本文整理汇总了Python中vispy.gloo.gl.glClearColor函数的典型用法代码示例。如果您正苦于以下问题:Python glClearColor函数的具体用法?Python glClearColor怎么用?Python glClearColor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glClearColor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: draw11
def draw11(event):
print(' {0:7}: {1}'.format('1', bgcolors[1]))
if bgcolors[1] is not None:
gl.glViewport(0, 0, *list(_win_size))
gl.glClearColor(*bgcolors[1])
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glFinish()
开发者ID:Calvarez20,项目名称:vispy,代码行数:7,代码来源:test_simultaneous.py
示例2: draw00
def draw00(event):
print(" {0:7}: {1}".format("0", bgcolors[0]))
if bgcolors[0] is not None:
gl.glViewport(0, 0, *list(_win_size))
gl.glClearColor(*bgcolors[0])
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glFinish()
开发者ID:Zulko,项目名称:vispy,代码行数:7,代码来源:test_simultaneous.py
示例3: paint0
def paint0(event):
print(' {0:7}: {1}'.format(backend + '_0', bgcolors[0]))
if bgcolors[0] is not None:
gl.glViewport(0, 0, *list(_win_size))
gl.glClearColor(*bgcolors[0])
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glFinish()
开发者ID:kif,项目名称:vispy,代码行数:7,代码来源:test_simultaneous.py
示例4: on_initialize
def on_initialize(self, event):
gl.glClearColor(1,1,1,1)
gl.glEnable(gl.GL_DEPTH_TEST)
# Create shader program
self._prog_handle = gl.glCreateProgram()
# Create vertex shader
shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource(shader, VERT_CODE)
gl.glCompileShader(shader)
status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
if not status:
# We could show more useful info here, but that takes a few lines
raise RuntimeError('Vertex shader did not compile.')
else:
gl.glAttachShader(self._prog_handle, shader)
# Create fragment shader
shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(shader, FRAG_CODE)
gl.glCompileShader(shader)
status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
if not status:
# We could show more useful info here, but that takes a few lines
raise RuntimeError('Fragment shader did not compile.')
else:
gl.glAttachShader(self._prog_handle, shader)
# Link
gl.glLinkProgram(self._prog_handle)
status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
if not status:
# We could show more useful info here, but that takes a few lines
raise RuntimeError('Program did not link.')
# Create texture
im = dataio.crate()
self._tex_handle = gl.glGenTextures(1)
gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB,
im.shape[1], im.shape[0], 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im)
gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
if use_buffers:
# Create vertex buffer
self._positions_handle = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._positions_handle)
gl.glBufferData(gl.GL_ARRAY_BUFFER, positions.nbytes, positions, gl.GL_DYNAMIC_DRAW)
#
self._texcoords_handle = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._texcoords_handle)
gl.glBufferData(gl.GL_ARRAY_BUFFER, texcoords.nbytes, texcoords, gl.GL_DYNAMIC_DRAW)
# Create buffer for faces
self._faces_handle = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._faces_handle)
gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, faces.nbytes, faces, gl.GL_DYNAMIC_DRAW)
开发者ID:ds604,项目名称:vispy,代码行数:60,代码来源:rawgl-cube.py
示例5: on_initialize
def on_initialize(self, event):
gl.glClearColor(0,0,0,1)
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE) #_MINUS_SRC_ALPHA)
# Start the timer upon initialization.
self.timer.start()
开发者ID:PennyQ,项目名称:nbhdf5,代码行数:7,代码来源:nb6_h5_viewer.py
示例6: on_initialize
def on_initialize(self, event):
self.program = gl.glCreateProgram()
vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(vertex, vertex_code)
gl.glShaderSource(fragment, fragment_code)
gl.glCompileShader(vertex)
gl.glCompileShader(fragment)
gl.glAttachShader(self.program, vertex)
gl.glAttachShader(self.program, fragment)
gl.glLinkProgram(self.program)
gl.glDetachShader(self.program, vertex)
gl.glDetachShader(self.program, fragment)
gl.glUseProgram(self.program)
n = 10000000
self.data = np.zeros((n, 4), dtype=np.float32)
self.data[:, :2] = .15 * prng.randn(n, 2)
self.data[:, 3] = 1.
vbuffer = gl.glCreateBuffer()
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)
stride = self.data.strides[0]
offset = 0
loc = gl.glGetAttribLocation(self.program, "a_position")
gl.glEnableVertexAttribArray(loc)
gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, stride, offset)
gl.glClearColor(0, 0, 0, 1)
gl.glEnable(34370)
gl.glEnable(34913)
# Auto-close after 10 seconds
self.timer = app.Timer(10, self.on_timer, start=True)
开发者ID:swq0553,项目名称:webgl-insights,代码行数:35,代码来源:test_gl.py
示例7: _test_functonality
def _test_functonality(backend):
""" Create app and canvas so we have a context. Then run tests.
"""
# use the backend
gl.use_gl(backend)
with Canvas() as canvas:
_clear_screen()
# Prepare
w, h = canvas.size
gl.glViewport(0, 0, w, h)
gl.glScissor(0, 0, w, h) # touch
gl.glClearColor(0.0, 0.0, 0.0, 1.0)
# Setup visualization, ensure to do it in a draw event
objects = _prepare_vis()
_clear_screen()
_draw1()
_clear_screen()
_draw2()
_clear_screen()
_draw3()
# Clean up
for delete_func, handle in objects:
delete_func(handle)
gl.glFinish()
开发者ID:alexflint,项目名称:vispy,代码行数:28,代码来源:test_functionality.py
示例8: on_initialize
def on_initialize(self, event):
gl.glClearColor(1, 1, 1, 1)
gl.glEnable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)
gl.glEnable(GL_POINT_SPRITE)
开发者ID:LiloD,项目名称:vispy,代码行数:7,代码来源:donut.py
示例9: on_initialize
def on_initialize(self, event):
gl.glClearColor(0, 0, 0, 1)
# Enable blending
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
gl.glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)
gl.glEnable(GL_POINT_SPRITE)
开发者ID:LiloD,项目名称:vispy,代码行数:8,代码来源:fireworks.py
示例10: __init__
def __init__(self, n=50):
app.Canvas.__init__(self)
self.program = gloo.Program(vertex, fragment, n)
gl.glClearColor(1,1,1,1)
self.program['x'] = np.linspace(-1.0, +1.0, n)
self.program['y'] = np.random.uniform(-0.5, +0.5, n)
self._timer = app.Timer(1.0/60)
self._timer.connect(self.on_timer)
self._timer.start()
开发者ID:rougier,项目名称:loops-tutorial,代码行数:10,代码来源:exercise-2.py
示例11: on_initialize
def on_initialize(self, event):
gl.glClearColor(0,0,0,1);
# Enable blending
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
# Create shader program
self._prog_handle = gl.glCreateProgram()
# Create vertex shader
shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
gl.glShaderSource_compat(shader, VERT_CODE)
gl.glCompileShader(shader)
status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
if not status:
# We could show more useful info here, but that takes a few lines
raise RuntimeError('Vertex shader did not compile.')
else:
gl.glAttachShader(self._prog_handle, shader)
# Create fragment shader
shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
need_enabled = gl.glShaderSource_compat(shader, FRAG_CODE)
gl.glCompileShader(shader)
status = gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS)
if not status:
# We could show more useful info here, but that takes a few lines
raise RuntimeError('Fragment shader did not compile.')
else:
gl.glAttachShader(self._prog_handle, shader)
# Enable point sprites
for enum in need_enabled:
gl.glEnable(enum)
# Link
gl.glLinkProgram(self._prog_handle)
status = gl.glGetProgramiv(self._prog_handle, gl.GL_LINK_STATUS)
if not status:
# We could show more useful info here, but that takes a few lines
raise RuntimeError('Program did not link.')
# Create texture
self._tex_handle = gl.glGenTextures(1)
gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
gl.glBindTexture(gl.GL_TEXTURE_2D, self._tex_handle)
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE,
im1.shape[1], im1.shape[0], 0, gl.GL_LUMINANCE, gl.GL_FLOAT,
im1.astype(np.float32))
gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
# Create vertex buffer
self._vbo_handle = gl.glGenBuffers(1)
开发者ID:ds604,项目名称:vispy,代码行数:55,代码来源:rawgl-fireworks.py
示例12: on_initialize
def on_initialize(self, event):
# Build & activate program
self.program = gl.glCreateProgram()
vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(vertex, vertex_code)
gl.glShaderSource(fragment, fragment_code)
gl.glCompileShader(vertex)
gl.glCompileShader(fragment)
gl.glAttachShader(self.program, vertex)
gl.glAttachShader(self.program, fragment)
gl.glLinkProgram(self.program)
gl.glDetachShader(self.program, vertex)
gl.glDetachShader(self.program, fragment)
gl.glUseProgram(self.program)
# Build vertex buffer
n = 10000
self.data = np.zeros(n, dtype=[('lifetime', np.float32, 1),
('start', np.float32, 3),
('end', np.float32, 3)])
vbuffer = gl.glCreateBuffer()
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW)
# Bind buffer attributes
stride = self.data.strides[0]
offset = 0
loc = gl.glGetAttribLocation(self.program, "lifetime")
gl.glEnableVertexAttribArray(loc)
gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, stride, offset)
offset = self.data.dtype["lifetime"].itemsize
loc = gl.glGetAttribLocation(self.program, "start")
gl.glEnableVertexAttribArray(loc)
gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)
offset = self.data.dtype["start"].itemsize
loc = gl.glGetAttribLocation(self.program, "end")
gl.glEnableVertexAttribArray(loc)
gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset)
# OpenGL initalization
self.elapsed_time = 0
gl.glClearColor(0, 0, 0, 1)
gl.glDisable(gl.GL_DEPTH_TEST)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
gl.glEnable(34370) # gl.GL_VERTEX_PROGRAM_POINT_SIZE
gl.glEnable(34913) # gl.GL_POINT_SPRITE
gl.glViewport(0, 0, *self.physical_size)
self.new_explosion()
self.timer = app.Timer('auto', self.on_timer, start=True)
开发者ID:Lx37,项目名称:vispy,代码行数:54,代码来源:fireworks.py
示例13: on_initialize
def on_initialize(self, event):
gl.glClearColor(1,1,1,1)
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc (gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
n = 10000
self.discs = DiscCollection()
self.discs.line_width = 2.
self.discs.position = 0.25 * np.random.randn(n, 2).astype(np.float32)
self.discs.color = np.random.uniform(0,1,(n,3)).astype(np.float32)
self.discs.size = np.random.uniform(2,12,(n,1)).astype(np.float32)
开发者ID:ds604,项目名称:vispy,代码行数:11,代码来源:visual_experiments.py
示例14: _test_functonality
def _test_functonality(backend):
""" Create app and canvas so we have a context. Then run tests.
"""
# use the backend
gl.use(backend)
# Note that we explicitly use pyglet because with Qt we seem
# to get errors for this test
with app_opengl_context('qt') as context:
_clear_screen()
# Prepare
w, h = context.c.size
gl.glViewport(0, 0, w, h)
gl.glScissor(0, 0, w, h) # touch
gl.glClearColor(0.0, 0.0, 0.0, 1.0)
# Setup visualization, ensure to do it in a paint event
objects = context.test(_prepare_vis)
_clear_screen()
# Draw 1
context.test(_draw1)
if SHOW:
context.c.swap_buffers()
app.process_events()
time.sleep(1.0)
_clear_screen()
# Draw 2
context.test(_draw2)
if SHOW:
context.c.swap_buffers()
app.process_events()
time.sleep(1.0)
_clear_screen()
# Draw 3
context.test(_draw3)
if SHOW:
context.c.swap_buffers()
app.process_events()
time.sleep(1.0)
# Clean up
for delete_func, handle in objects:
delete_func(handle)
开发者ID:LiloD,项目名称:vispy,代码行数:53,代码来源:test_functionality.py
示例15: __init__
def __init__(self, n=50):
app.Canvas.__init__(self)
self.program = gloo.Program(vertex, fragment)
gl.glClearColor(1,1,1,1)
self.data = np.zeros((10,n), [('x', np.float32, 1),
('y', np.float32, 1),
('i', np.float32, 1)])
self.data['x'] = np.linspace(-1.0, +1.0, n)
self.data['y'] = np.random.uniform(-0.1, +0.1, (10,n))
self.data['i'] = np.repeat(np.arange(10),n).reshape(10,n)
self.vdata = gloo.VertexBuffer(self.data)
self.program.bind(self.vdata)
开发者ID:rougier,项目名称:loops-tutorial,代码行数:14,代码来源:exercise-7.py
示例16: _test_setting_stuff
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()
开发者ID:almarklein,项目名称:vispy,代码行数:50,代码来源:test_basics.py
示例17: __init__
def __init__(self, n=50):
app.Canvas.__init__(self)
self.program = gloo.Program(vertex, fragment, n)
gl.glClearColor(1,1,1,1)
self.data = np.zeros(n, [('x', np.float32, 1),
('y', np.float32, 1)])
self.data['x'] = np.linspace(-1.0, +1.0, n)
self.data['y'] = np.random.uniform(-0.5, +0.5, n).astype(np.float32)
self.vdata = gloo.VertexBuffer(self.data)
self.program.bind(self.vdata)
self._timer = app.Timer(1.0/60)
self._timer.connect(self.on_timer)
self._timer.start()
self.index = 0
开发者ID:rougier,项目名称:loops-tutorial,代码行数:16,代码来源:exercise-3.py
示例18: _test_setting_parameters
def _test_setting_parameters():
# Set some parameters and get result
clr = 1.0, 0.1, 0.2, 0.7
gl.glClearColor(*clr)
assert_almost_equal(gl.glGetParameter(gl.GL_COLOR_CLEAR_VALUE), clr)
#
gl.glCullFace(gl.GL_FRONT)
assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_FRONT)
gl.glCullFace(gl.GL_BACK)
assert_equal(gl.glGetParameter(gl.GL_CULL_FACE_MODE), gl.GL_BACK)
#
gl.glDepthFunc(gl.GL_NOTEQUAL)
assert_equal(gl.glGetParameter(gl.GL_DEPTH_FUNC), gl.GL_NOTEQUAL)
#
val = 0.2, 0.3
gl.glDepthRange(*val)
assert_almost_equal(gl.glGetParameter(gl.GL_DEPTH_RANGE), val)
gl.check_error()
开发者ID:LiloD,项目名称:vispy,代码行数:19,代码来源:test_basics.py
示例19: on_draw
def on_draw(self, event):
# Set geometry (is no-op if the size does not change)
self._fbo.set_size(*self.size)
# Draw the same scene as as in hello_quad.py, but draw it to the FBO
with self._fbo:
# Init
gl.glClearColor(0, 0.0, 0.5, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# Draw
self._program1.draw(gl.GL_TRIANGLE_STRIP)
# Now draw result to a full-screen quad
# Init
gl.glClearColor(1, 1, 1, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# Draw
self._program2.draw(gl.GL_TRIANGLE_STRIP)
开发者ID:MatthieuDartiailh,项目名称:vispy,代码行数:19,代码来源:hello-fbo.py
示例20: __init__
def __init__(self, n=50):
app.Canvas.__init__(self, size=(1000,500))
self.program = gloo.Program(vertex, fragment)
gl.glClearColor(1,1,1,1)
self.data = np.zeros((100,n), [('x', np.float32, 1),
('y', np.float32, 1),
('a', np.float32, 1),
('i', np.float32, 1)])
self.data['x'] = np.linspace(-1.0, +1.0, n)
self.data['y'] = np.random.uniform(-0.01, +0.01, (100,n))
self.data['a'] = np.linspace(0.0, +1.0, n)
self.data['i'] = np.repeat(np.arange(100),n).reshape(100,n)
self.vdata = gloo.VertexBuffer(self.data)
self.program.bind(self.vdata)
self._timer = app.Timer(1.0/60)
self._timer.connect(self.on_timer)
self._timer.start()
self.index = 0
开发者ID:rougier,项目名称:loops-tutorial,代码行数:22,代码来源:exercise-8.py
注:本文中的vispy.gloo.gl.glClearColor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