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opengl4_index_draw.py
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import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
import math
import sys
import pyrr
VERTEX_SH = """
# version 330 core
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_color;
uniform mat4 rotation;
out vec3 v_color;
void main(){
gl_Position = rotation * vec4(a_position, 1.0);
v_color = a_color;
}
"""
FRAGMENT_SH = """
# version 330 core
out vec4 out_color;
in vec3 v_color;
void main(){
out_color = vec4(v_color, 1.0);
}
"""
def window_resize(wind, width, height):
glViewport(0, 0, width, height)
if not glfw.init():
raise Exception('AAAAAA')
window = glfw.create_window(1024, 768, 'XXXXXDDDD', None, None)
if not window:
glfw.terminate()
raise Exception('AAAAA')
glfw.set_window_pos(window, 100, 100)
glfw.set_window_size_callback(window, window_resize)
glfw.make_context_current(window)
vertices = np.array([-0.5, -0.5, 0.5, 1.0, 0.0, 0.0,
0.5, -0.5, 0.5, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0,
-0.5, 0.5, 0.5, 1.0, 1.0, 1.0,
-0.5, -0.5, -0.5, 1.0, 0.0, 0.0,
0.5, -0.5, -0.5, 0.0, 1.0, 0.0,
0.5, 0.5, -0.5, 0.0, 0.0, 1.0,
-0.5, 0.5, -0.5, 1.0, 1.0, 1.0
# colors in one array strided
], dtype=np.float32)
indices = np.array([0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
4, 5, 1, 1, 0, 4,
6, 7, 3, 3, 2, 6,
5, 6, 2, 2, 1, 5,
7, 4, 0, 0, 3, 7], dtype=np.uint32)
shader = compileProgram(compileShader(VERTEX_SH, GL_VERTEX_SHADER), compileShader(FRAGMENT_SH, GL_FRAGMENT_SHADER))
glUseProgram(shader)
glClearColor(0, 0, 0, 0)
glEnable(GL_DEPTH_TEST)
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
# index buffer
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
glEnableVertexAttribArray(0) # 0 - position layout location
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
# 0 - position layout location
rotation_location = glGetUniformLocation(shader, 'rotation')
glEnableVertexAttribArray(1) # 1 - color layout location
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
ct = glfw.get_time()
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time())
rot_y = pyrr.Matrix44.from_y_rotation(0.7 * glfw.get_time())
glUniformMatrix4fv(rotation_location, 1, GL_FALSE, rot_x * rot_y)
# glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
glfw.terminate()