Esempio n. 1
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from aiv.window import Window
from aiv.opengl import *

# import numpy for advanced array support
import numpy

window = Window()

# set the color to use when clearing the color buffer
glClearColor(1, 0, 0, 1)

# build and bind a vertex array
vao = glGenVertexArrays(1)
glBindVertexArray(vao)

# generate a buffer (will be mapped to the currently bound vertexarray)
vbo = glGenBuffers(1)
# bind it
glBindBuffer(GL_ARRAY_BUFFER, vbo)

# build an array of vertices for a triangle (2d)
vertices = numpy.array([0, 1, -1, -1, 1, -1], dtype=numpy.float32)
# upload data to the GPU buffer (the vbo)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)

# map the current buffer (vbo) to the vertex array (index 0)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, None)

# a simple vertex shader
vertex_shader = """
Esempio n. 2
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from aiv.window import Window

# import OpenGL functions
from aiv.opengl import *

# ask the OS for a drawable context
window = Window()

glClearColor(1, 0, 0, 1)

# the game loop
while window.is_opened:
    # clear the color buffer
    glClear(GL_COLOR_BUFFER_BIT)
    # draw the color buffer
    window.update()
Esempio n. 3
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from aiv.window import Window
from aiv.opengl import *
import numpy
from aiv.math.matrix4 import Matrix4
from aiv.input import KEY_LEFT, KEY_RIGHT, KEY_UP, KEY_DOWN

window = Window()

vertex_shader = """
#version 330 core

layout(location = 0) in vec3 vertex;

uniform mat4 world;
uniform mat4 camera;

out vec4 color;

void main() {
	gl_Position = camera * world * vec4(vertex, 1);
	color = vec4(vertex, 1);
}
"""

fragment_shader = """
#version 330 core

in vec4 color;
out vec4 final_color;

void main() {
Esempio n. 4
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from aiv.window import Window
from aiv.opengl import *

window = Window(1024, 576)

glClearColor(0, 0, 1, 1)

while window.is_opened:
    glClear(GL_COLOR_BUFFER_BIT)
    window.update()