def main(): glfw.setErrorCallback(error_callback) glfw.init() glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # glfw.windowHint(glfw.RESIZABLE, gl.FALSE) glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1) window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL") if window is None: print('could not open window.') glfw.terminate() sys.exit() window.makeContextCurrent() window.setKeyCallback(key_callback) err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) gl.enable(gl.DEPTH_TEST) shaderProgram = Shader(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE) shaderProgram.use() vao = gl.genVertexArrays(1)[0] vbo, ebo = gl.genBuffers(2) # 1. Bind Vertex Array Object gl.bindVertexArray(vao) # 2. Copy our vertices array in a buffer for OpenGL to use gl.bindBuffer(gl.ARRAY_BUFFER, vbo) gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) # 2. Copy our index array in a buffer for OpenGL to use #gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo) #gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # Color attribute # gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.color.offset) # gl.enableVertexAttribArray(1) # TexCoord attribute gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.texcoord.offset) gl.enableVertexAttribArray(2) # 4. unbind the vbo gl.bindBuffer(gl.ARRAY_BUFFER, 0) # 4. Unbind the VAO gl.bindVertexArray(0) # create the texture object, load the texture # Load and create a texture texture1, texture2 = gl.genTextures(2) # Texture 1 load_texture(texture1, 'learningopengl/resources/textures/container.jpg') # Texture 2 load_texture(texture2, 'learningopengl/resources/textures/awesomeface.png') sb = True while not window.shouldClose(): glfw.pollEvents() framebuffer_width, framebuffer_height = window.getFramebufferSize() gl.viewport(0, 0, framebuffer_width, framebuffer_height) gl.clearColor(0.2, 0.3, 0.3, 1.0) gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT) shaderProgram.use() shaderProgram.uniforms.ourTexture1 = texture1 shaderProgram.uniforms.ourTexture2 = texture2 # create transformations view = Mat4.Translation(Vec3(0.0, 0.0, -3.0)) projection = Mat4.Perspective(45.0, float(WIDTH) / float(HEIGHT), 0.1, 100.0) # assign the transformations shaderProgram.uniforms.view = view shaderProgram.uniforms.projection = projection gl.bindVertexArray(vao) for i, position in enumerate(cubePositions): # Calculate the model matrix for each object and pass it to shader before drawing model = Mat4.Translation(position) angle = 20.0 * i; model = model * Mat4.Rotation(angle, Vec3(1.0, 0.3, 0.5)) shaderProgram.uniforms.model = model gl.drawArrays(gl.TRIANGLES, 0, 36) gl.bindVertexArray(0) window.swapBuffers() shaderProgram.delete() gl.deleteVertexArrays([vao]) gl.deleteBuffers([vbo, ebo])
def main(): glfw.setErrorCallback(error_callback) glfw.init() glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # glfw.windowHint(glfw.RESIZABLE, gl.FALSE) glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1) window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL") if window is None: print('could not open window.') glfw.terminate() sys.exit() inputMap = InputMap() window.makeContextCurrent() window.setKeyCallback(inputMap.key_callback) window.setCursorPosCallback(inputMap.mouse_callback) #window.setScrollCallback(inputMap.scroll_callback) window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED) err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) camera = Camera(position=Vec3(0.0, 0.0, 3.0)) lastX = 400 lastY = 300 firstMouse = True deltaTime = 0.0 lastFrame = 0.0 gl.enable(gl.DEPTH_TEST) lampShaderProgram = Shader(LAMP_VERTEX_SHADER_SOURCE, LAMP_FRAGMENT_SHADER_SOURCE) lightingShaderProgram = Shader(LIGHTING_VERTEX_SHADER_SOURCE, LIGHTING_FRAGMENT_SHADER_SOURCE) lightingShaderProgram.use() lightVAO, containerVAO = gl.genVertexArrays(2) vbo = gl.genBuffers(1)[0] # 1. Bind Vertex Array Object gl.bindVertexArray(containerVAO) # 2. Copy our vertices array in a buffer for OpenGL to use gl.bindBuffer(gl.ARRAY_BUFFER, vbo) gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # Normal attribute gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.normal.offset) gl.enableVertexAttribArray(1) # 4. Unbind the VAO gl.bindVertexArray(0) # 1. Bind Vertex Array Object gl.bindVertexArray(lightVAO) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # 4. Unbind the VAO gl.bindVertexArray(0) # 4. unbind the vbo gl.bindBuffer(gl.ARRAY_BUFFER, 0) lightPos = Vec3(1.2, 1.0, 2.0) lastFrame = time.perf_counter() while not window.shouldClose(): inputMap.begin_frame() glfw.pollEvents() currentFrame = time.perf_counter() deltaTime = currentFrame - lastFrame lastFrame = currentFrame input = inputMap.get_input() camera.processInput(input, 1.0/30.0) framebuffer_width, framebuffer_height = window.getFramebufferSize() gl.viewport(0, 0, framebuffer_width, framebuffer_height) gl.clearColor(0.2, 0.3, 0.3, 1.0) gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT) lightingShaderProgram.use() lightingShaderProgram.uniforms.light.position = lightPos lightingShaderProgram.uniforms.viewPos = camera.position lightColor = Vec3(math.sin(currentFrame) * 2.0, math.sin(currentFrame) * 0.7, math.sin(currentFrame) * 1.3) diffuseColor = lightColor * 0.3 ambientColor = diffuseColor * 0.2 lightingShaderProgram.uniforms.light.ambient = ambientColor lightingShaderProgram.uniforms.light.diffuse = diffuseColor lightingShaderProgram.uniforms.light.specular = Vec3(1.0, 1.0, 1.0) lightingShaderProgram.uniforms.material.ambient = Vec3(1.0, 0.5, 0.31) lightingShaderProgram.uniforms.material.diffuse = Vec3(1.0, 0.5, 0.31) lightingShaderProgram.uniforms.material.specular = Vec3(0.5, 0.5, 0.5) # Specular doesn't have full effect on this object's material lightingShaderProgram.uniforms.material.shininess = 32.0 # create transformations view = camera.getViewMatrix() projection = Mat4.Perspective(45.0, float(WIDTH) / float(HEIGHT), 0.1, 100.0) # assign the transformations lightingShaderProgram.uniforms.view = view lightingShaderProgram.uniforms.projection = projection # draw the container gl.bindVertexArray(containerVAO) model = Mat4.Identity() lightingShaderProgram.uniforms.model = model gl.drawArrays(gl.TRIANGLES, 0, 36) gl.bindVertexArray(0) # draw the lamp lampShaderProgram.use() lampShaderProgram.uniforms.view = view lampShaderProgram.uniforms.projection = projection model = Mat4.Translation(lightPos) * Mat4.Scale(0.2) lampShaderProgram.uniforms.model = model gl.bindVertexArray(lightVAO) gl.drawArrays(gl.TRIANGLES, 0, 36) gl.bindVertexArray(0) window.swapBuffers() lampShaderProgram.delete() lightingShaderProgram.delete() gl.deleteVertexArrays([containerVAO, lightVAO]) gl.deleteBuffers([vbo])
def main(): glfw.setErrorCallback(error_callback) glfw.init() glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.windowHint(glfw.RESIZABLE, gl.FALSE) glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1) window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL") if window is None: print('could not open window.') glfw.terminate() sys.exit() inputMap = InputMap() window.makeContextCurrent() window.setKeyCallback(inputMap.key_callback) window.setCursorPosCallback(inputMap.mouse_callback) # window.setScrollCallback(inputMap.scroll_callback) window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED) err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) camera = Camera(Vec3(0.0, 0.0, 3.0)) lastX = 400 lastY = 300 firstMouse = True deltaTime = 0.0 lastFrame = 0.0 gl.enable(gl.DEPTH_TEST) shaderProgram = Shader(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE) shaderProgram.use() obj_model = generate_model(load_obj_file(io.StringIO(CUBE_OBJ), "")) vao, vbo, ebo = load_model_data(obj_model) # create the texture object, load the texture # Load and create a texture texture1, texture2 = gl.genTextures(2) # Texture 1 load_texture(texture1, 'learningopengl/resources/textures/container.jpg') # Texture 2 load_texture(texture2, 'learningopengl/resources/textures/awesomeface.png') while not window.shouldClose(): inputMap.begin_frame() glfw.pollEvents() input = inputMap.get_input() camera.processInput(input, 1.0/30.0) # TODO: see http://www.glfw.org/docs/latest/window.html#window_fbsize framebuffer_width, framebuffer_height = window.getFramebufferSize() gl.viewport(0, 0, framebuffer_width, framebuffer_height) gl.clearColor(0.2, 0.3, 0.3, 1.0) gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT) shaderProgram.use() shaderProgram.uniforms.ourTexture1 = texture1 shaderProgram.uniforms.ourTexture2 = texture2 # create transformations # view = Mat4.Translation(Vec3(0.0, 0.0, -3.0)) view = camera.getViewMatrix() projection = Mat4.Perspective(45.0, float(WIDTH) / float(HEIGHT), 0.1, 100.0) # assign the transformations shaderProgram.uniforms.view = view shaderProgram.uniforms.projection = projection gl.bindVertexArray(vao) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo) for i, position in enumerate(cubePositions): # Calculate the model matrix for each object and pass it to shader before drawing model = Mat4.Translation(position) angle = 20.0 * i; model = model * Mat4.Rotation(angle, Vec3(1.0, 0.3, 0.5)) shaderProgram.uniforms.model = model dc = obj_model['meshes'][0]['draw_call'] gl.drawElements(gl.TRIANGLES, dc['count'], gl.UNSIGNED_INT, dc['start'] * obj_model['vertex_buffer']['stride']) gl.bindVertexArray(0) window.swapBuffers() shaderProgram.delete() gl.deleteVertexArrays([vao]) gl.deleteBuffers([vbo, ebo])
def main(): glfw.setErrorCallback(error_callback) glfw.init() glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # glfw.windowHint(glfw.RESIZABLE, gl.FALSE) glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1) window = glfw.createWindow(800, 600, "LearnOpenGL") if window is None: print('could not open window.') glfw.terminate() sys.exit() window.makeContextCurrent() window.setKeyCallback(key_callback) err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) shaderProgram = Shader(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE) shaderProgram.use() vao = gl.genVertexArrays(1)[0] vbo, ebo = gl.genBuffers(2) # 1. Bind Vertex Array Object gl.bindVertexArray(vao) # 2. Copy our vertices array in a buffer for OpenGL to use gl.bindBuffer(gl.ARRAY_BUFFER, vbo) gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) # 2. Copy our index array in a buffer for OpenGL to use gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo) gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # Color attribute gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.color.offset) gl.enableVertexAttribArray(1) # TexCoord attribute gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.texcoord.offset) gl.enableVertexAttribArray(2) # 4. unbind the vbo gl.bindBuffer(gl.ARRAY_BUFFER, 0) # 4. Unbind the VAO gl.bindVertexArray(0) # create the texture object, load the texture # Load and create a texture texture1, texture2 = gl.genTextures(2) # Texture 1 load_texture(texture1, 'learningopengl/resources/textures/container.jpg') # Texture 2 load_texture(texture2, 'learningopengl/resources/textures/awesomeface.png') while not window.shouldClose(): glfw.pollEvents() framebuffer_width, framebuffer_height = window.getFramebufferSize() gl.viewport(0, 0, framebuffer_width, framebuffer_height) gl.clearColor(0.2, 0.3, 0.3, 1.0) gl.clear(gl.COLOR_BUFFER_BIT) shaderProgram.use() t = time.perf_counter() translation = Mat4.Translation(Vec3(0.5, -0.5, 0.0)) rotation = Mat4.Rotation(t, Vec3(0.0, 0.0, 1.0)) trans = translation * rotation shaderProgram.uniforms.transform = trans shaderProgram.uniforms.ourTexture1 = texture1 shaderProgram.uniforms.ourTexture2 = texture2 gl.bindVertexArray(vao) gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0) # gl.drawArrays(gl.TRIANGLES, 0, 3); gl.bindVertexArray(0) window.swapBuffers() gl.deleteVertexArrays([vao]) gl.deleteBuffers([vbo, ebo])
def main(): glfw.setErrorCallback(error_callback) glfw.init() glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # glfw.windowHint(glfw.RESIZABLE, gl.FALSE) glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1) window = glfw.createWindow(800, 600, "LearnOpenGL") if window is None: print('could not open window.') glfw.terminate() sys.exit() window.makeContextCurrent() window.setKeyCallback(key_callback) err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) shaderProgram = Shader(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE) shaderProgram.use() vao = gl.genVertexArrays(1)[0] vbo, ebo = gl.genBuffers(2) # 1. Bind Vertex Array Object gl.bindVertexArray(vao) # 2. Copy our vertices array in a buffer for OpenGL to use gl.bindBuffer(gl.ARRAY_BUFFER, vbo) gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) # 2. Copy our index array in a buffer for OpenGL to use gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo) gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # Color attribute gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.color.offset) gl.enableVertexAttribArray(1) # TexCoord attribute gl.vertexAttribPointer(2, 2, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.texcoord.offset) gl.enableVertexAttribArray(2) # 4. unbind the vbo gl.bindBuffer(gl.ARRAY_BUFFER, 0) # 4. Unbind the VAO gl.bindVertexArray(0) # create the texture object, load the texture # Load and create a texture texture1, texture2 = gl.genTextures(2) # ==================== # Texture 1 # ==================== gl.bindTexture(gl.TEXTURE_2D, texture1) # All upcoming GL_TEXTURE_2D operations now have effect on our texture object # Set our texture parameters gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) # Set texture wrapping to GL_REPEAT gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) # Set texture filtering gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) # Load, create texture and generate mipmaps img = PIL.Image.open('learningopengl/resources/textures/container.jpg') img = PIL.ImageOps.flip(img) width, height = img.size data = img.convert("RGBA").tobytes("raw", "RGBA") # unsigned char* image = SOIL_load_image(FileSystem::getPath("resources/textures/container.jpg").c_str(), &width, &height, 0, SOIL_LOAD_RGB); gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data) gl.generateMipmap(gl.TEXTURE_2D) gl.bindTexture(gl.TEXTURE_2D, 0) # Unbind texture when done, so we won't accidentily mess up our texture. # =================== # Texture 2 # =================== gl.bindTexture(gl.TEXTURE_2D, texture2) # Set our texture parameters gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT) # Set texture filtering gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR) gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR) # Load, create texture and generate mipmaps img = PIL.Image.open('learningopengl/resources/textures/awesomeface.png') img = PIL.ImageOps.flip(img) width, height = img.size data = img.convert("RGBA").tobytes("raw", "RGBA") gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, data) gl.generateMipmap(gl.TEXTURE_2D) # SOIL_free_image_data(image); gl.bindTexture(gl.TEXTURE_2D, 0); while not window.shouldClose(): glfw.pollEvents() framebuffer_width, framebuffer_height = window.getFramebufferSize() gl.viewport(0, 0, framebuffer_width, framebuffer_height) gl.clearColor(0.2, 0.3, 0.3, 1.0) gl.clear(gl.COLOR_BUFFER_BIT) shaderProgram.use() # Bind Textures using texture units gl.activeTexture(gl.TEXTURE0) gl.bindTexture(gl.TEXTURE_2D, texture1); gl.uniform1i(shaderProgram.getUniformLocation("ourTexture1"), 0); gl.activeTexture(gl.TEXTURE1); gl.bindTexture(gl.TEXTURE_2D, texture2); gl.uniform1i(shaderProgram.getUniformLocation("ourTexture2"), 1); gl.bindVertexArray(vao) gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0) # gl.drawArrays(gl.TRIANGLES, 0, 3); gl.bindVertexArray(0) window.swapBuffers() gl.deleteVertexArrays([vao]) gl.deleteBuffers([vbo, ebo])
def main(): glfw.setErrorCallback(error_callback) glfw.init() glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # glfw.windowHint(glfw.RESIZABLE, gl.FALSE) glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1) window = glfw.createWindow(800, 600, "LearnOpenGL") if window is None: print('could not open window.') glfw.terminate() sys.exit() window.makeContextCurrent() window.setKeyCallback(key_callback) err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) shaderProgram = Shader(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE) shaderProgram.use() vao = gl.genVertexArrays(1)[0] vbo, ebo = gl.genBuffers(2) print(vao, vbo, ebo) # 1. Bind Vertex Array Object gl.bindVertexArray(vao) # 2. Copy our vertices array in a buffer for OpenGL to use gl.bindBuffer(gl.ARRAY_BUFFER, vbo) gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) # 2. Copy our index array in a buffer for OpenGL to use # gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ebo) # gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # Color attribute gl.vertexAttribPointer(1, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.color.offset) gl.enableVertexAttribArray(1) # 4. unbind the vbo gl.bindBuffer(gl.ARRAY_BUFFER, 0) # 4. Unbind the VAO gl.bindVertexArray(0) while not window.shouldClose(): glfw.pollEvents() framebuffer_width, framebuffer_height = window.getFramebufferSize() gl.viewport(0, 0, framebuffer_width, framebuffer_height) gl.clearColor(0.2, 0.3, 0.3, 1.0) gl.clear(gl.COLOR_BUFFER_BIT) shaderProgram.use() gl.bindVertexArray(vao) # gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_INT, 0) gl.drawArrays(gl.TRIANGLES, 0, 3); gl.bindVertexArray(0) window.swapBuffers() gl.deleteVertexArrays([vao]) gl.deleteBuffers([vbo, ebo])
def main(): glfw.setErrorCallback(error_callback) glfw.init() glfw.windowHint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.windowHint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.windowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # glfw.windowHint(glfw.RESIZABLE, gl.FALSE) glfw.windowHint(glfw.OPENGL_FORWARD_COMPAT, 1) window = glfw.createWindow(WIDTH, HEIGHT, "LearnOpenGL") if window is None: print('could not open window.') glfw.terminate() sys.exit() inputMap = InputMap() window.makeContextCurrent() window.setKeyCallback(inputMap.key_callback) window.setCursorPosCallback(inputMap.mouse_callback) #window.setScrollCallback(inputMap.scroll_callback) window.setInputMode(glfw.CURSOR, glfw.CURSOR_DISABLED) err = gl.getError() if err: print("WINDOW OPEN ERROR:", err) camera = Camera(position=Vec3(0.0, 0.0, 3.0)) lastX = 400 lastY = 300 firstMouse = True deltaTime = 0.0 lastFrame = 0.0 gl.enable(gl.DEPTH_TEST) lampShaderProgram = Shader(LAMP_VERTEX_SHADER_SOURCE, LAMP_FRAGMENT_SHADER_SOURCE) colorShaderProgram = Shader(COLORS_VERTEX_SHADER_SOURCE, COLORS_FRAGMENT_SHADER_SOURCE) colorShaderProgram.use() lightVAO, containerVAO = gl.genVertexArrays(2) vbo, ebo = gl.genBuffers(2) # 1. Bind Vertex Array Object gl.bindVertexArray(containerVAO) # 2. Copy our vertices array in a buffer for OpenGL to use gl.bindBuffer(gl.ARRAY_BUFFER, vbo) gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # 4. Unbind the VAO gl.bindVertexArray(0) # 1. Bind Vertex Array Object gl.bindVertexArray(lightVAO) # Position attribute gl.vertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, sizeof(Vertex), Vertex.position.offset) gl.enableVertexAttribArray(0) # 4. Unbind the VAO gl.bindVertexArray(0) # 4. unbind the vbo gl.bindBuffer(gl.ARRAY_BUFFER, 0) # create the texture object, load the texture # Load and create a texture # texture1, texture2 = gl.genTextures(2) # Texture 1 # load_texture(texture1, 'learningopengl/resources/textures/container.jpg') # Texture 2 # load_texture(texture2, 'learningopengl/resources/textures/awesomeface.png') # window.setFrameBufferSizeCallback(lambda: ) # glfwSetFramebufferSizeCallback(window, framebuffer_size_callback) sb = True while not window.shouldClose(): inputMap.begin_frame() glfw.pollEvents() input = inputMap.get_input() camera.processInput(input, 1.0/30.0) framebuffer_width, framebuffer_height = window.getFramebufferSize() gl.viewport(0, 0, framebuffer_width, framebuffer_height) gl.clearColor(0.2, 0.3, 0.3, 1.0) gl.clear(gl.COLOR_BUFFER_BIT|gl.DEPTH_BUFFER_BIT) colorShaderProgram.use() colorShaderProgram.uniforms.objectColor = Vec3(1.0, 0.5, 0.31) colorShaderProgram.uniforms.lightColor = Vec3(1.0, 0.5, 1.0) # create transformations # view = Mat4.Translation(Vec3(0.0, 0.0, -3.0)) view = camera.getViewMatrix() projection = Mat4.Perspective(45.0, float(WIDTH) / float(HEIGHT), 0.1, 100.0) # assign the transformations colorShaderProgram.uniforms.view = view colorShaderProgram.uniforms.projection = projection # draw the container gl.bindVertexArray(containerVAO) model = Mat4.Identity() colorShaderProgram.uniforms.model = model gl.drawArrays(gl.TRIANGLES, 0, 36) gl.bindVertexArray(0) # draw the lamp lampShaderProgram.use() lampShaderProgram.uniforms.view = view lampShaderProgram.uniforms.projection = projection lightPos = Vec3(1.2, 1.0, 2.0) model = Mat4.Translation(lightPos) * Mat4.Scale(0.2) lampShaderProgram.uniforms.model = model gl.bindVertexArray(lightVAO) gl.drawArrays(gl.TRIANGLES, 0, 36) gl.bindVertexArray(0) window.swapBuffers() lampShaderProgram.delete() colorShaderProgram.delete() gl.deleteVertexArrays([containerVAO, lightVAO ]) gl.deleteBuffers([vbo, ebo])