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Copy pathep06_rotating_cube.py
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ep06_rotating_cube.py
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import glfw
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import numpy as np
import pyrr
vertex_src = """
# version 330
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_src = """
# version 330
in vec3 v_color;
out vec4 out_color;
void main()
{
out_color = vec4(v_color, 1.0);
}
"""
def window_resize(window, width, height):
glViewport(0, 0, width, height)
# initializing glfw library
if not glfw.init():
raise Exception("glfw can not be initialized!")
# creating the window
window = glfw.create_window(1280, 720, "My OpenGL window", None, None)
# check if window was created
if not window:
glfw.terminate()
raise Exception("glfw window can not be created!")
# set window's position
glfw.set_window_pos(window, 400, 200)
# set the callback function for window resize
glfw.set_window_size_callback(window, window_resize)
# make the context current
glfw.make_context_current(window)
vertices = [-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]
indices = [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]
vertices = np.array(vertices, dtype=np.float32)
indices = np.array(indices, dtype=np.uint32)
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
# Vertex Buffer Object
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
# Element Buffer Object
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
glEnable(GL_DEPTH_TEST)
rotation_loc = glGetUniformLocation(shader, "rotation")
# the main application loop
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time())
rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time())
# glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, rot_x * rot_y)
# glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, rot_x @ rot_y)
glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, pyrr.matrix44.multiply(rot_x, rot_y))
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
# terminate glfw, free up allocated resources
glfw.terminate()