glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE) window = glfw.create_window(width, height, "LearnOpenGL", None, None) if not window: print("Failed to create GLFW window") glfw.terminate() glfw.make_context_current(window) glfw.set_framebuffer_size_callback(window, framebuffer_size_callback) ## Load, compile, link shaders import myshader shaders = myshader.shader( "shaders/hellotransform.vert", "shaders/hellotexture.frag") shaders.linkShaders() ## Textures import PIL.Image im = PIL.Image.open('resources/wall.jpg') imw, imh = im.size imd = im.convert('RGB').transpose(PIL.Image.FLIP_TOP_BOTTOM).tobytes() # return Texture2D( # img.size, precision, # img.convert('RGBA').transpose(PIL.Image.FLIP_TOP_BOTTOM).tobytes(), # GL_UNSIGNED_BYTE, 4 # ) texture = glGenTextures(1)
print("Failed to create GLFW window") glfw.terminate() glfw.make_context_current(window) glfw.set_framebuffer_size_callback(window, inputMgr.get_framebuffer_size_callback()) glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED) glfw.set_cursor_pos_callback(window, inputMgr.get_mouse_callback()) 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
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3) glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3) glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE) glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE) window = glfw.create_window(width, height, "LearnOpenGL", None, None) if not window: print("Failed to create GLFW window") glfw.terminate() glfw.make_context_current(window) glfw.set_framebuffer_size_callback(window, framebuffer_size_callback) ## Load, compile, link shaders import myshader shaders = myshader.shader("shaders/hellocolor.vert", "shaders/hellocolor.frag") shaders.linkShaders() # set up vertex data (and buffer(s)) and configure vertex attributes # ------------------------------------------------------------------ import numpy as np vertices = np.array( [ 0.5, 0.5, 0.0, 1.0, 0.0, 0.0, # top right 0.5,
print("Failed to create GLFW window") glfw.terminate() glfw.make_context_current(window) glfw.set_framebuffer_size_callback(window, framebuffer_size_callback) 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),
print("Failed to create GLFW window") glfw.terminate() glfw.make_context_current(window) glfw.set_framebuffer_size_callback(window, inputMgr.get_framebuffer_size_callback()) glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_DISABLED) glfw.set_cursor_pos_callback(window, inputMgr.get_mouse_callback()) 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.vert", "shaders/basiclight.frag") shaders.linkShaders() lightshader = myshader.shader("shaders/hellolightingcol.vert", "shaders/hellolight.frag") lightshader.linkShaders() # ## Textures # t1 = mytexture.texture('wall.jpg', GL_TEXTURE0) # t2 = mytexture.texture('awesomeface.png', GL_TEXTURE1) ## Scene import mycube import numpy as np myvertices = mycube.verticeswithnormals