def main(): global gl global test_model # Initialize the library if not glfwInit(): sys.exit() # Initilize GL gl = pygloo.init() if not gl: sys.exit() # Create a windowed mode window and its OpenGL context window = glfwCreateWindow(640, 480, "Hello World", None, None) if not window: glfwTerminate() sys.exit() # Make the window's context current glfwMakeContextCurrent(window) # Install a input handlers glfwSetKeyCallback(window, on_key) glfwSetMouseButtonCallback(window, on_mouse) glfwSetCursorPosCallback(window, on_mouse_move) glfwSetScrollCallback(window, on_scroll) # Load an obj # test_model = Geometry.from_OBJ(gl, "assets/sphere.obj") # Loop until the user closes the window while not glfwWindowShouldClose(window): # Render width, height = glfwGetFramebufferSize(window) gl.glViewport(0, 0, width, height) gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) gl.glClearColor(1.0, 1.0, 1.0, 1.0) # white gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) gl.glEnable(GL_DEPTH_TEST) # gl.glDepthFunc(GL_LESS); gl.glDepthFunc(GL_LEQUAL) # Render # render(width, height) # Poll for and process events glfwPollEvents() # Swap front and back buffers glfwSwapBuffers(window) glfwTerminate()
def main(): global gl global test_model # Initialize the library if not glfwInit(): sys.exit() # Initilize GL gl = pygloo.init() if not gl: sys.exit() # Create a windowed mode window and its OpenGL context window = glfwCreateWindow(640, 480, "Hello World", None, None) if not window: glfwTerminate() sys.exit() # Make the window's context current glfwMakeContextCurrent(window) # Install a input handlers glfwSetKeyCallback(window, on_key) glfwSetMouseButtonCallback(window, on_mouse) glfwSetCursorPosCallback(window, on_mouse_move) glfwSetScrollCallback(window, on_scroll) # Load an obj # test_model = Geometry.from_OBJ(gl, "assets/sphere.obj") # Loop until the user closes the window while not glfwWindowShouldClose(window): # Render width, height = glfwGetFramebufferSize(window) gl.glViewport(0, 0, width, height) gl.glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); gl.glClearColor(1.0, 1.0, 1.0, 1.0) # white gl.glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) gl.glEnable(GL_DEPTH_TEST); # gl.glDepthFunc(GL_LESS); gl.glDepthFunc(GL_LEQUAL); # Render # render(width, height) # Poll for and process events glfwPollEvents() # Swap front and back buffers glfwSwapBuffers(window) glfwTerminate()