def init_context(self): self.context = self.GLContext() self.shader = shader = Shader() shader.initShaderFromGLSL(["glsl/tu02/vertex.glsl"], ["glsl/tu02/fragment.glsl"]) self.context.MVP_ID = glGetUniformLocation(shader.program, "MVP") self.context.TextureID = glGetUniformLocation(shader.program, "myTextureSampler") texture = textureLoader("resources/tu03/uvmap.dds") #texture = textureLoader("opengl_tutorial/models/tu02/uvtemplate.dds") self.context.textureGLID = texture.textureGLID model = objLoader("resources/tu03/cube.obj").to_array_style() self.context.vertexbuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.context.vertexbuffer) glBufferData(GL_ARRAY_BUFFER, len(model.vertexs) * 4, (GLfloat * len(model.vertexs))(*model.vertexs), GL_STATIC_DRAW) if (texture.inversedVCoords): for index in range(0, len(model.texcoords)): if (index % 2): model.texcoords[index] = 1.0 - model.texcoords[index] self.context.uvbuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.context.uvbuffer) glBufferData(GL_ARRAY_BUFFER, len(model.texcoords) * 4, (GLfloat * len(model.texcoords))(*model.texcoords), GL_STATIC_DRAW)
def loadTexture(self): from utils.textureLoader import textureLoader DiffuseTexture = textureLoader(self.textureName[0]) NormalTexture = textureLoader(self.textureName[1]) SpecularTexture = textureLoader(self.textureName[2]) model = self.model # if(DiffuseTexture.inversedVCoords): for index in range(0, len(model.texcoords)): if (index % 2): model.texcoords[index] = 1.0 - model.texcoords[index] self.DiffuseTexture = DiffuseTexture.textureGLID self.NormalTexture = NormalTexture.textureGLID self.SpecularTexture = SpecularTexture.textureGLID self.uvbuffer = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.uvbuffer) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(model.texcoords) * 4, (GLfloat * len(model.texcoords))(*model.texcoords), GL_STATIC_DRAW)
def loadTexture(self): from utils.textureLoader import textureLoader texture = textureLoader(self.textureName) model = self.model if(texture.inversedVCoords): for index in range(0,len(model.texcoords)): if(index % 2): model.texcoords[index] = 1.0 - model.texcoords[index] self.texturebuffer = texture.textureGLID self.uvbuffer = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,self.uvbuffer) glBufferData(GL_ELEMENT_ARRAY_BUFFER,len(model.texcoords)*4,(GLfloat * len(model.texcoords))(*model.texcoords),GL_STATIC_DRAW)
def init_context(self): self.context = self.GLContext() self.shader = shader = Shader() self.UV2d = UV2D() shader.initShaderFromGLSL(["glsl/tu02/vertex.glsl"], ["glsl/tu02/fragment.glsl"]) # shader var ids self.context.MVP_ID = glGetUniformLocation(shader.program, "MVP") self.context.Texture_ID = glGetUniformLocation(shader.program, "myTextureSampler") # texture = textureLoader("resources/tu03/uvmap.dds") # model = objLoader("resources/tu03/cube.obj").to_single_index_style() texture = textureLoader("resources/tu04/uvmap.dds") model = objLoader("resources/tu04/suzanne.obj").to_single_index_style() self.context.texturebuffer = texture.textureGLID if (texture.inversedVCoords): for index in range(0, len(model.texcoords)): if (index % 2): model.texcoords[index] = 1.0 - model.texcoords[index] #print "ccc",len(model.texcoords) self.context.vertexbuffer = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.context.vertexbuffer) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(model.vertexs) * 4, (GLfloat * len(model.vertexs))(*model.vertexs), GL_STATIC_DRAW) self.context.uvbuffer = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.context.uvbuffer) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(model.texcoords) * 4, (GLfloat * len(model.texcoords))(*model.texcoords), GL_STATIC_DRAW) self.context.elementbuffer = glGenBuffers(1) self.context.elementbufferSize = len(model.indices) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.context.elementbuffer) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(model.indices) * 2, (GLushort * len(model.indices))(*model.indices), GL_STATIC_DRAW) self.UV2d.bindUV(self.context.uvbuffer, self.context.elementbuffer, self.context.elementbufferSize)
def init_context(self): self.context = self.GLContext() # vertex = glGenVertexArrays(1) # pylint: disable=W0612 # glBindVertexArray(vertex) self.shader = shader = Shader() shader.initShaderFromGLSL(["glsl/tu02/vertex.glsl"], ["glsl/tu02/fragment.glsl"]) self.context.MVP_ID = glGetUniformLocation(shader.program, "MVP") self.context.TextureID = glGetUniformLocation(shader.program, "myTextureSampler") texture = textureLoader("resources/tu02/uvtemplate.tga") #texture = textureLoader("resources/tu02/uvtemplate.dds") self.context.textureGLID = texture.textureGLID self.context.vertexbuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.context.vertexbuffer) glBufferData(GL_ARRAY_BUFFER, len(g_vertex_buffer_data) * 4, (GLfloat * len(g_vertex_buffer_data))(*g_vertex_buffer_data), GL_STATIC_DRAW) if (texture.inversedVCoords): for index in range(0, len(g_uv_buffer_data)): if (index % 2): g_uv_buffer_data[index] = 1.0 - g_uv_buffer_data[index] self.context.uvbuffer = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.context.uvbuffer) glBufferData(GL_ARRAY_BUFFER, len(g_uv_buffer_data) * 4, (GLfloat * len(g_uv_buffer_data))(*g_uv_buffer_data), GL_STATIC_DRAW)
def init_context(self): self.context = self.GLContext() self.shader = shader = Shader() shader.initShaderFromGLSL(["glsl/tu02/vertex.glsl"], ["glsl/tu02/fragment.glsl"]) # shader var ids self.context.MVP_ID = glGetUniformLocation(shader.program, "MVP") self.context.Texture_ID = glGetUniformLocation(shader.program, "myTextureSampler") texture = textureLoader("resources/tu05/AK-47_01_D_Fix.png") self.context.texturebuffer = texture.textureGLID model = MeshUE4().getMesh() self.context.vertexbuffer = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.context.vertexbuffer) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(model.vertexs) * 4, (GLfloat * len(model.vertexs))(*model.vertexs), GL_STATIC_DRAW) self.context.uvbuffer = glGenBuffers(1) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.context.uvbuffer) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(model.texcoords) * 4, (GLfloat * len(model.texcoords))(*model.texcoords), GL_STATIC_DRAW) self.context.indices = glGenBuffers(1) self.context.indicesSize = len(model.indices) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.context.indices) glBufferData(GL_ELEMENT_ARRAY_BUFFER, len(model.indices) * 2, (GLushort * len(model.indices))(*model.indices), GL_STATIC_DRAW)
def loadTexture(self): from utils.textureLoader import textureLoader texture = textureLoader("resources/tu09/Holstein.DDS") self.texturebuffer = texture.textureGLID