示例#1
0
def _alt( base, name ):
	if hasattr( GL, base ):
		root = getattr( GL, base )
		if callable(root):
			globals()[base] = alternate( getattr(GL,base),getattr(module,name))
			__all__.append( base )
		else:
			globals()[base] = root
			__all__.append( base )
		return True 
	return False
示例#2
0
def _alt( base, name ):
    if hasattr( GL, base ):
        root = getattr( GL, base )
        if hasattr(root,'__call__'):
            globals()[base] = alternate(
                getattr(GL,base),
                getattr(module,name)
            )
            __all__.append( base )
        else:
            globals()[base] = root
            __all__.append( base )
        return True
    return False
示例#3
0
def detect():
    glutInit([])
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
    glutInitWindowSize(200, 200)

    glutCreateWindow("Detection")

    functions = (
        glDrawArraysInstanced,
        glDrawArraysInstancedARB,
        glDrawArraysInstancedEXT,
        #glDrawArraysInstancedNV, is GLES only
    )

    for function in functions:
        print(function.__name__, bool(function))

    any = alternate(*functions)

    print(any, bool(any))
    try:
        if fgDeinitialize: fgDeinitialize(False)
    except NameError:
        pass  # Older PyOpenGL, you may see a seg-fault here...
def detect():
    glutInit([])
    glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH)
    glutInitWindowSize(200,200)

    window = glutCreateWindow("Detection")
    
    functions = (
        glDrawArraysInstanced, 
        glDrawArraysInstancedARB, 
        glDrawArraysInstancedEXT,
        #glDrawArraysInstancedNV, is GLES only
    )
    
    for function in functions:
        print(function.__name__, bool(function))
    
    any = alternate( *functions )
    
    print(any, bool(any))
    try:
        if fgDeinitialize: fgDeinitialize(False)
    except NameError as err:
        pass # Older PyOpenGL, you may see a seg-fault here...
示例#5
0
#! /usr/bin/env python
'''Tests operation of the OpenGL1.5/ARB Occlusion Query extension
'''
from OpenGLContext import testingcontext
BaseContext = testingcontext.getInteractive()
from OpenGLContext.scenegraph import imagetexture, shape, material, appearance, box
from OpenGL.GL import *
from OpenGL.GL.ARB.occlusion_query import *
from OpenGL.extensions import alternate
from OpenGLContext.arrays import array
import string, time, sys

glBeginQuery = alternate( glBeginQuery, glBeginQueryARB )
glDeleteQueries = alternate( glDeleteQueries, glDeleteQueriesARB )
glEndQuery = alternate( glEndQuery, glEndQueryARB )
glGenQueries = alternate( glGenQueries, glGenQueriesARB )
glGetQueryObjectiv = alternate( glGetQueryObjectiv, glGetQueryObjectivARB )
glGetQueryObjectuiv = alternate( glGetQueryObjectiv, glGetQueryObjectuivARB )

images = [
    "nehe_glass.bmp",
    "pimbackground_FR.jpg",
    "nehe_wall.bmp",
]

sizes = [
    (.5,2,.25),
    (1,1,1),
    (2,2,2),
    (3,2,3),
    (4,3,3),
            handedness.append(1)

    bitanBuffer = []
    for i in range(len(V)):
        n = rasterizer.np.array(nBuffer[i])
        t = rasterizer.np.array(tanBuffer[i])

        bitangent = rasterizer.np.cross(n, t) * handedness[i]
        bitanBuffer.append(bitangent.tolist())

    return vBuffer, tBuffer, nBuffer, tanBuffer, bitanBuffer, cBuffer, iBuffer, T


'''We set up alternate objects that will use whichever function 
is available at run-time.'''
glMultiTexCoord2f = alternate(glMultiTexCoord2f, glMultiTexCoord2fARB)
glActiveTexture = alternate(
    glActiveTexture,
    glActiveTextureARB,
)


class TestContext(BaseContext):
    """Multi-texturing demo
    """
    initialPosition = (0, 0, 0)
    rotation = 0
    theta = 360 - 45
    phi = 30

    def OnInit(self):
示例#7
0
    the Flat renderer.
"""
from OpenGLContext.arrays import *
from OpenGL.GL import *
from OpenGL.GL.ARB.occlusion_query import *
from OpenGL.GL.HP.occlusion_test import *
from OpenGL.GLUT import glutSolidCube
from vrml.vrml97 import nodetypes
from vrml import node, field, protofunctions, cache
from OpenGLContext import frustum, utilities, doinchildmatrix
from OpenGL.extensions import alternate
import exceptions
import logging
log = logging.getLogger(__name__)

glBeginQuery = alternate(glBeginQuery, glBeginQueryARB)
glDeleteQueries = alternate(glDeleteQueries, glDeleteQueriesARB)
glEndQuery = alternate(glEndQuery, glEndQueryARB)
glGenQueries = alternate(glGenQueries, glGenQueriesARB)
glGetQueryObjectiv = alternate(glGetQueryObjectiv, glGetQueryObjectivARB)
glGetQueryObjectuiv = alternate(glGetQueryObjectiv, glGetQueryObjectuivARB)

try:
    from vrml.arrays import frustcullaccel
except ImportError:
    frustcullaccel = None


class UnboundedObject(exceptions.ValueError):
    """Error raised when an object does not support bounding volumes"""
示例#8
0
a "light map" modulating the base texture.
'''
from OpenGLContext import testingcontext
BaseContext = testingcontext.getInteractive()
from OpenGLContext import texture
from OpenGL.GL import *
from OpenGL.GL.ARB.multitexture import *
from OpenGLContext.arrays import array
import sys
from OpenGLContext.events.timer import Timer
from OpenGL.extensions import alternate

'''We set up alternate objects that will use whichever function 
is available at run-time.'''
glMultiTexCoord2f = alternate(
    glMultiTexCoord2f,
    glMultiTexCoord2fARB 
)
glActiveTexture = alternate(
    glActiveTexture,
    glActiveTextureARB,
)

class TestContext( BaseContext ):
    """Multi-texturing demo
    """
    initialPosition = (0,0,0)
    rotation =  0
    
    def OnInit( self ):
        """Do all of our setup functions..."""
        if not glMultiTexCoord2f:
示例#9
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from collections import defaultdict  # Requires Python 2.5
from numpy import array, zeros, float32
from OpenGL.GL import *
from OpenGL.extensions import alternate
from OpenGL.GL.EXT.multi_draw_arrays import glMultiDrawArraysEXT
glMultiDrawArrays = alternate(glMultiDrawArrays, glMultiDrawArraysEXT)

from clutterdef import ClutterDef, COL_SELECTED, COL_UNPAINTED


# one per texture per layer
class DrawBucket:
    def __init__(self):
        self.first = []
        self.count = []
        self.afirst = self.acount = None

    def add(self, first, count):
        self.first.append(first)
        self.count.append(count)
        self.afirst = self.acount = None

    def draw(self, glstate):
        if glstate.multi_draw_arrays:
            if self.afirst is None:
                self.afirst = array(self.first, GLint)
                self.acount = array(self.count, GLsizei)
            glMultiDrawArrays(GL_TRIANGLES, self.afirst, self.acount,
                              len(self.count))
        else:
            for first, count in zip(self.first, self.count):
示例#10
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# Part of the PsychoPy library
# Copyright (C) 2015 Jonathan Peirce
# Distributed under the terms of the GNU General Public License (GPL).

from OpenGL.GL import *
from OpenGL.GL.ARB.shader_objects import *
from OpenGL.GL.ARB.fragment_shader import *
from OpenGL.GL.ARB.vertex_shader import *
import time, sys
from OpenGL.extensions import alternate

glCreateShader = alternate("glCreateShader", glCreateShader, glCreateShaderObjectARB)
glShaderSource = alternate("glShaderSource", glShaderSource, glShaderSourceARB)
glCompileShader = alternate("glCompileShader", glCompileShader, glCompileShaderARB)
glCreateProgram = alternate("glCreateProgram", glCreateProgram, glCreateProgramObjectARB)
glAttachShader = alternate("glAttachShader", glAttachShader, glAttachObjectARB)
glValidateProgram = alternate("glValidateProgram", glValidateProgram, glValidateProgramARB)
glLinkProgram = alternate("glLinkProgram", glLinkProgram, glLinkProgramARB)
glDeleteShader = alternate("glDeleteShader", glDeleteShader, glDeleteObjectARB)
glUseProgram = alternate("glUseProgram", glUseProgram, glUseProgramObjectARB)


def compileShader(source, shaderType):
    """Compile shader source of given type"""
    shader = glCreateShader(shaderType)
    glShaderSource(shader, source)
    glCompileShader(shader)
    return shader


def compileProgram(vertexSource=None, fragmentSource=None):
示例#11
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"""Convenience API for using Frame Buffer Objects"""
from OpenGL.extensions import alternate
from OpenGL.GL.ARB.framebuffer_object import *
from OpenGL.GL.EXT.framebuffer_object import *
from OpenGL.GL.EXT.framebuffer_multisample import *
from OpenGL.GL.EXT.framebuffer_blit import *

glBindFramebuffer = alternate(glBindFramebuffer,glBindFramebufferEXT)
glBindRenderbuffer = alternate( glBindRenderbuffer, glBindRenderbufferEXT )
glCheckFramebufferStatus = alternate( glCheckFramebufferStatus, glCheckFramebufferStatusEXT )
glDeleteFramebuffers = alternate( glDeleteFramebuffers, glDeleteFramebuffersEXT )
glDeleteRenderbuffers = alternate( glDeleteRenderbuffers, glDeleteRenderbuffersEXT )
glFramebufferRenderbuffer = alternate( glFramebufferRenderbuffer, glFramebufferRenderbufferEXT )
glFramebufferTexture1D = alternate( glFramebufferTexture1D, glFramebufferTexture1DEXT )
glFramebufferTexture2D = alternate( glFramebufferTexture2D, glFramebufferTexture2DEXT )
glFramebufferTexture3D = alternate( glFramebufferTexture3D, glFramebufferTexture3DEXT )
glGenFramebuffers = alternate( glGenFramebuffers, glGenFramebuffersEXT )
glGenRenderbuffers = alternate( glGenRenderbuffers, glGenRenderbuffersEXT )
glGenerateMipmap = alternate( glGenerateMipmap, glGenerateMipmapEXT )
glGetFramebufferAttachmentParameteriv = alternate( glGetFramebufferAttachmentParameteriv, glGetFramebufferAttachmentParameterivEXT )
glGetRenderbufferParameteriv = alternate( glGetRenderbufferParameteriv, glGetRenderbufferParameterivEXT )
glIsFramebuffer = alternate( glIsFramebuffer, glIsFramebufferEXT )
glIsRenderbuffer = alternate( glIsRenderbuffer, glIsRenderbufferEXT )
glRenderbufferStorage = alternate( glRenderbufferStorage, glRenderbufferStorageEXT )

glBlitFramebuffer = alternate( glBlitFramebuffer, glBlitFramebufferEXT )  
glRenderbufferStorageMultisample = alternate( glRenderbufferStorageMultisample, glRenderbufferStorageMultisampleEXT )

# this entry point is new to the ARB version of the extensions
#glFramebufferTextureLayer = alternate( glFramebufferTextureLayer, glFramebufferTextureLayerEXT )
示例#12
0
PRIMITIVE_RESTART_NV = 2

# Primitive restart type supported (filled in in probe_extensions)
primitive_restart_mode = PRIMITIVE_RESTART_NONE

gl_types = {
    PRIM_TRIANGLES: GL_TRIANGLES,
    PRIM_TRIANGLE_STRIP: GL_TRIANGLE_STRIP
}
PRIMITIVE_RESTART_INDEX = 65535

# extension alternates for GL <2.0
from OpenGL.GL.ARB.vertex_shader import *
from OpenGL.GL.ARB.vertex_buffer_object import *
from OpenGL.GL.ARB.vertex_program import *
glGetAttribLocation = alternate('glGetAttribLocation', glGetAttribLocation, glGetAttribLocationARB)
glEnableVertexAttribArray = alternate('glEnableVertexAttribArray', glEnableVertexAttribArray, glEnableVertexAttribArrayARB)
glDisableVertexAttribArray = alternate('glDisableVertexAttribArray', glDisableVertexAttribArray, glDisableVertexAttribArrayARB)
glVertexAttribPointer = alternate('glVertexAttribPointer', glVertexAttribPointer, glVertexAttribPointerARB)
glGenBuffers = alternate('glGenBuffers', glGenBuffers, glGenBuffersARB)
glBindBuffer = alternate('glBindBuffer', glBindBuffer, glBindBufferARB)
glBufferData = alternate('glBufferData', glBufferData, glBufferDataARB)

def reshape(w, h):
    global width, height
    width = w
    height = h
    arcball.place([w/2, h/2], h/2)

def draw():
    glViewport(0, 0, width, height)
示例#13
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"""Geometry type for "point-arrays" w/ colour support"""
from OpenGL.GL import *
from vrml.vrml97 import basenodes
from OpenGLContext.scenegraph import coordinatebounded
from OpenGLContext.arrays import array
from OpenGL.extensions import alternate
from OpenGL.GL.ARB.point_parameters import *
from OpenGL.GL.EXT.point_parameters import *
import logging
log = logging.getLogger(__name__)

glPointParameterf = alternate(glPointParameterf, glPointParameterfARB,
                              glPointParameterfEXT)
glPointParameterfv = alternate(glPointParameterfv, glPointParameterfvARB,
                               glPointParameterfEXT)
RESET_ATTENUATION = array([1, 0, 0], 'f')


class PointSet(coordinatebounded.CoordinateBounded, basenodes.PointSet):
    """VRML97-style Point-Set object

    http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-IS-VRML97WithAmendment1/part1/nodesRef.html#PointSet
    """
    def render(
            self,
            visible=1,  # can skip normals and textures if not
            lit=1,  # can skip normals if not
            textured=1,  # can skip textureCoordinates if not
            transparent=0,  # need to sort triangle geometry...
            mode=None,  # the renderpass object
    ):
示例#14
0
from collections import defaultdict	# Requires Python 2.5
from numpy import array, zeros, float32
from OpenGL.GL import *
from OpenGL.extensions import alternate
from OpenGL.GL.EXT.multi_draw_arrays import glMultiDrawArraysEXT
glMultiDrawArrays = alternate(glMultiDrawArrays, glMultiDrawArraysEXT)

from clutterdef import ClutterDef, COL_SELECTED, COL_UNPAINTED


# one per texture per layer
class DrawBucket:

    def __init__(self):
        self.first=[]
        self.count=[]
        self.afirst = self.acount = None

    def add(self, first, count):
        self.first.append(first)
        self.count.append(count)
        self.afirst = self.acount = None

    def draw(self, glstate):
        if glstate.multi_draw_arrays:
            if self.afirst is None:
                self.afirst = array(self.first, GLint)
                self.acount = array(self.count, GLsizei)
            glMultiDrawArrays(GL_TRIANGLES, self.afirst, self.acount, len(self.count))
        else:
            for first,count in zip(self.first, self.count):
示例#15
0
"""Convenience API for using Frame Buffer Objects"""
from OpenGL.extensions import alternate
from OpenGL.GL.ARB.framebuffer_object import *
from OpenGL.GL.EXT.framebuffer_object import *
from OpenGL.GL.EXT.framebuffer_multisample import *
from OpenGL.GL.EXT.framebuffer_blit import *

glBindFramebuffer = alternate(glBindFramebuffer,glBindFramebufferEXT)
glBindRenderbuffer = alternate( glBindRenderbuffer, glBindRenderbufferEXT )
glCheckFramebufferStatus = alternate( glCheckFramebufferStatus, glCheckFramebufferStatusEXT )
glDeleteFramebuffers = alternate( glDeleteFramebuffers, glDeleteFramebuffersEXT )
glDeleteRenderbuffers = alternate( glDeleteRenderbuffers, glDeleteRenderbuffersEXT )
glFramebufferRenderbuffer = alternate( glFramebufferRenderbuffer, glFramebufferRenderbufferEXT )
glFramebufferTexture1D = alternate( glFramebufferTexture1D, glFramebufferTexture1DEXT )
glFramebufferTexture2D = alternate( glFramebufferTexture2D, glFramebufferTexture2DEXT )
glFramebufferTexture3D = alternate( glFramebufferTexture3D, glFramebufferTexture3DEXT )
glGenFramebuffers = alternate( glGenFramebuffers, glGenFramebuffersEXT )
glGenRenderbuffers = alternate( glGenRenderbuffers, glGenRenderbuffersEXT )
glGenerateMipmap = alternate( glGenerateMipmap, glGenerateMipmapEXT )
glGetFramebufferAttachmentParameteriv = alternate( glGetFramebufferAttachmentParameteriv, glGetFramebufferAttachmentParameterivEXT )
glGetRenderbufferParameteriv = alternate( glGetRenderbufferParameteriv, glGetRenderbufferParameterivEXT )
glIsFramebuffer = alternate( glIsFramebuffer, glIsFramebufferEXT )
glIsRenderbuffer = alternate( glIsRenderbuffer, glIsRenderbufferEXT )
glRenderbufferStorage = alternate( glRenderbufferStorage, glRenderbufferStorageEXT )

glBlitFramebuffer = alternate( glBlitFramebuffer, glBlitFramebufferEXT )  
glRenderbufferStorageMultisample = alternate( glRenderbufferStorageMultisample, glRenderbufferStorageMultisampleEXT )

# this entry point is new to the ARB version of the extensions
#glFramebufferTextureLayer = alternate( glFramebufferTextureLayer, glFramebufferTextureLayerEXT )
        for suffix in ('ObjectARB', '_ARB', 'ARB'):
            if name.endswith(suffix):
                found = False
                base = name[:-(len(suffix))]
                if base not in _excludes:
                    if _alt(base, name):
                        found = True
                        break
        if found is False:
            log.debug(
                '''Found no alternate for: %s.%s''',
                module.__name__,
                name,
            )

glAttachShader = alternate(GL.glAttachShader, shader_objects.glAttachObjectARB)
glDetachShader = alternate(GL.glDetachShader, shader_objects.glDetachObjectARB)
glDeleteShader = alternate(GL.glDeleteShader, shader_objects.glDeleteObjectARB)
glGetAttachedShaders = alternate(GL.glGetAttachedShaders,
                                 shader_objects.glGetAttachedObjectsARB)

glGetProgramInfoLog = alternate(GL.glGetProgramInfoLog,
                                shader_objects.glGetInfoLogARB)
glGetShaderInfoLog = alternate(GL.glGetShaderInfoLog,
                               shader_objects.glGetInfoLogARB)

glGetShaderiv = alternate(GL.glGetShaderiv,
                          shader_objects.glGetObjectParameterivARB)
glGetProgramiv = alternate(GL.glGetProgramiv,
                           shader_objects.glGetObjectParameterivARB)
示例#17
0
from ngsgui import _debug

from OpenGL.GL.ARB import debug_output
from OpenGL.extensions import alternate
import ctypes, ngsolve, numpy, cmath, math

import qtpy
from qtpy import QtCore, QtGui

from ngsgui.shader import locations as shaderpaths

_DEVELOP=True

glGetDebugMessageLog = alternate(
    'glGetDebugMessageLog', GL.glGetDebugMessageLog,
    debug_output.glGetDebugMessageLogARB)

# the size specifications of some debug_output tokens seem to be missing so
# we add them manually even though it does not seem to be a nice way to do it
# GL.glget.GL_GET_SIZES[debug_output.GL_MAX_DEBUG_MESSAGE_LENGTH_ARB] = (1,)
# GL.glget.GL_GET_SIZES[debug_output.GL_DEBUG_LOGGED_MESSAGES_ARB] = (1,)


def get_constant(value, namespace):
    """Get symbolic constant.

    value - the (integer) token value to look for
    namespace - the module object to search in

    """
示例#18
0
文件: glutils.py 项目: wcpe/mcedit2
        finally:
            GL.glPopAttrib()

    listCount = 0

    @classmethod
    def glGenLists(cls, n):
        cls.listCount += n
        return GL.glGenLists(n)

    @classmethod
    def glDeleteLists(cls, base, n):
        cls.listCount -= n
        return GL.glDeleteLists(base, n)

glActiveTexture = alternate(GL.glActiveTexture, multitexture.glActiveTextureARB)

allDisplayLists = []

class DisplayList(object):

    def __init__(self):
        self._list = None
        self.dirty = True

        def _delete(r):
            allDisplayLists.remove(r)
        allDisplayLists.append(weakref.ref(self, _delete))

    @classmethod
    def deallocAllLists(self):
示例#19
0
    for name in dir(module):
        found = None
        for suffix in ('ObjectARB','_ARB','ARB'):
            if name.endswith( suffix ):
                found = False
                base = name[:-(len(suffix))]
                if base not in _excludes:
                    if _alt( base, name ):
                        found = True
                        break
        if found is False:
            log.debug( '''Found no alternate for: %s.%s''',
                module.__name__,name,
            )

glAttachShader = alternate( GL.glAttachShader,shader_objects.glAttachObjectARB )
glDetachShader = alternate( GL.glDetachShader,shader_objects.glDetachObjectARB )
glDeleteShader = alternate( GL.glDeleteShader,shader_objects.glDeleteObjectARB )
glGetAttachedShaders = alternate( GL.glGetAttachedShaders, shader_objects.glGetAttachedObjectsARB )

glGetProgramInfoLog = alternate( GL.glGetProgramInfoLog, shader_objects.glGetInfoLogARB )
glGetShaderInfoLog = alternate( GL.glGetShaderInfoLog, shader_objects.glGetInfoLogARB )

glGetShaderiv = alternate( GL.glGetShaderiv, shader_objects.glGetObjectParameterivARB )
glGetProgramiv = alternate( GL.glGetProgramiv, shader_objects.glGetObjectParameterivARB )

GL_VALIDATE_STATUS = GL.GL_VALIDATE_STATUS
GL_COMPILE_STATUS = GL.GL_COMPILE_STATUS
GL_LINK_STATUS = GL.GL_LINK_STATUS
GL_FALSE = GL.GL_FALSE
GL_TRUE = GL.GL_TRUE
示例#20
0
    # good, should have got this error 
    pass
else:
    raise RuntimeError( """Did not catch invalid context!""" )
from OpenGL import constants, error
from OpenGL.GLU import *
from OpenGL.arrays import arraydatatype
import OpenGL
from OpenGL.extensions import alternate
import ctypes
from OpenGL.GL.framebufferobjects import *
from OpenGL.GL.EXT.multi_draw_arrays import *
from OpenGL.GL.ARB.imaging import *

glMultiDrawElements = alternate( 
    glMultiDrawElementsEXT, glMultiDrawElements, 
)


class Tests( unittest.TestCase ):
    evaluator_ctrlpoints = [[[ -1.5, -1.5, 4.0], [-0.5, -1.5, 2.0], [0.5, -1.5,
        -1.0], [1.5, -1.5, 2.0]], [[-1.5, -0.5, 1.0], [-0.5, -0.5, 3.0], [0.5, -0.5,
        0.0], [1.5, -0.5, -1.0]], [[-1.5, 0.5, 4.0], [-0.5, 0.5, 0.0], [0.5, 0.5,
        3.0], [1.5, 0.5, 4.0]], [[-1.5, 1.5, -2.0], [-0.5, 1.5, -2.0], [0.5, 1.5,
        0.0], [1.5, 1.5, -1.0]]]
    width = height = 300
    def setUp( self ):
        """Set up the operation"""
        
        self.screen = pygame.display.set_mode(
            (self.width,self.height),
示例#21
0
# Part of the PsychoPy library
# Copyright (C) 2015 Jonathan Peirce
# Distributed under the terms of the GNU General Public License (GPL).

from OpenGL.GL import *
from OpenGL.GL.ARB.shader_objects import *
from OpenGL.GL.ARB.fragment_shader import *
from OpenGL.GL.ARB.vertex_shader import *
import time, sys
from OpenGL.extensions import alternate

glCreateShader = alternate('glCreateShader', glCreateShader,
                           glCreateShaderObjectARB)
glShaderSource = alternate('glShaderSource', glShaderSource, glShaderSourceARB)
glCompileShader = alternate('glCompileShader', glCompileShader,
                            glCompileShaderARB)
glCreateProgram = alternate('glCreateProgram', glCreateProgram,
                            glCreateProgramObjectARB)
glAttachShader = alternate('glAttachShader', glAttachShader, glAttachObjectARB)
glValidateProgram = alternate('glValidateProgram', glValidateProgram,
                              glValidateProgramARB)
glLinkProgram = alternate('glLinkProgram', glLinkProgram, glLinkProgramARB)
glDeleteShader = alternate('glDeleteShader', glDeleteShader, glDeleteObjectARB)
glUseProgram = alternate('glUseProgram', glUseProgram, glUseProgramObjectARB)


def compileShader(source, shaderType):
    """Compile shader source of given type"""
    shader = glCreateShader(shaderType)
    glShaderSource(shader, source)
    glCompileShader(shader)
示例#22
0
    pass
else:
    print('WARNING: Failed to catch invalid context')
    #raise RuntimeError( """Did not catch invalid context!""" )
#from OpenGL import error
from OpenGL.GLU import *
#from OpenGL.arrays import arraydatatype
import OpenGL
from OpenGL.extensions import alternate
#import ctypes
from OpenGL.GL.framebufferobjects import *
from OpenGL.GL.EXT.multi_draw_arrays import *
from OpenGL.GL.ARB.imaging import *

glMultiDrawElements = alternate(
    glMultiDrawElementsEXT,
    glMultiDrawElements,
)


class BaseTest(unittest.TestCase):
    width = height = 300

    def setUp(self):
        """Set up the operation"""

        self.screen = pygame.display.set_mode(
            (self.width, self.height),
            pygame.OPENGL | pygame.DOUBLEBUF,
        )

        pygame.display.set_caption('Testing system')
示例#23
0
"""Geometry type for "point-arrays" w/ colour support"""
from OpenGL.GL import *
from vrml.vrml97 import basenodes
from OpenGLContext.scenegraph import coordinatebounded
from OpenGLContext.arrays import array
from OpenGL.extensions import alternate
from OpenGL.GL.ARB.point_parameters import *
from OpenGL.GL.EXT.point_parameters import *
import logging
log = logging.getLogger( __name__ )

glPointParameterf = alternate( 
    glPointParameterf, glPointParameterfARB,glPointParameterfEXT 
)
glPointParameterfv = alternate( 
    glPointParameterfv, glPointParameterfvARB, glPointParameterfEXT 
)
RESET_ATTENUATION = array( [1,0,0],'f')

class PointSet(
    coordinatebounded.CoordinateBounded,
    basenodes.PointSet
):
    """VRML97-style Point-Set object

    http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-IS-VRML97WithAmendment1/part1/nodesRef.html#PointSet
    """
    def render (
            self,
            visible = 1, # can skip normals and textures if not
            lit = 1, # can skip normals if not