def initialize(self): print("Initializing program...") self.renderer = Renderer() self.scene = Scene() self.camera = Camera() # pull camera towards viewer self.camera.setPosition(0, 0, 7) geometry = SphereGeometry(radius=3) vsCode = """ in vec3 vertexPosition; in vec3 vertexColor; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; out vec3 color; uniform float time; void main() { float offset = 0.2 * sin(2.0 * vertexPosition.x + time); vec3 pos = vertexPosition + vec3(0, offset, 0); gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(pos, 1); color = vertexColor; } """ fsCode = """ in vec3 color; uniform float time; out vec4 fragColor; void main() { float r = abs(sin(time)); vec4 c = vec4(r, -0.5*r, -0.5*r, 0); fragColor = vec4(color , 1) + c; } """ material = Material(vsCode, fsCode) material.addUniform("float", "time", 0) material.locateUniforms() self.time = 0 self.mesh = Mesh(geometry, material) self.scene.add(self.mesh)
def initialize(self): print("Initializing program...") self.renderer = Renderer() self.scene = Scene() self.camera = Camera() # pull camera towards viewer self.camera.setPosition(0, 0, 7) geometry = SphereGeometry(radius=3) vsCode = """ in vec3 vertexPosition; out vec3 position; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; void main() { vec4 pos = vec4(vertexPosition, 1); gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos; position = vertexPosition; } """ fsCode = """ in vec3 position; out vec4 fragColor; void main() { vec3 color = fract(position); fragColor = vec4(color,1); } """ material = Material(vsCode, fsCode) material.locateUniforms() self.mesh = Mesh(geometry, material) self.scene.add(self.mesh)