Beispiel #1
0
def main():
  ### Initialize
  fw.init()

  ### Monitor Info
  # print_all_monitors()

  ### Rift
  monitor = get_rift()
  curmode = monitor.video_mode
  curmode.refresh_rate # should be 74


  # Check for Monitor - really should check for Rift attach/detach...
  # this doesn't work like I think it should
  fw.Monitor.set_callback(on_monitor)

  win = CbWindow(curmode.width, curmode.height, 'pyglfw', monitor)
  win.make_current()

  while not win.should_close:

    # blue!
    blue = (0.0, 0.0, 1.0, 0.0)
    glClearColor(*blue)

    glClear(GL_COLOR_BUFFER_BIT)

    win.swap_buffers()
    fw.poll_events()

    if win.keys.escape:
        win.should_close = True

  fw.terminate()
Beispiel #2
0
def main():
    ### Initialize
    fw.init()

    ### Monitor Info
    # print_all_monitors()

    ### Rift
    monitor = get_rift()
    curmode = monitor.video_mode
    curmode.refresh_rate  # should be 74

    # Check for Monitor - really should check for Rift attach/detach...
    # this doesn't work like I think it should
    fw.Monitor.set_callback(on_monitor)

    win = CbWindow(curmode.width, curmode.height, 'pyglfw', monitor)
    win.make_current()

    while not win.should_close:

        # blue!
        blue = (0.0, 0.0, 1.0, 0.0)
        glClearColor(*blue)

        glClear(GL_COLOR_BUFFER_BIT)

        win.swap_buffers()
        fw.poll_events()

        if win.keys.escape:
            win.should_close = True

    fw.terminate()
Beispiel #3
0
def main():
  ### Initialize
  fw.init()

  ### Rift
  monitor = get_rift()

  win = CbWindow(640, 480, 'pyglfw')
  win.make_current()

  # XWindows...
  d = Display()
  root = d.screen().root
  pixmap = root.create_pixmap(256, 256, 8)
  # glXCreateWindow(d, cfg, pixmap, 0)


  while not win.should_close:

    render()

    win.swap_buffers()
    fw.poll_events()

    if win.keys.escape:
        win.should_close = True

  fw.terminate()
Beispiel #4
0
def main():
    # Initialize the library
    if not glfw.init():
        return
    # Create a windowed mode window and its OpenGL context
    window = glfw.window.Window(640, 480, "Hello World", None, None)
    if not window:
        glfw.terminate()
        return

    renderer = RiftGLRendererCompatibility()
    # Paint a triangle in the center of the screen
    renderer.append(TriangleDrawerCompatibility())

    # Make the window's context current
    window.make_current()

    # Initialize Oculus Rift
    renderer.init_gl()
    renderer.rift.recenter_pose()

    # Loop until the user closes the window
    while not window.should_close:
        # Render here, e.g. using pyOpenGL
        renderer.display_rift_gl()

        # Swap front and back buffers
        window.swap_buffers()

        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()
def main():
    fw.init()

    fw.Monitor.set_callback(on_monitor)

    win = CbWindow(800, 600, "callback window")
    win.make_current()

    while not win.should_close:

        win.swap_buffers()
        fw.poll_events()

        if win.keys.escape:
            win.should_close = True

    fw.terminate()
def main():
    fw.init()

    fw.Monitor.set_callback(on_monitor)

    win = CbWindow(800, 600, "callback window")
    win.make_current()

    while not win.should_close:

        win.swap_buffers()
        fw.poll_events()

        if win.keys.escape:
            win.should_close = True

    fw.terminate()
Beispiel #7
0
    def __init__(self, width, height, title='eezl'):

        print("creating eezl")
        self._width = width
        self._height = height
        self._title = title
        self._clear_color = [0.0, 0.0, 0.0, 1.0]

        self._stainq = queue.Queue(1)  # queue to signal for redraw

        # init glfw
        if not glfw.init():
            raise Exception("couldnt init glfw!")

        # create window
        self._win = glfw.Window(width, height, title)
        if not self._win:
            glfw.terminate()
            raise Exception("couldnt create glfw window!")

        self._win.make_current()
        self._win.swap_interval(1)  # 0 -> go fast / 1 -> pause first

        self._nvg = nvg.Context()

        # setup gl context
        gl.glEnable(gl.GL_POINT_SPRITE)
        gl.glEnable(gl.GL_VERTEX_PROGRAM_POINT_SIZE)  # overwrite pointsize
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glEnable(gl.GL_BLEND)
        gl.glClearColor(*self._clear_color)

        # register glfw.window callbacks
        self._win.set_window_size_callback(self._on_resize)
        self._win.set_window_close_callback(self._on_close)
        self._win.set_key_callback(self._on_key)
        self._win.set_mouse_button_callback(self._on_button)
        self._win.set_cursor_pos_callback(self._on_pos)

        # init window size
        self._on_resize(self._win, self._width, self._height)
Beispiel #8
0
    def __init__( self, width, height, title='eezl' ):

        print( "creating eezl" )
        self._width = width
        self._height = height
        self._title = title
        self._clear_color = [0.0, 0.0, 0.0, 1.0]

        self._stainq = queue.Queue( 1 ) # queue to signal for redraw

        # init glfw
        if not glfw.init():
            raise Exception("couldnt init glfw!")

        # create window
        self._win = glfw.Window(width, height, title)
        if not self._win:
            glfw.terminate()
            raise Exception("couldnt create glfw window!")

        self._win.make_current()
        self._win.swap_interval( 1 ) # 0 -> go fast / 1 -> pause first

        self._nvg = nvg.Context()

        # setup gl context
        gl.glEnable( gl.GL_POINT_SPRITE )
        gl.glEnable( gl.GL_VERTEX_PROGRAM_POINT_SIZE ) # overwrite pointsize
        gl.glBlendFunc( gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA )
        gl.glEnable( gl.GL_BLEND )
        gl.glClearColor( *self._clear_color )

        # register glfw.window callbacks
        self._win.set_window_size_callback( self._on_resize )
        self._win.set_window_close_callback( self._on_close )
        self._win.set_key_callback( self._on_key )
        self._win.set_mouse_button_callback( self._on_button )
        self._win.set_cursor_pos_callback( self._on_pos )

        # init window size
        self._on_resize( self._win, self._width, self._height )
Beispiel #9
0
def main():
    # Initialize the library
    if not glfw.init():
        return

    # Set some window hints
    glfw.Window.hint(floating=glfw.Window.floating)

    # Create a windowed mode window and its OpenGL context
    window = glfw.Window(300, 300, "Hello World", None, None)
    if not window:
        glfw.terminate()
        return

    # Move Window
    window.pos = (1600, 50)

    # Make the window's context current
    window.make_current()

    # vsync
    window.swap_interval(1)

    # Setup GL shaders, data, etc.
    initialize()

    # Loop until the user closes the window
    while not window.should_close:
        # Render here, e.g. using pyOpenGL
        render()

        # Swap front and back buffers
        window.swap_buffers()

        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()
Beispiel #10
0
Datei: app.py Projekt: lhl/vrdev
def main():
  fw.init()

  monitor = get_dk2()
  if not monitor:
    sys.exit('Could not find DK2')
  curmode = monitor.video_mode
  print(curmode.refresh_rate) # should be 74

  win = CbWindow(960, 540, 'pyglfw')
  win.make_current()

  dk2 = DK2(win)

  while not win.should_close:
    dk2.render()

    fw.poll_events()

    if win.keys.escape:
        win.should_close = True

  fw.terminate()
Beispiel #11
0
def main():
    fw.init()

    monitor = get_dk2()
    if not monitor:
        sys.exit('Could not find DK2')
    curmode = monitor.video_mode
    print(curmode.refresh_rate)  # should be 74

    win = CbWindow(960, 540, 'pyglfw')
    win.make_current()

    dk2 = DK2(win)

    while not win.should_close:
        dk2.render()

        fw.poll_events()

        if win.keys.escape:
            win.should_close = True

    fw.terminate()
Beispiel #12
0
def main():
  ### Initialize
  fw.init()

  ### Hints
  # ok, that doesn't work... can't get context for that
  # fw.Window.hint(stereo=True)


  ### Monitor Info
  # print_all_monitors()

  ### Rift
  monitor = get_rift()
  curmode = monitor.video_mode
  curmode.refresh_rate # should be 74


  # Check for Monitor - really should check for Rift attach/detach...
  # this doesn't work like I think it should
  fw.Monitor.set_callback(on_monitor)

  win = CbWindow(640, 480, 'pyglfw')
  win.make_current()

  while not win.should_close:

    render()

    win.swap_buffers()
    fw.poll_events()

    if win.keys.escape:
        win.should_close = True

  fw.terminate()
Beispiel #13
0
def main():
    # Initialize the library
    if not glfw.init():
        return
    # Create a windowed mode window and its OpenGL context
    window = glfw.window.Window(640, 480, "Hello World", None, None)
    if not window:
        glfw.terminate()
        return

    # Make the window's context current
    window.make_current()

    # Loop until the user closes the window
    while not window.should_close:
        # Render here, e.g. using pyOpenGL

        # Swap front and back buffers
        window.swap_buffers()

        # Poll for and process events
        glfw.poll_events()

    glfw.terminate()
# coding=utf-8

import pyglfw.pyglfw as glfw
import common2d

if __name__ == '__main__':
	glfw.init()

	w = glfw.Window(640, 480, "Hello world!")

	w.make_current()

	program = common2d.init_shader_program()

	while not w.should_close:
		# Render here
		common2d.display(program)

		w.swap_buffers()
		glfw.poll_events()

		if w.keys.escape:
			w.should_close = True

	glfw.terminate()

# coding=utf-8

import pyglfw.pyglfw as glfw
import common2d

if __name__ == '__main__':
    glfw.init()

    w = glfw.Window(640, 480, "Hello world!")

    w.make_current()

    program = common2d.init_shader_program()

    while not w.should_close:
        # Render here
        common2d.display(program)

        w.swap_buffers()
        glfw.poll_events()

        if w.keys.escape:
            w.should_close = True

    glfw.terminate()
Beispiel #16
0
 def quit(self):
     """cleanup eezl window when finished
     """
     self._win.close()
     glfw.terminate()
Beispiel #17
0
    windows = [None, None]
    windows[0] = open_window('First', None, OFFSET, OFFSET)

    texture = create_texture()

    x, y = windows[0].pos
    width, height = windows[0].size

    windows[1] = open_window('Second', windows[0], x + width + OFFSET, y)

    with windows[0]:
        glColor3f(0.6, 0.0, 0.6)
    with windows[1]:
        glColor3f(0.6, 0.6, 0.0)

    while not windows[0].should_close and not windows[1].should_close:
        with windows[0]:
            draw_quad(texture)

        with windows[1]:
            draw_quad(texture)

        windows[0].swap_buffers()
        windows[1].swap_buffers()

        fw.wait_events()

    fw.terminate()
    sys.exit(0)
 def __del__(self):
     glfw.terminate()
Beispiel #19
0
    windows = [None, None]
    windows[0] = open_window("First", None, OFFSET, OFFSET)

    texture = create_texture()

    x, y = windows[0].pos
    width, height = windows[0].size

    windows[1] = open_window("Second", windows[0], x + width + OFFSET, y)

    with windows[0]:
        glColor3f(0.6, 0.0, 0.6)
    with windows[1]:
        glColor3f(0.6, 0.6, 0.0)

    while not windows[0].should_close and not windows[1].should_close:
        with windows[0]:
            draw_quad(texture)

        with windows[1]:
            draw_quad(texture)

        windows[0].swap_buffers()
        windows[1].swap_buffers()

        fw.wait_events()

    fw.terminate()
    sys.exit(0)
Beispiel #20
0
 def quit( self ):
     """cleanup eezl window when finished
     """
     self._win.close()
     glfw.terminate()