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)
Example #2
0
    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)
Example #4
0
    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)
Example #5
0
    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)
Example #6
0
    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)
Example #7
0
 def loadTexture(self):
     from utils.textureLoader import textureLoader
     texture = textureLoader("resources/tu09/Holstein.DDS")
     self.texturebuffer = texture.textureGLID