def process(dt): # Poll for and process events glfw.glfwPollEvents() for window in __windows__: window.activate() window.imguiRenderer.process_inputs() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) imgui_draw_data = imgui.get_draw_data() if imgui_draw_data is not None: window.imguiRenderer.render(imgui_draw_data) # Swap buffers window.swap() for window in __windows_to_remove__: window.destroy() __windows_to_remove__.remove(window) return len(__windows__)
def render(window): global program, vao, indices, cube_positions GLFW.glfwPollEvents() GL.glViewport(0, 0, window.width, window.height) cameraPos = GLM.vec3(0.0, 0.0, 3.0) cameraTarget = GLM.vec3(0.0, 0.0, 0.0) cameraDirection = GLM.normalize(cameraPos - cameraTarget) up = GLM.vec3(0.0, 1.0, 0.0) cameraRight = GLM.normalize(GLM.cross(up, cameraDirection)) cameraUp = GLM.cross(cameraDirection, cameraRight) view = GLM.lookAt(GLM.vec3(0.0, 0.0, 3.0), GLM.vec3(0.0, 0.0, 0.0), GLM.vec3(0.0, 1.0, 0.0)) GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) program.useProgram() view = GLM.mat4(1.0) view = GLM.translate(view, GLM.vec3(0.0, 0.0, -3.0)) projection = GLM.perspective(GLM.radians(45.0), window.width / window.height, 0.1, 100.0) program.setMat4("projection", projection) for w in range(10): radius = 10.0 camX = MATH.sin(GLFW.glfwGetTime()) * radius camZ = MATH.cos(GLFW.glfwGetTime()) * radius view = GLM.lookAt(GLM.vec3(camX, 0.0, camZ), GLM.vec3(0.0, 0.0, 0.0), GLM.vec3(0.0, 1.0, 0.0)) model = GLM.mat4(1.0) model = GLM.translate(model, cube_positions[w]) model = GLM.rotate(model, GLM.radians(20.0 * w), GLM.vec3(1.0, 0.3, 0.5)) program.setMat4("model", model) program.setMat4("view", view) vao.useVAO(program) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 36) vao.unBind() GLFW.glfwSwapBuffers(window.getWindow())
def process(dt): # Poll for and process events glfw.glfwPollEvents() for window in __windows__: # Make window active window.activate() # Dispatch the main draw event window.dispatch_event('on_draw', dt) # Dispatch the idle event window.dispatch_event('on_idle', dt) # Swap buffers window.swap() for window in __windows_to_remove__: window.destroy() __windows_to_remove__.remove(window) return len(__windows__)