def init_gl(self): self.program = oogl.ShaderProgram( oogl.VertexShader(vertex_shader), oogl.FragmentShader(fragment_shader), ) self.vbo = oogl.VertexBuffer(self.data)
def init_gl(self): self.program = oogl.ShaderProgram( oogl.VertexShader(vertex_shader), oogl.FragmentShader(fragment_shader), ) self.update_buffers()
def __init__(self): app.Canvas.__init__(self) self.geometry = 0, 0, 400, 400 self.program = oogl.ShaderProgram(oogl.VertexShader(VERT_CODE), oogl.FragmentShader(FRAG_CODE)) self.program.attributes['a_position'] = positions self.program.attributes['a_color'] = colors
def __init__(self): app.Canvas.__init__(self) self.size = 560, 420 # Create texture to render to self._rendertex = oogl.Texture2D() # Create FBO, attach the color buffer and depth buffer self._fbo = oogl.FrameBuffer(self._rendertex, oogl.RenderBuffer()) # Create program to render a shape self._program1 = oogl.Program(oogl.VertexShader(VERT_SHADER1), oogl.FragmentShader(FRAG_SHADER1)) self._program1['u_color'] = 0.9, 1.0, 0.4, 1 self._program1['a_position'] = oogl.VertexBuffer(vPosition) # Create program to render FBO result self._program2 = oogl.Program(oogl.VertexShader(VERT_SHADER2), oogl.FragmentShader(FRAG_SHADER2)) self._program2['a_position'] = oogl.VertexBuffer(vPosition) self._program2['a_texcoord'] = oogl.VertexBuffer(vTexcoord) self._program2['u_texture1'] = self._rendertex
def __init__(self): app.Canvas.__init__(self) self.geometry = 0, 0, 400, 400 self.program = oogl.ShaderProgram(oogl.VertexShader(VERT_CODE), oogl.FragmentShader(FRAG_CODE)) # Set attributes self.program.attributes['a_position'] = oogl.VertexBuffer(positions) self.program.attributes['a_color'] = oogl.VertexBuffer(colors) self.init_transforms() self.timer = app.Timer(1.0 / 60) self.timer.connect(self.update_transforms) self.timer.start()
def __init__(self): app.Canvas.__init__(self) self.geometry = 0, 0, 400, 400 # Create program self._program = oogl.ShaderProgram(oogl.VertexShader(VERT_SHADER), oogl.FragmentShader(FRAG_SHADER)) # Create vbo self._vbo = oogl.VertexBuffer(vertex_data) # Set uniforms, samplers, attributes self._program.attributes.update(self._vbo) self._program.uniforms['s_texture'] = oogl.Texture2D(im1) # Create first explosion self._new_explosion()
def __init__(self, **kwargs): app.Canvas.__init__(self, **kwargs) self.geometry = 0, 0, 400, 400 self.program = oogl.ShaderProgram(oogl.VertexShader(VERT_CODE), oogl.FragmentShader(FRAG_CODE)) # Set attributes self.program.attributes['a_position'] = oogl.VertexBuffer(positions) self.program.attributes['a_texcoord'] = oogl.VertexBuffer(texcoords) self.program.uniforms['u_texture'] = oogl.Texture2D(io.cat()) # Handle transformations self.init_transforms() self.timer = app.Timer(1.0 / 60) self.timer.connect(self.update_transforms) self.timer.start()