Esempio n. 1
0
def error_callback(errnum, descr):
    print("Called GLFW Error Callback", err, descr)


def framebuffer_size_callback(window, width, height):
    # make sure the viewport matches the new window dimensions; note that width and
    # height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height)
    camera.setRatio(width / height)


# process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
# ---------------------------------------------------------------------------------------------------------

import mycamera
camera = mycamera.Camera()

ipressed = False


def processInput(window):
    # global rotate, rpressed
    global cameraPos, cameraFront, ipressed

    if glfw.get_key(window, glfw.KEY_ESCAPE) == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
        camera.processKeyboard(mycamera.FORWARD, deltaTime)
    if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
        camera.processKeyboard(mycamera.BACKWARD, deltaTime)
Esempio n. 2
0
import mycamera
import myinput
import mytexture
import myshader

print("""Based on examples from the learnopengl tutorial

use keys QWASDZ to move around and mouse to point camera.
use key i to display info.

use RTY to turn light models on/off
""")

pos0 = glm.vec3(1.3, -0.2, 6.2)
fro0 = glm.vec3(-0.1, 0, -1.0)
camera = mycamera.Camera(position=pos0, front=fro0)
inputMgr = myinput.InputManager(camera)

width = 800
height = 600

# Initialize the glfw library
if not glfw.init():
    print("Failed to init glfw")
else:
    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)

window = glfw.create_window(width, height, "LearnOpenGL", None, None)
Esempio n. 3
0
def error_callback(errnum, descr):
    print("Called GLFW Error Callback", err, descr)

def framebuffer_size_callback(window, width, height):
    # make sure the viewport matches the new window dimensions; note that width and
    # height will be significantly larger than specified on retina displays.
    glViewport(0, 0, width, height)
    camera.setRatio( width/height )

# process all input: query GLFW whether relevant keys are pressed/released this frame and react accordingly
# ---------------------------------------------------------------------------------------------------------


import mycamera
camera = mycamera.Camera( position = glm.vec3( 1.3, -0.2, 6.2 ),
                            front = glm.vec3( -0.1, 0, -1.0 ) )

ipressed = False

def processInput(window):
    # global rotate, rpressed
    global cameraPos, cameraFront, ipressed

    if glfw.get_key(window, glfw.KEY_ESCAPE) == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
        camera.processKeyboard( mycamera.FORWARD, deltaTime )
    if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
        camera.processKeyboard( mycamera.BACKWARD, deltaTime )