def init(self): vertex_shader = glesutils.VertexShader(vertex_glsl) fragment_shader = glesutils.FragmentShader(fragment_glsl) program = glesutils.Program(vertex_shader, fragment_shader) self.program = program program.use() glClearDepthf(1.0) glDepthFunc(GL_LESS) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glFrontFace(GL_CW) glClearColor(1, 0, 0, 1) program.uniform.mvp_mat.value = transforms.identity program.uniform.light_dir.value = normalize((0, 1, -1)) program.uniform.texture.value = 0 self.vbo = array_spec.create_buffer(vertex_attrib=vertices) self.elem_vbo = glesutils.ElementBuffer(indices) img = pygame.image.load("cubenormal.png") self.texture = glesutils.Texture.from_surface(glesutils.split_cube_map(img), cubemap=True) self.texture.bind(0) print(glGetString(GL_VENDOR)) print(glGetString(GL_VERSION)) print(glGetString(GL_EXTENSIONS)) print("Total VBO size: %gKb" % ((self.vbo.byte_size + self.elem_vbo.byte_size)/1024.0))
def init(self): vertex_shader = glesutils.VertexShader(vertex_glsl) fragment_shader = glesutils.FragmentShader(fragment_glsl) program = glesutils.Program(vertex_shader, fragment_shader) self.program = program program.use() glClearDepthf(1.0) glDepthFunc(GL_LESS) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glFrontFace(GL_CW) glClearColor(1, 0, 0, 1) program.uniform.mvp_mat.value = transforms.identity program.uniform.light_dir.value = normalize((0, 1, -1)) program.uniform.texture.value = 0 self.vbo = array_spec.create_buffer(vertex_attrib=vertices) self.elem_vbo = glesutils.ElementBuffer(indices) img = pygame.image.load("cubenormal.png") self.texture = glesutils.Texture.from_surface( glesutils.split_cube_map(img), cubemap=True) self.texture.bind(0) print(glGetString(GL_VENDOR)) print(glGetString(GL_VERSION)) print(glGetString(GL_EXTENSIONS)) print("Total VBO size: %gKb" % ((self.vbo.byte_size + self.elem_vbo.byte_size) / 1024.0))
def init(self): vertices, indices = make_sphere(3) print(len(indices)) self.drawing = array_spec.make_drawing(vertex_attrib=vertices, elements=indices) vertex_shader = glesutils.VertexShader(vertex_glsl) fragment_shader = glesutils.FragmentShader(fragment_glsl) program = glesutils.Program(vertex_shader, fragment_shader) self.program = program program.use() glClearDepthf(1.0) glDepthFunc(GL_LESS) glEnable(GL_DEPTH_TEST) glEnable(GL_CULL_FACE) glFrontFace(GL_CW) glClearColor(1, 0, 0, 1) # program.uniform.mvp_mat.load(transforms.rotation_degrees(45, "z")) program.uniform.mvp_mat.value = transforms.identity program.uniform.light_dir.value = (0, 1, -1) program.uniform.texture.value = 0 img = pygame.image.load("world_cube_net.png") self.texture = glesutils.Texture.from_surface(glesutils.split_cube_map(img), cubemap=True) self.texture.bind(0) print(glGetString(GL_VENDOR)) print(glGetString(GL_VERSION)) print(glGetString(GL_EXTENSIONS))