コード例 #1
0
    rainbowCube = bs.createRainbowCube()
    gpuRainbowCube = es.GPUShape().initBuffers()
    colorShaderProgram.setupVAO(gpuRainbowCube)
    gpuRainbowCube.fillBuffers(rainbowCube.vertices, rainbowCube.indices,
                               GL_STATIC_DRAW)

    shapeQuad = bs.createTextureQuad(1, 1)
    gpuQuad = es.GPUShape().initBuffers()
    textureShaderProgram.setupVAO(gpuQuad)
    gpuQuad.fillBuffers(shapeQuad.vertices, shapeQuad.indices, GL_STATIC_DRAW)
    gpuQuad.texture = textureColorbuffer  # <--- Here is where the magic happens!

    # Setting up the scene
    view = tr.lookAt(np.array([1.0, 1.0, 1.0]), np.array([0.0, 0.0, 0.0]),
                     np.array([0.0, 0.0, 1.0]))
    projection = tr.ortho(-1, 1, -1, 1, 0.1, 100)

    while not glfw.window_should_close(window):
        # Using GLFW to check for input events
        glfw.poll_events()

        # Using the time as the theta parameter
        theta = glfw.get_time()

        # Rendering to a texture
        #######################
        glBindFramebuffer(GL_FRAMEBUFFER, framebuffer)
        #glBindFramebuffer(GL_FRAMEBUFFER, 0)
        glEnable(GL_DEPTH_TEST)
        glClearColor(0.15, 0.15, 0.15, 1.0)
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
コード例 #2
0
        camX = 10 * np.sin(camera_theta)
        camY = 10 * np.cos(camera_theta)

        viewPos = np.array([camX, camY, 10])

        view = tr.lookAt(viewPos, np.array([0, 0, 0]), np.array([0, 0, 1]))

        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, "view"), 1, GL_TRUE,
            view)

        # Setting up the projection transform

        if controller.projection == PROJECTION_ORTHOGRAPHIC:
            projection = tr.ortho(-8, 8, -8, 8, 0.1, 100)

        elif controller.projection == PROJECTION_FRUSTUM:
            projection = tr.frustum(-5, 5, -5, 5, 9, 100)

        elif controller.projection == PROJECTION_PERSPECTIVE:
            projection = tr.perspective(60,
                                        float(width) / float(height), 0.1, 100)

        else:
            raise Exception()

        glUniformMatrix4fv(
            glGetUniformLocation(pipeline.shaderProgram, "projection"), 1,
            GL_TRUE, projection)