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tu_00_glfw_window_sample.py
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tu_00_glfw_window_sample.py
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import glfw
from OpenGL.GL import * # pylint: disable=W0614
from OpenGL.GLU import * # pylint: disable=W0614
import glm
from utils.shaderLoader import Shader
g_vertex_buffer_data = [
-1.0,-1.0,-1.0,
-1.0,-1.0, 1.0,
-1.0, 1.0, 1.0,
1.0, 1.0,-1.0,
-1.0,-1.0,-1.0,
-1.0, 1.0,-1.0,
1.0,-1.0, 1.0,
-1.0,-1.0,-1.0,
1.0,-1.0,-1.0,
1.0, 1.0,-1.0,
1.0,-1.0,-1.0,
-1.0,-1.0,-1.0,
-1.0,-1.0,-1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0,-1.0,
1.0,-1.0, 1.0,
-1.0,-1.0, 1.0,
-1.0,-1.0,-1.0,
-1.0, 1.0, 1.0,
-1.0,-1.0, 1.0,
1.0,-1.0, 1.0,
1.0, 1.0, 1.0,
1.0,-1.0,-1.0,
1.0, 1.0,-1.0,
1.0,-1.0,-1.0,
1.0, 1.0, 1.0,
1.0,-1.0, 1.0,
1.0, 1.0, 1.0,
1.0, 1.0,-1.0,
-1.0, 1.0,-1.0,
1.0, 1.0, 1.0,
-1.0, 1.0,-1.0,
-1.0, 1.0, 1.0,
1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
1.0,-1.0, 1.0]
g_color_buffer_data = [
0.583, 0.771, 0.014,
0.609, 0.115, 0.436,
0.327, 0.483, 0.844,
0.822, 0.569, 0.201,
0.435, 0.602, 0.223,
0.310, 0.747, 0.185,
0.597, 0.770, 0.761,
0.559, 0.436, 0.730,
0.359, 0.583, 0.152,
0.483, 0.596, 0.789,
0.559, 0.861, 0.639,
0.195, 0.548, 0.859,
0.014, 0.184, 0.576,
0.771, 0.328, 0.970,
0.406, 0.615, 0.116,
0.676, 0.977, 0.133,
0.971, 0.572, 0.833,
0.140, 0.616, 0.489,
0.997, 0.513, 0.064,
0.945, 0.719, 0.592,
0.543, 0.021, 0.978,
0.279, 0.317, 0.505,
0.167, 0.620, 0.077,
0.347, 0.857, 0.137,
0.055, 0.953, 0.042,
0.714, 0.505, 0.345,
0.783, 0.290, 0.734,
0.722, 0.645, 0.174,
0.302, 0.455, 0.848,
0.225, 0.587, 0.040,
0.517, 0.713, 0.338,
0.053, 0.959, 0.120,
0.393, 0.621, 0.362,
0.673, 0.211, 0.457,
0.820, 0.883, 0.371,
0.982, 0.099, 0.879
]
glfw.init()
glfw.window_hint(glfw.SAMPLES,4)
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)
window = glfw.create_window(1024,768,"title of the window",None,None)
glfw.make_context_current(window)
glClearColor(0.0,0,0.4,0)
glDepthFunc(GL_LESS)
glEnable(GL_DEPTH_TEST)
vertex = glGenVertexArrays(1) # pylint: disable=W0612
glBindVertexArray(vertex)
shader = Shader()
shader.initShaderFromGLSL(["glsl/tu01/vertex.glsl"],["glsl/tu01/fragment.glsl"])
MVP_ID = glGetUniformLocation(shader.program,"MVP")
Projection = glm.perspective(glm.radians(45.0),800.0/480.0,0.1,100.0)
View = glm.lookAt(glm.vec3(4,3,-3), # Camera is at (4,3,-3), in World Space
glm.vec3(0,0,0), #and looks at the (0.0.0))
glm.vec3(0,1,0) ) #Head is up (set to 0,-1,0 to look upside-down)
Model= glm.mat4(1.0)
MVP = Projection * View *Model
#print context.MVP
#exit(0)
vertexbuffer = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER,vertexbuffer)
glBufferData(GL_ARRAY_BUFFER,len(g_vertex_buffer_data)*4,(GLfloat * len(g_vertex_buffer_data))(*g_vertex_buffer_data),GL_STATIC_DRAW)
colorbuffer = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER,colorbuffer)
glBufferData(GL_ARRAY_BUFFER,len(g_color_buffer_data)*4,(GLfloat * len(g_color_buffer_data))(*g_color_buffer_data),GL_STATIC_DRAW)
while(True):
#print self.context.MVP
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
#shader.begin()
glUseProgram(shader.program)
glUniformMatrix4fv(MVP_ID,1,GL_FALSE,glm.value_ptr(MVP))
glEnableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, vertexbuffer)
glVertexAttribPointer(0,3,GL_FLOAT,GL_FALSE,0,None) # None means ctypes.c_voidp(0)
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, colorbuffer)
glVertexAttribPointer(1,3,GL_FLOAT,GL_FALSE,0,ctypes.c_voidp(0))
glDrawArrays(GL_TRIANGLES, 0, 12*3) # 12*3 indices starting at 0 -> 12 triangles
glDisableVertexAttribArray(0)
glDisableVertexAttribArray(1)
#shader.end()
glfw.swap_buffers(window)