Exemple #1
0
        *([k * (step + 2) + i for i in range(step + 2)] + [-1]))

vbo = GL.NewVertexBuffer(data)
ibo = GL.NewIndexBuffer(idata)

vao = GL.NewVertexArray(grass_prog, vbo, '3f3f3f1f1f',
                        ['vert', 'direction', 'color', 'thickness', 'power'],
                        ibo)

ssao_vbo = GL.NewVertexBuffer(
    struct.pack('8f', 0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0))
ssao_vao = GL.NewVertexArray(ssao_prog, ssao_vbo, '2f', ['vert'])

ubo = GL.NewUniformBuffer(b''.join(struct.pack('2f', x, y) for x, y in kernel))

fbo, color, depth = GL.NewFramebuffer()

GL.SetUniform(grass_prog['mat'], struct.pack('16f', *camera))
GL.SetUniform(ssao_prog['texture'], 0)
GL.SetUniform(ssao_prog['depth'], 1)

GL.UseUniformBuffer(ubo, ssao_prog['Kernel'])

while WND.Update():
    GL.UseFramebuffer(fbo)
    GL.EnableDepthTest()
    GL.Clear(0, 0, 0)

    GL.RenderTriangleStrip(vao, 1000 * 8)

    GL.UseFramebuffer(GL.SCREEN)
Exemple #2
0
	#version 330
	
	in float d;
	out vec4 color;

	void main() {
		color = vec4(0.30 * d, 0.50 * d, 1.00 * d, 0.5);
	}
''')

prog, iface = GL.NewProgram([vert, frag])

vbo = GL.NewVertexBuffer(struct.pack('72f', *verts))
vao = GL.NewVertexArray(prog, vbo, '3f1f', ['vert', 'diffuse'])

nodes = [GL.NewFramebuffer(256, 256) for i in range(6)]

enables = [
	GL.ENABLE_BLEND,
	GL.ENABLE_CULL_FACE,
	GL.ENABLE_DEPTH_TEST,
	GL.ENABLE_BLEND + GL.ENABLE_DEPTH_TEST,
	GL.ENABLE_CULL_FACE + GL.ENABLE_BLEND,
	GL.ENABLE_BLEND + GL.ENABLE_DEPTH_TEST + GL.ENABLE_CULL_FACE,
]

GL.Viewport(0, 0, 256, 256)
for i, (fbo, color, depth) in enumerate(nodes):
	GL.UseFramebuffer(fbo)
	GL.Clear(*bg[i])
	GL.EnableOnly(enables[i])