def poll_events(self): glfw.poll_events() try: if self._stainq.get_nowait(): self._on_draw() except queue.Empty: pass
def main(): ### Initialize fw.init() ### Monitor Info # print_all_monitors() ### Rift monitor = get_rift() curmode = monitor.video_mode curmode.refresh_rate # should be 74 # Check for Monitor - really should check for Rift attach/detach... # this doesn't work like I think it should fw.Monitor.set_callback(on_monitor) win = CbWindow(curmode.width, curmode.height, 'pyglfw', monitor) win.make_current() while not win.should_close: # blue! blue = (0.0, 0.0, 1.0, 0.0) glClearColor(*blue) glClear(GL_COLOR_BUFFER_BIT) win.swap_buffers() fw.poll_events() if win.keys.escape: win.should_close = True fw.terminate()
def main(): # Initialize the library if not glfw.init(): return # Create a windowed mode window and its OpenGL context window = glfw.window.Window(640, 480, "Hello World", None, None) if not window: glfw.terminate() return renderer = RiftGLRendererCompatibility() # Paint a triangle in the center of the screen renderer.append(TriangleDrawerCompatibility()) # Make the window's context current window.make_current() # Initialize Oculus Rift renderer.init_gl() renderer.rift.recenter_pose() # Loop until the user closes the window while not window.should_close: # Render here, e.g. using pyOpenGL renderer.display_rift_gl() # Swap front and back buffers window.swap_buffers() # Poll for and process events glfw.poll_events() glfw.terminate()
def poll_events( self ): glfw.poll_events() try: if self._stainq.get_nowait(): self._on_draw() except queue.Empty: pass
def main(): ### Initialize fw.init() ### Rift monitor = get_rift() win = CbWindow(640, 480, 'pyglfw') win.make_current() # XWindows... d = Display() root = d.screen().root pixmap = root.create_pixmap(256, 256, 8) # glXCreateWindow(d, cfg, pixmap, 0) while not win.should_close: render() win.swap_buffers() fw.poll_events() if win.keys.escape: win.should_close = True fw.terminate()
def draw_hologram(self): tex_map = self.cuda_pbo.map() data, sz = tex_map.device_ptr_and_size() self.fill_screen_output(self.holo_real_gpu, self.holo_imag_gpu, self.screenpars_gpu, self.screen_pup_coords_x_gpu, self.screen_pup_coords_y_gpu, numpy.intp(data), block=(1024, 1, 1), grid=(int(self.PUP_NP / 1024) + 1, 1, 1)) tex_map.unmap() glfw.poll_events() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glBindBuffer(GL_PIXEL_UNPACK_BUFFER, self.pbo) glBindTexture(GL_TEXTURE_2D, self.pbo) glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, self.screenresolution[1], self.screenresolution[0], GL_LUMINANCE, GL_UNSIGNED_BYTE, None) glBegin(GL_QUADS) glTexCoord2f(0, 1.0) glVertex3f(0, 0, 0) glTexCoord2f(0, 0) glVertex3f(0, 1.0, 0) glTexCoord2f(1.0, 0) glVertex3f(1.0, 1.0, 0) glTexCoord2f(1.0, 1.0) glVertex3f(1.0, 0, 0) glEnd() self.win.swap_buffers()
def run(self): """ Runs the game. This method returns when the terminate flag is set. """ while not self._terminate: time_passed = self.clock.tick(60.) print "{0:.3f}\r".format(self.clock.fps), self.gameData.update(time_passed) self.renderer.update(time_passed) glfw.poll_events() if self.window.should_close: self._terminate = True
def main(): fw.init() fw.Monitor.set_callback(on_monitor) win = CbWindow(800, 600, "callback window") win.make_current() while not win.should_close: win.swap_buffers() fw.poll_events() if win.keys.escape: win.should_close = True fw.terminate()
def main(): # Initialize the library if not glfw.init(): return # Set some window hints glfw.Window.hint(floating=glfw.Window.floating) # Create a windowed mode window and its OpenGL context window = glfw.Window(300, 300, "Hello World", None, None) if not window: glfw.terminate() return # Move Window window.pos = (1600, 50) # Make the window's context current window.make_current() # vsync window.swap_interval(1) # Setup GL shaders, data, etc. initialize() # Loop until the user closes the window while not window.should_close: # Render here, e.g. using pyOpenGL render() # Swap front and back buffers window.swap_buffers() # Poll for and process events glfw.poll_events() glfw.terminate()
def main(): fw.init() monitor = get_dk2() if not monitor: sys.exit('Could not find DK2') curmode = monitor.video_mode print(curmode.refresh_rate) # should be 74 win = CbWindow(960, 540, 'pyglfw') win.make_current() dk2 = DK2(win) while not win.should_close: dk2.render() fw.poll_events() if win.keys.escape: win.should_close = True fw.terminate()
def main(): # Initialize the library if not glfw.init(): return # Create a windowed mode window and its OpenGL context window = glfw.window.Window(640, 480, "Hello World", None, None) if not window: glfw.terminate() return # Make the window's context current window.make_current() # Loop until the user closes the window while not window.should_close: # Render here, e.g. using pyOpenGL # Swap front and back buffers window.swap_buffers() # Poll for and process events glfw.poll_events() glfw.terminate()
def main(): ### Initialize fw.init() ### Hints # ok, that doesn't work... can't get context for that # fw.Window.hint(stereo=True) ### Monitor Info # print_all_monitors() ### Rift monitor = get_rift() curmode = monitor.video_mode curmode.refresh_rate # should be 74 # Check for Monitor - really should check for Rift attach/detach... # this doesn't work like I think it should fw.Monitor.set_callback(on_monitor) win = CbWindow(640, 480, 'pyglfw') win.make_current() while not win.should_close: render() win.swap_buffers() fw.poll_events() if win.keys.escape: win.should_close = True fw.terminate()
# coding=utf-8 import pyglfw.pyglfw as glfw import common2d if __name__ == '__main__': glfw.init() w = glfw.Window(640, 480, "Hello world!") w.make_current() program = common2d.init_shader_program() while not w.should_close: # Render here common2d.display(program) w.swap_buffers() glfw.poll_events() if w.keys.escape: w.should_close = True glfw.terminate()
sys.exit(1) fw.Window.hint(visible=False) for i in range(4): windows[i] = fw.Window(200, 200, titles[i]) if not windows[i]: fw.terminate() sys.exit(1) windows[i].make_current() glClearColor(*colors[i]) windows[i].pos = 100 + (i & 1) * 300, 100 + (i >> 1) * 300 windows[i].show() while running: for i in range(4): windows[i].make_current() glClear(GL_COLOR_BUFFER_BIT) windows[i].swap_buffers() if windows[i].should_close: running = False fw.poll_events() fw.terminate() sys.exit(0)