def init(): width = 640 height = 640 glfw.Init() glfw.OpenWindow(width, height, 8, 8, 8, 0, 24, 0, glfw.WINDOW) glfw.SetWindowTitle("glfw line") glfw.SetWindowSizeCallback(Reshape) glClearColor(0.0, 0.0, 0.0, 0.0); glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL); glfw.SetMouseButtonCallback(MouseHandler) glfw.SetKeyCallback(KeyboardHandler) glfw.SetWindowCloseCallback(WindowCLose) global heightmap, terrain_size tmpheightmap = open("heightmap.raw", 'rb').read() for c in tmpheightmap: heightmap.append(ord(c)) print heightmap terrain_size = int(sqrt(len(heightmap))) print terrain_size if(glFogCoordfEXT): # test print 'ok'
def init(textureImg): width = 640 height = 640 glfw.Init() glfw.OpenWindow(width, height, 8, 8, 8, 0, 24, 0, glfw.WINDOW) glfw.SetWindowTitle("glfw mesh") glfw.SetWindowSizeCallback(Reshape) glfw.SetMouseButtonCallback(MouseHandler) glfw.SetKeyCallback(KeyboardHandler) glfw.SetWindowCloseCallback(WindowCLose) glClearColor(1.0, 1.0, 1.0, 1.0) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL) glEnable(GL_TEXTURE_2D) # texture one textureHandle = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, textureHandle) # filter for min and mag texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) # specify the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, textureImg.size[0], textureImg.size[1], 0, GL_RGB, GL_UNSIGNED_BYTE, PIL2array(textureImg)) return textureHandle
def init(): width = 640 height = 640 glfw.Init() glfw.OpenWindow(width, height, 8, 8, 8, 0, 24, 0, glfw.WINDOW) glfw.SetWindowTitle("glfw line") glfw.SetWindowSizeCallback(Reshape) glfw.SetMouseButtonCallback(MouseHandler) glfw.SetKeyCallback(KeyboardHandler) glfw.SetWindowCloseCallback(WindowCLose) glClearColor(0.0, 0.0, 0.0, 0.0) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL)
def init(): width = 1024 height = 768 glfw.Init() glfw.OpenWindow(width, height, 8, 8, 8, 0, 24, 0, glfw.WINDOW) glfw.SetWindowTitle("glfw line") glfw.SetWindowSizeCallback(Reshape) glClearColor(0.0, 0.0, 0.0, 0.0) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL) glfw.SetMouseButtonCallback(MouseHandler) glfw.SetKeyCallback(KeyboardHandler) glfw.SetWindowCloseCallback(WindowCLose) global m_tga m_tga.load("rock.tga") m_tga_un.load("opengl_logo_un.tga")
def initialize(self): glfw.Init() glfw.OpenWindowHint(glfw.FSAA_SAMPLES, 4) glfw.OpenWindowHint(glfw.OPENGL_VERSION_MAJOR, 3) glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 2) # 3.2 glfw.OpenWindowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # 3.2 glfw.OpenWindowHint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE) # 3.2 glfw.OpenWindowHint(glfw.WINDOW_NO_RESIZE, GL_TRUE) try: # in case we fail to init this version glfw.OpenWindow(self.windowWidth, self.windowHeight, 0, 0, 0, 0, 24, 8, glfw.WINDOW) except Exception as e: self.logger.warn("Failed to initialize OpenGL: {}".format(str(e))) self.logger.warn("Trying lower version...") glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 0) # 3.0 glfw.OpenWindowHint(glfw.OPENGL_PROFILE, 0) # 3.0 glfw.OpenWindowHint(glfw.OPENGL_FORWARD_COMPAT, GL_FALSE) # 3.0 glfw.OpenWindow(self.windowWidth, self.windowHeight, 0, 0, 0, 0, 24, 8, glfw.WINDOW) self.logger.warn("OpenGL fallback to lower version worked") glfw.SetWindowTitle("TANG") glfw.SetWindowCloseCallback(self.onWindowClose) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) # Find out OpenGL version, and store for future use self.context.GL_version_string = glGetString(GL_VERSION).split( ' ' )[0] # must have version at the beginning, e.g. "3.0 Mesa 9.x.x" to extract "3.0" self.context.GL_version_major, self.context.GL_version_minor = list( int(x) for x in self.context.GL_version_string.split('.'))[ 0:2] # must have only MAJOR.MINOR self.logger.info("OpenGL version {}.{}".format( self.context.GL_version_major, self.context.GL_version_minor)) self.context.GLSL_version_string = glGetString( GL_SHADING_LANGUAGE_VERSION).split(' ')[0].replace( '.', '') # "1.50" => "150" self.logger.info("GLSL version {}".format( self.context.GLSL_version_string))
def init(): width = 1024 height = 768 glfw.Init() glfw.OpenWindow(width, height, 8, 8, 8, 0, 24, 0, glfw.WINDOW) glfw.SetWindowTitle("glfw line") glfw.SetWindowSizeCallback(Reshape) glfw.SetMouseButtonCallback(MouseHandler) glfw.SetKeyCallback(KeyboardHandler) glfw.SetWindowCloseCallback(WindowCLose) glClearColor(0.0, 0.0, 0.0, 0.0) glEnable(GL_TEXTURE_2D) global texture1, texture2, textureOne, textureTwo if (not texture1.load("opengl_logo.tga")): exit(0) if (not texture2.load("checkerboard.tga")): exit(0) print texture1.m_width, texture1.m_height # texture one textureOne = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, textureOne) # filter for min and mag texture glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) # specify the texture glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture1.m_width, texture1.m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture1.m_imageData) # texure two textureTwo = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, textureTwo) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture2.m_width, texture2.m_height, 0, GL_RGB, GL_UNSIGNED_BYTE, texture2.m_imageData)
def __init__(self, scene): """Sets up the core functionality we need to begin rendering. This includes the OpenGL configuration, the window, the viewport, the event handler and update loop registration. """ super(Application, self).__init__(scene) glfw.Init() if self.scene.core_profile: glfw.OpenWindowHint(glfw.OPENGL_VERSION_MAJOR, 3) glfw.OpenWindowHint(glfw.OPENGL_VERSION_MINOR, 2) glfw.OpenWindowHint(glfw.OPENGL_FORWARD_COMPAT, GL.GL_TRUE) glfw.OpenWindowHint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) # create our window glfw.OpenWindow(1024, 768, 8, 8, 8, 8, 24, 0, glfw.WINDOW) # set the window caption glfw.SetWindowTitle("PyGLy - PyGLFW - " + scene.name) # print some opengl information pygly.gl.print_gl_info() # create the scene now that we've got our window open self.scene.initialise() self.running = False # listen for resize events and close window events # do this AFTER initialising the scene # as the window size callback will trigger once set glfw.SetWindowSizeCallback(self.on_window_resized) glfw.SetWindowCloseCallback(self.on_window_closed) glfw.SetKeyCallback(self.on_key_event)
glfw.OpenWindow(800, 600, 0, 0, 0, 8, 0, 0, glfw.WINDOW) print("OpenGL version: %d.%d.%d\n" % glfw.GetGLVersion()) glfw.ext.set_icons([(icon_data, icon_width, icon_height)]) glfw.SetWindowTitle("pyglfw test") glfw.Disable(glfw.AUTO_POLL_EVENTS) glfw.Enable(glfw.KEY_REPEAT) center_x = glfw.GetDesktopMode().Width / 2 - glfw.GetWindowSize()[0] / 2 center_y = glfw.GetDesktopMode().Height / 2 - glfw.GetWindowSize()[1] / 2 glfw.SetWindowPos(center_x, center_y) glfw.SetWindowSizeCallback(on_resize) glfw.SetWindowCloseCallback(on_close) glfw.SetWindowRefreshCallback(on_refresh) glfw.SetKeyCallback(on_key) glfw.SetCharCallback(on_char) glfw.SetMouseButtonCallback(on_button) glfw.SetMousePosCallback(on_pos) glfw.SetMouseWheelCallback(on_scroll) while glfw.GetWindowParam(glfw.OPENED): glfw.PollEvents() if glfw.GetKey(glfw.KEY_ESC): break glClear(GL_COLOR_BUFFER_BIT) glfw.SwapBuffers()