def setup(self, context): if EAGL.setCurrentContext(context): self.sp.build() self.sp.bind() # self.texture = texture.loadTexture('test.png', 0) print len(self.objects), " object/s in the world" for rObj in self.objects: rObj.setup_object() glEnable(GL_CULL_FACE) glCullFace(GL_BACK) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LESS) glViewport(0, 0, int(glviewv.width * 2), int(glviewv.height * 2)) glClearColor(0.1, 0.12, 0.45, 1.0) PhysicsWorld.js.eval_js('startUpdates();') glviewv.add_subview(PhysicsWorld.js) PhysicsWorld.js.send_to_back() else: print "Could not Setup OpenGLES" self.last = time.clock()
def setup(self, context): if EAGL.setCurrentContext(context): self.sp.build() self.sp.bind() # self.texture = texture.loadTexture('test.png', 0) print len(self.objects), " object/s in the world" for rObj in self.objects: rObj.setup_object() glEnable(GL_CULL_FACE); glCullFace(GL_BACK) glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); glViewport(0, 0, int(glviewv.width*2), int(glviewv.height*2)) glClearColor(0.1, 0.12, 0.45, 1.0) PhysicsWorld.js.eval_js('startUpdates();') glviewv.add_subview(PhysicsWorld.js) PhysicsWorld.js.send_to_back() else: print "Could not Setup OpenGLES" self.last = time.clock()
def setup_gl(self): glView = self.gl_kit_view context = self.context if EAGL.setCurrentContext(self.context._context): renderBuffer = ES2.glGenRenderbuffers(1) ES2.glCheckFramebufferStatus(ES2.GL_RENDERBUFFER) ES2.glBindRenderbuffer(ES2.GL_RENDERBUFFER, renderBuffer) else: print "Cannot setup gl"
def main(): from ui import Image i = Image.named('test:Lenna') with open('test.png', 'wb') as f: f.write(i.to_png()) contextc = EAGL.EAGLContext(EAGL.RenderingAPI.OpenGLES2) GLKit.setRenderEngine(Renderer()) glviewv.setDelegate(GLKit.GLKViewDelegate()) glviewv.setContext(contextc) glviewv.present("sheet")
def render(self, context): start = time.clock() if EAGL.setCurrentContext(context): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glViewport(0, 0, int(glviewv.width * 2), int(glviewv.height * 2)) self.sp.bind() self.sp.uniform4x4("V", list(self.view.s1.m)) self.sp.uniform4x4("P", list(self.projection.s1.m)) for rObj in self.objects: rObj.render(self.sp) self.eye.debug_draw(self.sp) else: raise RuntimeError('Render Failed as context could not be set.') end = time.clock() # print 'render', (end - self.last) self.rt = end - start self.last = end
def render(self, context): start = time.clock() if EAGL.setCurrentContext(context): glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, int(glviewv.width*2), int(glviewv.height*2)) self.sp.bind() self.sp.uniform4x4("V", list(self.view.s1.m)) self.sp.uniform4x4("P", list(self.projection.s1.m)) for rObj in self.objects: rObj.render(self.sp) self.eye.debug_draw(self.sp) else: raise RuntimeError('Render Failed as context could not be set.') end = time.clock() # print 'render', (end - self.last) self.rt = end - start self.last = end
def draw(self): if EAGL.setCurrentContext(self.context._context): ES1.glClearColor(0.1, 0.0, 1.0, 0.0) ES1.glClear(ES1.GL_COLOR_BUFFER_BIT | ES1.GL_DEPTH_BUFFER_BIT) else: print "Failed to render. Could not get context"
def teardown(self): self.sp.teardown() EAGL.setCurrentContext(None) PhysicsWorld.js.eval_js('done();')