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:mod:`psychopy.tools.gltools`
-----------------------------
.. automodule:: psychopy.tools.gltools
.. currentmodule:: psychopy.tools.gltools
Shaders
~~~~~~~
Tools for creating, compiling, using, and inspecting shader programs.
.. autosummary::
:toctree: ../generated/
createProgram
createProgramObjectARB
compileShader
compileShaderObjectARB
embedShaderSourceDefs
deleteObject
deleteObjectARB
attachShader
attachObjectARB
detachShader
detachObjectARB
linkProgram
linkProgramObjectARB
validateProgram
validateProgramARB
useProgram
useProgramObjectARB
getInfoLog
getUniformLocations
getAttribLocations
Query
~~~~~
Tools for using OpenGL query objects.
.. autosummary::
:toctree: ../generated/
createQueryObject
QueryObjectInfo
beginQuery
endQuery
getQuery
getAbsTimeGPU
Framebuffer Objects (FBO)
~~~~~~~~~~~~~~~~~~~~~~~~~
Tools for creating Framebuffer Objects (FBOs).
.. autosummary::
:toctree: ../generated/
createFBO
attach
isComplete
deleteFBO
blitFBO
useFBO
Renderbuffers
~~~~~~~~~~~~~
Tools for creating Renderbuffers.
.. autosummary::
:toctree: ../generated/
createRenderbuffer
deleteRenderbuffer
Textures
~~~~~~~~
Tools for creating textures.
.. autosummary::
:toctree: ../generated/
createTexImage2D
createTexImage2dFromFile
createTexImage2DMultisample
deleteTexture
bindTexture
unbindTexture
createCubeMap
Vertex Buffer/Array Objects
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Tools for creating and working with Vertex Buffer Objects (VBOs) and Vertex
Array Objects (VAOs).
.. autosummary::
:toctree: ../generated/
VertexArrayInfo
createVAO
drawVAO
deleteVAO
VertexBufferInfo
createVBO
bindVBO
unbindVBO
mapBuffer
unmapBuffer
deleteVBO
setVertexAttribPointer
enableVertexAttribArray
disableVertexAttribArray
Materials and Lighting
~~~~~~~~~~~~~~~~~~~~~~
Tools for specifying the appearance of faces and shading. Note that these tools
use the legacy OpenGL pipeline which may not be available on your platform. Use
fragment/vertex shaders instead for newer applications.
.. autosummary::
:toctree: ../generated/
createMaterial
useMaterial
createLight
useLights
setAmbientLight
Meshes
~~~~~~
Tools for loading or procedurally generating meshes (3D models).
.. autosummary::
:toctree: ../generated/
ObjMeshInfo
loadObjFile
loadMtlFile
createUVSphere
createPlane
createMeshGridFromArrays
createMeshGrid
createBox
transformMeshPosOri
calculateVertexNormals
Miscellaneous
~~~~~~~~~~~~~
Miscellaneous tools for working with OpenGL.
.. autosummary::
:toctree: ../generated/
getIntegerv
getFloatv
getString
getOpenGLInfo
getModelViewMatrix
getProjectionMatrix
Examples
~~~~~~~~
**Working with Framebuffer Objects (FBOs):**
Creating an empty framebuffer with no attachments::
fbo = createFBO() # invalid until attachments are added
Create a render target with multiple color texture attachments::
colorTex = createTexImage2D(1024,1024) # empty texture
depthRb = createRenderbuffer(800,600,internalFormat=GL.GL_DEPTH24_STENCIL8)
GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fbo.id)
attach(GL.GL_COLOR_ATTACHMENT0, colorTex)
attach(GL.GL_DEPTH_ATTACHMENT, depthRb)
attach(GL.GL_STENCIL_ATTACHMENT, depthRb)
# or attach(GL.GL_DEPTH_STENCIL_ATTACHMENT, depthRb)
GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)
Attach FBO images using a context. This automatically returns to the previous
FBO binding state when complete. This is useful if you don't know the current
binding state::
with useFBO(fbo):
attach(GL.GL_COLOR_ATTACHMENT0, colorTex)
attach(GL.GL_DEPTH_ATTACHMENT, depthRb)
attach(GL.GL_STENCIL_ATTACHMENT, depthRb)
How to set userData some custom function might access::
fbo.userData['flags'] = ['left_eye', 'clear_before_use']
Binding an FBO for drawing/reading::
GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, fb.id)
Depth-only framebuffers are valid, sometimes need for generating shadows::
depthTex = createTexImage2D(800, 600,
internalFormat=GL.GL_DEPTH_COMPONENT24,
pixelFormat=GL.GL_DEPTH_COMPONENT)
fbo = createFBO([(GL.GL_DEPTH_ATTACHMENT, depthTex)])
Deleting a framebuffer when done with it. This invalidates the framebuffer's ID
and makes it available for use::
deleteFBO(fbo)
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