예제 #1
0
	(-400, -200, 100),
	(-250, -350, 100),
	(0, -300, 100),
	(250, -350, 100),
	(400, -200, 100),
]

circles_ubo = GL.NewUniformBuffer(struct.pack('i4x', len(circles)) + b''.join(struct.pack('2f1f4x', *c) for c in circles))
GL.UseUniformBuffer(circles_ubo, circles_prog['Circles'])

particles_prog = GL.NewProgram([particles_vert, particles_frag])

GL.SetUniform(particles_prog['scale'], 0.002 * height / width, 0.002)

particle_vbo = GL.NewVertexBuffer(b''.join(struct.pack('2f', cos(i * 2 * pi / 16), sin(i * 2 * pi / 16)) for i in range(16)))
particle_vao = GL.NewVertexArray(particles_prog, particle_vbo, '2f', ['vert'])

sbo = GL.NewStorageBuffer(b''.join(struct.pack('ffffff', -10000, 0, -10000, 0, 0, 0) for i in range(10240)))
GL.UseUniformBuffer(circles_ubo, circles_prog['Circles'])
GL.UseStorageBuffer(sbo)

k = 0
while WND.Update():
	k = (k + 32) % 10240
	GL.UpdateStorageBuffer(sbo, k * 24, b''.join(struct.pack('ffffff', -400, 200, -400 + uniform(3, 5), 200 + uniform(2, 5), 0, -0.1) for i in range(32)))
	GL.Clear(240, 240, 240)
	GL.RunComputeShader(physics, 40)
	GL.RenderTriangleFan(circle_vao, 128, instances = len(circles))
	GL.RenderTriangleFan(particle_vao, 16, instances = 10240)

예제 #2
0
파일: All.py 프로젝트: Aljenci/ModernGL
BY = GL.NewStorageBuffer(b'\x00' * 256)
BZ = GL.NewStorageBuffer(b'\x00' * 256)

GL.UseStorageBuffer(A)

GL.UseStorageBuffer(B, 1)
GL.RunComputeShader(cs)

GL.UseStorageBuffer(BX, 1)
GL.RunComputeShader(cs, x = 2)
GL.UseStorageBuffer(BY, 1)
GL.RunComputeShader(cs, y = 2)
GL.UseStorageBuffer(BZ, 1)
GL.RunComputeShader(cs, z = 2)

GL.UpdateStorageBuffer(C, 0, struct.pack('64i', *[4 for i in range(64)]))
GL.UpdateStorageBuffer(C, 64, struct.pack('32i', *[9 for i in range(32)]))

print(struct.unpack('64i', GL.ReadStorageBuffer(B)))
print(struct.unpack('64i', GL.ReadStorageBuffer(BX)))
print(struct.unpack('64i', GL.ReadStorageBuffer(BY)))
print(struct.unpack('64i', GL.ReadStorageBuffer(BZ)))
print(struct.unpack('64i', GL.ReadStorageBuffer(C)))

vert = GL.NewVertexShader('''
	#version 330

	in vec3 vert;
	in float diffuse;

	out float d;