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December 9, 2012 04:33
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This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters. Learn more about bidirectional Unicode charactersOriginal file line number Diff line number Diff line change @@ -0,0 +1,99 @@ import OpenGL.GL as GL import OpenGL.GL.shaders import ctypes import pygame import numpy vertex_shader = """ #version 330 in vec4 position; void main() { gl_Position = position; } """ fragment_shader = """ #version 330 void main() { gl_FragColor = vec4(1.0f, 1.0f, 1.0f, 1.0f); } """ vertices = [ 0.6, 0.6, 0.0, 1.0, -0.6, 0.6, 0.0, 1.0, 0.0, -0.6, 0.0, 1.0] vertices = numpy.array(vertices, dtype=numpy.float32) def create_object(shader): # Create a new VAO (Vertex Array Object) and bind it vertex_array_object = GL.glGenVertexArrays(1) GL.glBindVertexArray( vertex_array_object ) # Generate buffers to hold our vertices vertex_buffer = GL.glGenBuffers(1) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, vertex_buffer) # Get the position of the 'position' in parameter of our shader and bind it. position = GL.glGetAttribLocation(shader, 'position') GL.glEnableVertexAttribArray(position) # Describe the position data layout in the buffer GL.glVertexAttribPointer(position, 4, GL.GL_FLOAT, False, 0, ctypes.c_void_p(0)) # Send the data over to the buffer GL.glBufferData(GL.GL_ARRAY_BUFFER, 48, vertices, GL.GL_STATIC_DRAW) # Unbind the VAO first (Important) GL.glBindVertexArray( 0 ) # Unbind other stuff GL.glDisableVertexAttribArray(position) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) return vertex_array_object def display(shader, vertex_array_object): GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) GL.glUseProgram(shader) GL.glBindVertexArray( vertex_array_object ) GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3) GL.glBindVertexArray( 0 ) GL.glUseProgram(0) def main(): pygame.init() screen = pygame.display.set_mode((512, 512), pygame.OPENGL|pygame.DOUBLEBUF) GL.glClearColor(0.5, 0.5, 0.5, 1.0) GL.glEnable(GL.GL_DEPTH_TEST) shader = OpenGL.GL.shaders.compileProgram( OpenGL.GL.shaders.compileShader(vertex_shader, GL.GL_VERTEX_SHADER), OpenGL.GL.shaders.compileShader(fragment_shader, GL.GL_FRAGMENT_SHADER) ) vertex_array_object = create_object(shader) clock = pygame.time.Clock() while True: for event in pygame.event.get(): if event.type == pygame.QUIT: return if event.type == pygame.KEYUP and event.key == pygame.K_ESCAPE: return display(shader, vertex_array_object) pygame.display.flip() if __name__ == '__main__': try: main() finally: pygame.quit()