win = pyglet.window.Window(width=640, height=640, resizable=True, visible=False, config=pyglet.gl.Config(sample_buffers=1, samples=4, double_buffer=True, depth_size=24)) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) fourfv = ctypes.c_float * 4 glLightfv(GL_LIGHT0, GL_POSITION, fourfv(-250, 250, 500, 1.0)) glLightfv(GL_LIGHT0, GL_AMBIENT, fourfv(0.1, 0.1, 0.1, 1.0)) glLightfv(GL_LIGHT0, GL_DIFFUSE, fourfv(0.9, 0.9, 0.9, 1.0)) glLightfv(GL_LIGHT0, GL_SPECULAR, fourfv(1.5, 1.5, 1.5, 1.0)) glEnable(GL_COLOR_MATERIAL) glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE) glMaterialfv(GL_FRONT, GL_SPECULAR, fourfv(1.0, 1.0, 1.0, 1.0)) glMateriali(GL_FRONT, GL_SHININESS, 128) noisetex = ShaderNoiseTexture() noisetex.load() noisetex.enable() quadratic = gluNewQuadric() gluQuadricNormals(quadratic, GLU_SMOOTH) glEnable(GL_CULL_FACE) yrot = spin = 0.0 xrot = 90.0 # Setup shader state simple_bump_prog.install() simple_bump_prog.uset1F('scale', 1.0) simple_bump_prog.uset1F('height', 0.045) crinkle_prog.install()
if __name__ == '__main__': import sys global xrot, yrot, d win = pyglet.window.Window(width=640, height=640, resizable=True, visible=False, config=pyglet.gl.Config(sample_buffers=1, samples=4, double_buffer=True, depth_size=24)) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) fourfv = ctypes.c_float * 4 glLightfv(GL_LIGHT0, GL_POSITION, fourfv(1, 0, 1.0, -0.5)) glLightfv(GL_LIGHT0, GL_AMBIENT, fourfv(0.001, 0.001, 0.001, 1.0)) glLightfv(GL_LIGHT0, GL_DIFFUSE, fourfv(2.0, 2.0, 2.0, 1.0)) glEnable(GL_COLOR_MATERIAL) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) noisetex = ShaderNoiseTexture() noisetex.load() earth_texture = pyglet.image.load( os.path.join(os.path.dirname(__file__), "earth.1024x512.jpg")).get_mipmapped_texture() glTexParameteri(earth_texture.target, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameteri(earth_texture.target, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameteri(earth_texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(earth_texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glEnable(earth_texture.target) earth = gluNewQuadric() gluQuadricNormals(earth, GLU_SMOOTH) gluQuadricTexture(earth, GL_TRUE) glEnable(GL_CULL_FACE)