def __init__( self ): super( LegacyColourCube, self ).__init__() global vertices self.use_shaders = True # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' )
def __init__( self ): super( LegacyQuad, self ).__init__() global vertices self.use_shaders = True GL.glEnable(GL.GL_TEXTURE_2D) # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' ) self.buffer_attributes[ 'uv' ] = TextureCoordAttribute.from_dtype( self.buffer, vertices.dtype, 'texture_coord' )
def __init__( self ): super( LegacyTriangle, self ).__init__() global vertices self.use_shaders = True # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' ) self.buffer_attributes[ 'colour' ] = ColourAttribute.from_dtype( self.buffer, vertices.dtype, 'colour' )
def __init__(self): super(CoreCube, self).__init__() global vertices # create our shader self.shader = ShaderProgram(VertexShader(self.vertex_shader), FragmentShader(self.fragment_shader)) # create a vertex buffer # we pass in a list of regions we want to define # we only have 1 region here # for each region, we pass in how many rows, and the dtype self.buffer = VertexBuffer(GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data=vertices) # pass the shader and region to our VAO # and bind each of the attributes to a VAO index # the shader name is the variable name used in the shader # the buffer name is the name of the property in our vertex dtype self.buffer_attributes = BufferAttributes() self.buffer_attributes["position"] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, "position", location=self.shader.attributes["in_position"] ) self.buffer_attributes["colour"] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, "colour", location=self.shader.attributes["in_colour"] ) # create our vertex array self.vao = VertexArray() self.vao.bind() self.buffer.bind() self.buffer_attributes.set() self.buffer.unbind() self.vao.unbind()
def __init__( self ): super( CoreQuad, self ).__init__() global vertices # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create a vertex buffer # we pass in a list of regions we want to define # we only have 1 region here # for each region, we pass in how many rows, and the dtype self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) # pass the shader and region to our VAO # and bind each of the attributes to a VAO index # the shader name is the variable name used in the shader # the buffer name is the name of the property in our vertex dtype self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, 'position', location = self.shader.attributes[ 'in_position' ] ) self.buffer_attributes[ 'uv' ] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, 'texture_coord', location = self.shader.attributes[ 'in_uv' ] ) # create our vertex array self.vao = VertexArray() self.vao.bind() self.buffer.bind() self.buffer_attributes.set() self.buffer.unbind() self.vao.unbind()
class CoreTriangle( object ): vertex_shader = textwrap.dedent( """ #version 150 // input in vec3 in_position; in vec3 in_colour; uniform mat4 model_view; uniform mat4 projection; // shared out vec3 ex_colour; void main(void) { // apply projection and model view matrix to vertex gl_Position = projection * model_view * vec4( in_position, 1.0 ); ex_colour = in_colour; } """ ) fragment_shader = textwrap.dedent( """ #version 150 // shared in vec3 ex_colour; // output out vec4 fragColor; void main(void) { // set colour of each fragment fragColor = vec4( ex_colour, 1.0 ); } """ ) def __init__( self ): super( CoreTriangle, self ).__init__() global vertices # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ), ) # create a vertex buffer # we pass in a list of regions we want to define # we only have 1 region here # for each region, we pass in how many rows, and the dtype self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) # pass the shader and region to our VAO # and bind each of the attributes to a VAO index # the shader name is the variable name used in the shader # the buffer name is the name of the property in our vertex dtype self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, 'position', location = self.shader.attributes[ 'in_position' ] ) self.buffer_attributes[ 'colour' ] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, 'colour', location = self.shader.attributes[ 'in_colour' ] ) # create our vertex array self.vao = VertexArray() self.vao.bind() self.buffer.bind() self.buffer_attributes.set() self.buffer.unbind() self.vao.unbind() def draw( self, projection, model_view ): global vertices self.shader.bind() self.shader.uniforms[ 'projection' ].value = projection self.shader.uniforms[ 'model_view' ].value = model_view self.vao.bind() GL.glDrawArrays( GL.GL_TRIANGLES, 0, len( vertices ) ) self.vao.unbind() self.shader.unbind()
class LegacyTriangle( object ): vertex_shader = textwrap.dedent( """ #version 120 void main(void) { // apply projection and model view matrix to vertex gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; gl_FrontColor = gl_Color; } """ ) fragment_shader = textwrap.dedent( """ #version 120 void main(void) { // set colour of each fragment gl_FragColor = gl_Color; } """ ) def __init__( self ): super( LegacyTriangle, self ).__init__() global vertices self.use_shaders = True # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' ) self.buffer_attributes[ 'colour' ] = ColourAttribute.from_dtype( self.buffer, vertices.dtype, 'colour' ) def draw( self ): global vertices if self.use_shaders: self.shader.bind() self.buffer_attributes.push_attributes() # set the vertex pointer to the position data self.buffer.bind() self.buffer_attributes.set() self.buffer.unbind() GL.glDrawArrays( GL.GL_TRIANGLES, 0, len( vertices ) ) self.buffer_attributes.pop_attributes() if self.use_shaders: self.shader.unbind()
class CoreCube(object): vertex_shader = textwrap.dedent(""" #version 150 // input in vec3 in_position; in vec3 in_colour; uniform mat4 model_view; uniform mat4 projection; // shared out vec3 ex_colour; void main(void) { // apply projection and model view matrix to vertex gl_Position = projection * model_view * vec4( in_position, 1.0 ); ex_colour = in_colour; } """) fragment_shader = textwrap.dedent(""" #version 150 // shared in vec3 ex_colour; // output out vec4 fragColor; void main(void) { // set colour of each fragment fragColor = vec4( ex_colour, 1.0 ); } """) def __init__(self): super(CoreCube, self).__init__() global vertices # create our shader self.shader = ShaderProgram(VertexShader(self.vertex_shader), FragmentShader(self.fragment_shader)) # create a vertex buffer # we pass in a list of regions we want to define # we only have 1 region here # for each region, we pass in how many rows, and the dtype self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data=vertices, ) # pass the shader and region to our VAO # and bind each of the attributes to a VAO index # the shader name is the variable name used in the shader # the buffer name is the name of the property in our vertex dtype self.buffer_attributes = BufferAttributes() self.buffer_attributes['position'] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, 'position', location=self.shader.attributes['in_position']) self.buffer_attributes['colour'] = GenericAttribute.from_dtype( self.buffer, vertices.dtype, 'colour', location=self.shader.attributes['in_colour']) # create our vertex array self.vao = VertexArray() self.vao.bind() self.buffer.bind() self.buffer_attributes.set() self.buffer.unbind() self.vao.unbind() def draw(self, projection, model_view): global vertices self.shader.bind() self.shader.uniforms['projection'].value = projection self.shader.uniforms['model_view'].value = model_view self.vao.bind() GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(vertices)) self.vao.unbind() self.shader.unbind()
class LegacyCube(object): vertex_shader = textwrap.dedent(""" #version 120 void main(void) { // apply projection and model view matrix to vertex gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; gl_FrontColor = gl_Color; } """) fragment_shader = textwrap.dedent(""" #version 120 void main(void) { // set colour of each fragment gl_FragColor = gl_Color; } """) def __init__(self): super(LegacyCube, self).__init__() global vertices self.use_shaders = True # create our shader self.shader = ShaderProgram(VertexShader(self.vertex_shader), FragmentShader(self.fragment_shader)) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data=vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes['position'] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position') self.buffer_attributes['colour'] = ColourAttribute.from_dtype( self.buffer, vertices.dtype, 'colour') def draw(self): global vertices if self.use_shaders: self.shader.bind() self.buffer_attributes.push_attributes() # set the vertex pointer to the position data self.buffer.bind() self.buffer_attributes.set() self.buffer.unbind() GL.glDrawArrays(GL.GL_TRIANGLES, 0, len(vertices)) self.buffer_attributes.pop_attributes() if self.use_shaders: self.shader.unbind()
class LegacyQuad( object ): vertex_shader = textwrap.dedent( """ #version 120 void main(void) { // apply projection and model view matrix to vertex gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex; // select the texture coordinate to use gl_TexCoord[0] = gl_MultiTexCoord0; } """ ) fragment_shader = textwrap.dedent( """ #version 120 // input uniform sampler2D in_diffuse_texture; void main(void) { // set colour of each fragment gl_FragColor = texture2D( in_diffuse_texture, gl_TexCoord[0].st ); } """ ) def __init__( self ): super( LegacyQuad, self ).__init__() global vertices self.use_shaders = True GL.glEnable(GL.GL_TEXTURE_2D) # create our shader self.shader = ShaderProgram( VertexShader( self.vertex_shader ), FragmentShader( self.fragment_shader ) ) # create our vertex buffer self.buffer = VertexBuffer( GL.GL_ARRAY_BUFFER, GL.GL_STATIC_DRAW, data = vertices, ) self.buffer_attributes = BufferAttributes() self.buffer_attributes[ 'position' ] = VertexAttribute.from_dtype( self.buffer, vertices.dtype, 'position' ) self.buffer_attributes[ 'uv' ] = TextureCoordAttribute.from_dtype( self.buffer, vertices.dtype, 'texture_coord' ) def draw( self ): global vertices if self.use_shaders: self.shader.bind() self.shader.uniforms[ 'in_diffuse_texture' ].value = 0 self.buffer_attributes.push_attributes() # set the vertex pointer to the position data self.buffer.bind() self.buffer_attributes.set() self.buffer.unbind() GL.glDrawArrays( GL.GL_TRIANGLES, 0, len( vertices ) ) self.buffer_attributes.pop_attributes() if self.use_shaders: self.shader.unbind()