on_draw

 def on_draw(self):
     pyglet.gl.glClearColor(0.2,0.2,0.8,1)
     self.clear()
     gl.glPushMatrix()
     gl.glTranslatef(self.camera[0], self.camera[1], 0)
     pyglet.gl.glColor4f(1,1,1,1)
     for territory in self.landmass.land_terrs:
         for tri in territory.triangles:
             pyglet.gl.glColor4f(*territory.color)
             pyglet.graphics.draw(
                 3, pyglet.gl.GL_TRIANGLES, ('v2f', tri)
             )
         for line in territory.lines:
             pyglet.gl.glColor4f(*line.color)
             self.draw_line(line.a.x, line.a.y, line.b.x, line.b.y)
     for terr in self.landmass.sea_terrs:
         for line in terr.lines:
             pyglet.gl.glColor4f(*line.color)
             self.draw_line(line.a.x, line.a.y, line.b.x, line.b.y)
     if self.draw_capitals:
         for terr in itertools.chain(self.landmass.land_terrs, self.landmass.sea_terrs):
             pyglet.gl.glColor4f(1,1,1,1)
             w = terr.label.content_width/2+2
             h = terr.label.content_height/2
             self.draw_rect(terr.x-w, terr.y-h, terr.x+w, terr.y+h)
     pyglet.gl.glColor4f(1,1,1,1)
     self.batch.draw()
     gl.glPopMatrix()
开发者ID:irskep,项目名称:Incontinents,代码行数:28,代码来源:demo.py


示例13: on_draw

 def on_draw(self, dt=0):
     env.dt = dt
     if self.load_countdown == 0:
         if self.music_countdown > 0:
             self.music_countdown -= dt
             if self.music_countdown <= 0:
                 music.new_song('The_Creature_Sneaks')
         if self.mode == GUI:
             gl.glLoadIdentity()
             if env.scale_factor != 1.0:
                 gl.glPushMatrix()
                 env.scale()
         
             gl.glClearColor(1,1,1,1)
             self.clear()
             gui.draw_card()
             if gui.current_card == gui.START: self.start_game()
             if gui.current_card == gui.QUIT: pyglet.app.exit()
             if gui.current_card == gui.LOAD: self.load_game()
         
             if env.scale_factor != 1.0:
                 gl.glPopMatrix()
     elif self.load_countdown > 1:
         self.draw_load_screen()
         self.load_countdown -= 1
     else:    
         self.init_resources()
         self.init_gui()
         self.load_countdown = 0
开发者ID:irskep,项目名称:Gluball,代码行数:29,代码来源:gluball.py


示例14: draw

    def draw(self):
        if self._dirty:
            self._context = Context()
            self._parts = []
            self.free()
            self.render()
            self.build_vbo()
            self._dirty = False

        # set
        gl.glEnable(self._texture.target)
        gl.glBindTexture(self._texture.target, self._texture.id)
        gl.glPushAttrib(gl.GL_COLOR_BUFFER_BIT)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        gl.glPushMatrix()
        self.transform()
        # cuadric.begin()
        self._vertex_list.draw(gl.GL_TRIANGLES)
        # cuadric.end()

        # unset
        gl.glPopMatrix()
        gl.glPopAttrib()
        gl.glDisable(self._texture.target)
开发者ID:1414648814,项目名称:cocos,代码行数:27,代码来源:draw.py


示例15: draw_world_items

    def draw_world_items(self, glyphs):
        '''
        Draw all passed glyphs
        '''
        shader = None
        for position, orientation, glyph in glyphs:

            gl.glPushMatrix()

            gl.glTranslatef(*position)
            if orientation and orientation != Orientation.Identity:
                gl.glMultMatrixf(orientation.matrix)

            if glyph.shader is not shader:
                shader = glyph.shader
                shader.use()

            gl_wrap.glBindVertexArray(glyph.vao)

            gl.glDrawElements(
                gl.GL_TRIANGLES,
                len(glyph.glindices),
                glyph.index_type,
                glyph.glindices
            )

            gl.glPopMatrix()

        gl_wrap.glBindVertexArray(0)
        Shader.unuse()
开发者ID:tartley,项目名称:gloopy,代码行数:30,代码来源:render.py


示例16: paint

 def paint(self, peg):
     batch = self.get_batch()
     glPushMatrix()
     glTranslatef(peg.x, peg.y, 0)
     glRotatef(peg.angle, 0, 0, 1)
     batch.draw()
     glPopMatrix()
开发者ID:msarch,项目名称:py,代码行数:7,代码来源:shapes.py


示例17: drawSpace

    def drawSpace(self, window):

        gl.glPushMatrix()

        # GL matrices are applied last-added-first, so this *is* the right
        # order for pushing them.
        gl.glTranslatef(-self.viewportOrigin[0], -self.viewportOrigin[1], 0.0)

        if self.shake is not None:
            # We want to rotate around the center of the current viewport
            # vpc = view port center
            vpc_x = self.viewportOrigin[0] + self.windowProps.windowWidth//2
            vpc_y = self.viewportOrigin[1] + self.windowProps.windowHeight//2
            
            gl.glTranslatef(vpc_x, vpc_y, 0.0)
            gl.glRotatef(self.shake.getAngle(), 0, 0, 1)
            gl.glTranslatef(-vpc_x, -vpc_y, 0.0)
        
        ge = self.gameElements

        ge.starField.draw()
        ge.swarm.draw()

        if not self.explodedMarker.done():
            ge.ship.draw()

        if self.endGame and not self.drawFrameMarker.done():
            self.endGame.draw(window)

        for shot in ge.shots:
            if shot.alive:
                shot.draw()
        
        gl.glPopMatrix()
开发者ID:sergio-py2,项目名称:meteor,代码行数:34,代码来源:gamephase.py


示例18: draw

    def draw(self):
        glPushMatrix()

        glTranslatef(self.xoffset, self.yoffset, self.zoffset)

        def color(i):
            if i % self.graduations_major == 0:
                glColor4f(*self.color_grads_major)
            elif i % (self.graduations_major / 2) == 0:
                glColor4f(*self.color_grads_interm)
            else:
                if self.light: return False
                glColor4f(*self.color_grads_minor)
            return True

        # draw the grid
        glBegin(GL_LINES)
        for i in range(0, int(math.ceil(self.width + 1))):
            if color(i):
                glVertex3f(float(i), 0.0, 0.0)
                glVertex3f(float(i), self.depth, 0.0)

        for i in range(0, int(math.ceil(self.depth + 1))):
            if color(i):
                glVertex3f(0, float(i), 0.0)
                glVertex3f(self.width, float(i), 0.0)
        glEnd()

        # draw fill
        glColor4f(*self.color_fill)
        glRectf(0.0, 0.0, float(self.width), float(self.depth))

        glPopMatrix()
开发者ID:Metamaquina,项目名称:Printrun,代码行数:33,代码来源:actors.py


示例19: draw

    def draw(self):
        # Update list of entities
        # TODO this should actually update instead of recomputing all day, but, whatever
        entity_batch = pyglet.graphics.Batch()
        for _, entity in self.map_layer.children_names['entities'].children:
            x, y = entity.position
            w, h = entity.size
            x0 = entity.position[0] - entity.image_anchor[0] * entity.scale
            y0 = entity.position[1] - entity.image_anchor[1] * entity.scale
            x1, y1 = x0 + w, y0 + h
            entity_batch.add(4, gl.GL_QUADS, self.outlines_group,
                ('v2f', (x0, y0, x0, y1, x1, y1, x1, y0)),
                ('c4f', (1.0, 1.0, 0.0, 0.5) * 4))

            # This is a diamond but at scale it looks enough like a dot
            D = 3
            entity_batch.add(4, gl.GL_QUADS, None,
                ('v2f', (x + D, y, x, y - D, x - D, y, x, y + D)),
                ('c4f', (1.0, 1.0, 0.0, 1.0) * 4))

            # Collision footprint...  kinda
            R = entity.entity_type.shape
            entity_batch.add(4, gl.GL_QUADS, None,
                ('v2f', (x - R, y - R, x + R, y - R, x + R, y + R, x - R, y + R)),
                ('c4f', (1.0, 1.0, 0.0, 0.2) * 4))


        # TODO wtf is GL_CURRENT_BIT
        gl.glPushMatrix()
        self.transform()
        self.grid_batch.draw()
        entity_batch.draw()
        gl.glPopMatrix()
开发者ID:eevee,项目名称:flora,代码行数:33,代码来源:debugger.py


示例20: draw_objects

    def draw_objects(self):
        '''called in the middle of ondraw after the buffer has been cleared'''
        self.create_objects()

        glPushMatrix()
        # Rotate according to trackball
        glMultMatrixd(build_rotmatrix(self.basequat))
        # Move origin to bottom left of platform
        platformx0 = -self.build_dimensions[3] - self.parent.platform.width / 2
        platformy0 = -self.build_dimensions[4] - self.parent.platform.depth / 2
        glTranslatef(platformx0, platformy0, 0)

        light_z = max(self.parent.platform.width, self.parent.platform.depth)
        glLightfv(GL_LIGHT0, GL_POSITION, vec(0,
                                              self.parent.platform.depth / 2,
                                              light_z, 0))
        glLightfv(GL_LIGHT1, GL_POSITION, vec(self.parent.platform.width,
                                              self.parent.platform.depth / 2,
                                              light_z, 0))

        for obj in self.parent.objects:
            if not obj.model \
               or not obj.model.loaded \
               or not obj.model.initialized:
                continue
            glPushMatrix()
            glTranslatef(*(obj.offsets))
            glTranslatef(*(obj.centeroffset))
            glRotatef(obj.rot, 0.0, 0.0, 1.0)
            glScalef(*obj.scale)

            obj.model.display()
            glPopMatrix()
        glPopMatrix()
开发者ID:brodykenrick,项目名称:Printrun,代码行数:34,代码来源:gcview.py



注:本文中的pyglet.gl.glPushMatrix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。


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