glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED) glfw.set_cursor_pos_callback(window, mouse_callback) glfw.set_scroll_callback(window, scroll_callback) glfw.set_mouse_button_callback(window, mousebutton_callback) glfw.set_error_callback(error_callback) ## Load, compile, link shaders import myshader shaders = myshader.shader("shaders/hellocoord.vert", "shaders/hellocoord.frag") shaders.linkShaders() # ## Textures import mytexture t1 = mytexture.texture('resources/wall.jpg', GL_TEXTURE0) # t2 = mytexture.texture('awesomeface.png', GL_TEXTURE1) ## Scene import mycube import numpy as np vertices = mycube.vertices cubePositions = [ glm.vec3(0.0, 0.0, 0.0), glm.vec3(2.0, 5.0, -15.0), glm.vec3(-1.5, -2.2, -2.5), glm.vec3(-3.8, -2.0, -12.3), glm.vec3(2.4, -0.4, -3.5), glm.vec3(-1.7, 3.0, -7.5),
glfw.set_scroll_callback(window, inputMgr.get_scroll_callback()) glfw.set_mouse_button_callback(window, inputMgr.get_mousebutton_callback()) glfw.set_error_callback(inputMgr.get_error_callback()) ## Load, compile, link shaders shaders = myshader.shader("shaders/basiclight-texture.vert", "shaders/texturedobj.frag") shaders.linkShaders() lightshader = myshader.shader("shaders/hellolightingcol.vert", "shaders/hellolight.frag") lightshader.linkShaders() # ## Textures t1 = mytexture.texture('resources/equirectangular.jpg', GL_TEXTURE0) t2 = mytexture.texture('resources/container2.png', GL_TEXTURE1) t3 = mytexture.texture('resources/container2_specular.png', GL_TEXTURE2) ## Scene import mycube import mysphere mycubevertices = mycube.verticeswithnormals myspherevertices = mysphere.sphere_vertices(30) nbspheretriangles = int(len(myspherevertices) / 5 * 3) cubePositions = [ # glm.vec3( 0.0, 0.0, 0.0), glm.vec3(2.0, 5.0, -15.0), glm.vec3(-1.5, -2.2, -2.5),
glfw.set_scroll_callback(window, inputMgr.get_scroll_callback()) glfw.set_mouse_button_callback(window, inputMgr.get_mousebutton_callback()) glfw.set_error_callback(inputMgr.get_error_callback()) ## Load, compile, link shaders shaders = myshader.shader("shaders/basiclight-texture.vert", "shaders/basiclight-onoff.frag") shaders.linkShaders() lightshader = myshader.shader("shaders/hellolightingcol.vert", "shaders/hellolight.frag") lightshader.linkShaders() # ## Textures t1 = mytexture.texture('resources/equirectangular.jpg', GL_TEXTURE0) # t2 = mytexture.texture('awesomeface.png', GL_TEXTURE1) ## Scene import mycube import mysphere mycubevertices = mycube.verticeswithnormals myspherevertices = mysphere.sphere_vertices(30) nbspheretriangles = int(len(myspherevertices) / 5 * 3) cubePositions = [ glm.vec3(0.0, 0.0, 0.0), glm.vec3(2.0, 5.0, -15.0), glm.vec3(-1.5, -2.2, -2.5), glm.vec3(-3.8, -2.0, -12.3),