def initializeGL(self):
        gl.glClearColor(1.0, 1.0, 1.0, 0.0)
        # gl.glColor3f(0.0,0.0, 0.0)
        # gl.glPointSize(4.0)
        # gl.glMatrixMode(gl.GL_PROJECTION)
        # gl.glLoadIdentity()
        # glu.gluOrtho2D(0.0,640.0,0.0,480.0)
        gl.glViewport(0, 0, 800, 600)
        gl.glClearColor(0.0, 0.5, 0.5, 1.0)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)

        self._vertices, self._normals, self._indices = \
            util.load_obj_with_index("monkey.obj")
        a, b = util.load_obj("monkey.obj")
        self._vbo = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self._vertices.size * 4,
                        self._vertices, gl.GL_STATIC_DRAW)

        self._normal_vbo = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._normal_vbo)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self._normals.size * 4,
                        self._normals, gl.GL_STATIC_DRAW)

        self._index_buffer = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._index_buffer)
        gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER,
                        len(self._indices) * 4,
                        (ctypes.c_uint * len(self._indices))(*self._indices),
                        gl.GL_STATIC_DRAW)

        self._shader_program = shader.LoadShaders("shader9.vs", "shader9.ps")
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)
    def initializeGL(self):
        gl.glClearColor(1.0, 1.0, 1.0, 0.0)
        # gl.glColor3f(0.0,0.0, 0.0)
        # gl.glPointSize(4.0)
        # gl.glMatrixMode(gl.GL_PROJECTION)
        # gl.glLoadIdentity()
        # glu.gluOrtho2D(0.0,640.0,0.0,480.0)
        gl.glViewport(0, 0, 800, 600)
        gl.glClearColor(0.0, 0.5, 0.5, 1.0)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)

        vertices = numpy.array(
            [[0.0, 1.0, 0.0], [0.0, 0.0, 0.0], [1.0, 1.0, 0.0]], "f")
        self._vbo = gl.glGenBuffers(1)
        # ar = array("f", vertices)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, vertices.size * 4, vertices,
                        gl.GL_STATIC_DRAW)
        self._shader_program = shader.LoadShaders("simple_es_shader.vs",
                                                  "simple_es_shader.ps")
    def initializeGL(self):
        gl.glClearColor(1.0, 1.0, 1.0, 0.0)
        # gl.glColor3f(0.0,0.0, 0.0)
        # gl.glPointSize(4.0)
        # gl.glMatrixMode(gl.GL_PROJECTION)
        # gl.glLoadIdentity()
        # glu.gluOrtho2D(0.0,640.0,0.0,480.0)
        gl.glViewport(0, 0, 800, 600)
        gl.glClearColor(0.0, 0.5, 0.5, 1.0)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)

        self._vertices, self._normals = util.load_obj("monkey.obj")
        self._vbo = gl.glGenBuffers(1)
        # ar = array("f", vertices)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self._vertices.size * 4,
                        self._vertices, gl.GL_STATIC_DRAW)

        self._shader_program = shader.LoadShaders("shader7.vs", "shader7.ps")
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)
Exemple #4
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    def initializeGL(self):
        gl.glClearColor(1.0, 1.0, 1.0, 0.0)
        # gl.glColor3f(0.0,0.0, 0.0)
        # gl.glPointSize(4.0)
        # gl.glMatrixMode(gl.GL_PROJECTION)
        # gl.glLoadIdentity()
        # glu.gluOrtho2D(0.0,640.0,0.0,480.0)
        gl.glViewport(0, 0, 800, 600)
        gl.glClearColor(0.0, 0.5, 0.5, 1.0)
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)

        vertices = numpy.array([
            [-1.0, -1.0, -1.0],
            [-1.0, -1.0, 1.0],
            [-1.0, 1.0, 1.0],
            [1.0, 1.0, -1.0],
            [-1.0, -1.0, -1.0],
            [-1.0, 1.0, -1.0],
            [1.0, -1.0, 1.0],
            [-1.0, -1.0, -1.0],
            [1.0, -1.0, -1.0],
            [
                1.0,
                1.0,
                -1.0,
            ],
            [
                1.0,
                -1.0,
                -1.0,
            ],
            [-1.0, -1.0, -1.0],
            [-1.0, -1.0, -1.0],
            [-1.0, 1.0, 1.0],
            [-1.0, 1.0, -1.0],
            [
                1.0,
                -1.0,
                1.0,
            ],
            [-1.0, -1.0, 1.0],
            [-1.0, -1.0, -1.0],
            [-1.0, 1.0, 1.0],
            [-1.0, -1.0, 1.0],
            [1.0, -1.0, 1.0],
            [1.0, 1.0, 1.0],
            [1.0, -1.0, -1.0],
            [1.0, 1.0, -1.0],
            [1.0, -1.0, -1.0],
            [1.0, 1.0, 1.0],
            [1.0, -1.0, 1.0],
            [1.0, 1.0, 1.0],
            [1.0, 1.0, -1.0],
            [-1.0, 1.0, -1.0],
            [1.0, 1.0, 1.0],
            [-1.0, 1.0, -1.0],
            [-1.0, 1.0, 1.0],
            [
                1.0,
                1.0,
                1.0,
            ],
            [
                -1.0,
                1.0,
                1.0,
            ],
            [1.0, -1.0, 1.0],
        ], "f")
        self._vbo = gl.glGenBuffers(1)
        # ar = array("f", vertices)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, vertices.size * 4, vertices,
                        gl.GL_STATIC_DRAW)
        self._color_buffer_data = numpy.array([
            [0.583, 0.771, 0.014],
            [0.609, 0.115, 0.436],
            [0.327, 0.483, 0.844],
            [0.822, 0.569, 0.201],
            [0.435, 0.602, 0.223],
            [0.310, 0.747, 0.185],
            [0.597, 0.770, 0.761],
            [0.559, 0.436, 0.730],
            [0.359, 0.583, 0.152],
            [0.483, 0.596, 0.789],
            [0.559, 0.861, 0.639],
            [0.195, 0.548, 0.859],
            [0.014, 0.184, 0.576],
            [0.771, 0.328, 0.970],
            [0.406, 0.615, 0.116],
            [0.676, 0.977, 0.133],
            [0.971, 0.572, 0.833],
            [0.140, 0.616, 0.489],
            [0.997, 0.513, 0.064],
            [0.945, 0.719, 0.592],
            [0.543, 0.021, 0.978],
            [0.279, 0.317, 0.505],
            [0.167, 0.620, 0.077],
            [0.347, 0.857, 0.137],
            [0.055, 0.953, 0.042],
            [0.714, 0.505, 0.345],
            [0.783, 0.290, 0.734],
            [0.722, 0.645, 0.174],
            [0.302, 0.455, 0.848],
            [0.225, 0.587, 0.040],
            [0.517, 0.713, 0.338],
            [0.053, 0.959, 0.120],
            [0.393, 0.621, 0.362],
            [0.673, 0.211, 0.457],
            [0.820, 0.883, 0.371],
            [0.982, 0.099, 0.879],
        ], "f")
        self._color_buffer = gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._color_buffer)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self._color_buffer_data.size * 4,
                        self._color_buffer_data, gl.GL_STATIC_DRAW)
        self._shader_program = shader.LoadShaders("shader4.vs", "shader4.ps")
        gl.glEnable(gl.GL_DEPTH_TEST)
        gl.glDepthFunc(gl.GL_LESS)