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def __init__(self, *args, **kwargs):
app.Canvas.__init__(self, *args, **kwargs)
timer = app.Timer(1.0)
timer.connect(self.on_timer)
timer.start()
def __init__(self):
self.use_shaders = True
app.Canvas.__init__(self, size=(512, 512), keys='interactive')
# Note: read as bytes, then decode; py2.6 compat
with open(op.join(this_dir, 'vertex_vispy.glsl'), 'rb') as fid:
vert = fid.read().decode('ASCII')
with open(op.join(this_dir, 'fragment_seed.glsl'), 'rb') as f:
frag_seed = f.read().decode('ASCII')
with open(op.join(this_dir, 'fragment_flood.glsl'), 'rb') as f:
frag_flood = f.read().decode('ASCII')
with open(op.join(this_dir, 'fragment_display.glsl'), 'rb') as f:
frag_display = f.read().decode('ASCII')
self.programs = [Program(vert, frag_seed),
Program(vert, frag_flood),
Program(vert, frag_display)]
# Initialize variables
# using two FBs slightly faster than switching on one
self.fbo_to = [FrameBuffer(), FrameBuffer()]
self._setup_textures('shape1.tga')
def __init__(self):
app.Canvas.__init__(self, keys='interactive', size=(560, 420))
# Create texture to render to
shape = self.physical_size[1], self.physical_size[0]
self._rendertex = gloo.Texture2D((shape + (3,)))
# Create FBO, attach the color buffer and depth buffer
self._fbo = gloo.FrameBuffer(self._rendertex, gloo.RenderBuffer(shape))
# Create program to render a shape
self._program1 = gloo.Program(VERT_SHADER1, FRAG_SHADER1)
self._program1['u_color'] = 0.9, 1.0, 0.4, 1
self._program1['a_position'] = gloo.VertexBuffer(vPosition)
# Create program to render FBO result
self._program2 = gloo.Program(VERT_SHADER2, FRAG_SHADER2)
self._program2['a_position'] = gloo.VertexBuffer(vPosition)
def __init__(self):
app.Canvas.__init__(self, title='Use your wheel to zoom!',
keys='interactive')
self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
self.program['index'] = [(x,) for x in range(num_bins)] * num_lines
self.program['line'] = [(x,) * num_bins for x in range(num_lines)]
self.program['map_offset'] = 0
self.program['num_bins'] = num_bins
self.program['num_lines'] = num_lines
heightmap = np.random.random(size=(num_lines, num_bins)).astype('float32')
self.program['heightmap'] = gloo.Texture2D(data=heightmap, internalformat='r32f')
#print (dir(self.program['heightmap']))
self.program['colormap'] = Colormap(['r', 'g', 'b']).map(np.linspace(0, 1, 64)).astype('float32')
def __init__(self):
app.Canvas.__init__(self, keys='interactive')
self.program = gloo.Program(VERT_SHADER, FRAG_SHADER)
# Sets the view to an appropriate position over the terrain
self.default_view = np.array([[0.8, 0.2, -0.48, 0],
[-0.5, 0.3, -0.78, 0],
[-0.01, 0.9, -0.3, 0],
[-4.5, -21.5, -7.4, 1]],
dtype=np.float32)
self.view = self.default_view
self.model = np.eye(4, dtype=np.float32)
self.projection = np.eye(4, dtype=np.float32)
self.translate = [0, 0, 0]
self.rotate = [0, 0, 0]
self.program['u_height'] = height
self.program['u_model'] = self.model
def __init__(self):
app.Canvas.__init__(self)
self.size = 400, 400
self.init_transforms()
self.timer = app.Timer(1.0 / 60)
self.timer.connect(self.update_transforms)
self.timer.start()
def __init__(self, *args, **kwargs):
app.Canvas.__init__(self, *args, **kwargs)
timer = app.Timer(1.0)
timer.connect(self.on_timer)
timer.start()
def __init__(self):
app.Canvas.__init__(self, keys='interactive',
size=(800, 800))
self.n_iterations = 0
self.text_parts = [
'This',
'is',
'a',
'multicolored',
'scattered',
'text']
self.x = 100 + np.arange(len(self.text_parts))*100
self.y = 400 + (np.sin(2 * np.pi * (self.x/self.x[-1]))*100)
self.text_positions = np.c_[self.x, self.y]
def __init__(self, *args, **kwargs):
app.Canvas.__init__(self, *args, **kwargs)
self.show()
def __init__(self):
app.Canvas.__init__(self, size=(512, 512), title='Quad (GL)',
keys='interactive')