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pysdl2 pyopengl "modern" opengl example
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#!/usr/bin/python2.7 | |
"""Quick hack of 'modern' OpenGL example using pysdl2 and pyopengl | |
Based on | |
pysdl2 OpenGL example | |
http://www.arcsynthesis.org/gltut/Basics/Tut02%20Vertex%20Attributes.html | |
http://schi.iteye.com/blog/1969710 | |
""" | |
import sys | |
import ctypes | |
import numpy | |
from OpenGL import GL, GLU | |
from OpenGL.GL import shaders | |
from OpenGL.arrays import vbo | |
import sdl2 | |
from sdl2 import video | |
from numpy import array | |
shaderProgram = None | |
VAO = None | |
VBO = None | |
def initialize(): | |
global shaderProgram | |
global VAO | |
global VBO | |
vertexShader = shaders.compileShader(""" | |
#version 330 | |
layout (location=0) in vec4 position; | |
layout (location=1) in vec4 colour; | |
smooth out vec4 theColour; | |
void main() | |
{ | |
gl_Position = position; | |
theColour = colour; | |
} | |
""", GL.GL_VERTEX_SHADER) | |
fragmentShader = shaders.compileShader(""" | |
#version 330 | |
smooth in vec4 theColour; | |
out vec4 outputColour; | |
void main() | |
{ | |
outputColour = theColour; | |
} | |
""", GL.GL_FRAGMENT_SHADER) | |
shaderProgram = shaders.compileProgram(vertexShader, fragmentShader) | |
vertexData = numpy.array([ | |
# Vertex Positions | |
0.0, 0.5, 0.0, 1.0, | |
0.5, -0.366, 0.0, 1.0, | |
-0.5, -0.366, 0.0, 1.0, | |
# Vertex Colours | |
1.0, 0.0, 0.0, 1.0, | |
0.0, 1.0, 0.0, 1.0, | |
0.0, 0.0, 1.0, 1.0, | |
], dtype=numpy.float32) | |
# Core OpenGL requires that at least one OpenGL vertex array be bound | |
VAO = GL.glGenVertexArrays(1) | |
GL.glBindVertexArray(VAO) | |
# Need VBO for triangle vertices and colours | |
VBO = GL.glGenBuffers(1) | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, VBO) | |
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertexData.nbytes, vertexData, | |
GL.GL_STATIC_DRAW) | |
# enable array and set up data | |
GL.glEnableVertexAttribArray(0) | |
GL.glEnableVertexAttribArray(1) | |
GL.glVertexAttribPointer(0, 4, GL.GL_FLOAT, GL.GL_FALSE, 0, | |
None) | |
# the last parameter is a pointer | |
GL.glVertexAttribPointer(1, 4, GL.GL_FLOAT, GL.GL_FALSE, 0, | |
ctypes.c_void_p(48)) | |
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0) | |
GL.glBindVertexArray(0) | |
def render(): | |
global shaderProgram | |
global VAO | |
GL.glClearColor(0, 0, 0, 1) | |
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) | |
# active shader program | |
GL.glUseProgram(shaderProgram) | |
try: | |
GL.glBindVertexArray(VAO) | |
# draw triangle | |
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3) | |
finally: | |
GL.glBindVertexArray(0) | |
GL.glUseProgram(0) | |
def run(): | |
if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0: | |
print(sdl2.SDL_GetError()) | |
return -1 | |
window = sdl2.SDL_CreateWindow(b"OpenGL demo", | |
sdl2.SDL_WINDOWPOS_UNDEFINED, | |
sdl2.SDL_WINDOWPOS_UNDEFINED, 800, 600, | |
sdl2.SDL_WINDOW_OPENGL) | |
if not window: | |
print(sdl2.SDL_GetError()) | |
return -1 | |
# Force OpenGL 3.3 'core' context. | |
# Must set *before* creating GL context! | |
video.SDL_GL_SetAttribute(video.SDL_GL_CONTEXT_MAJOR_VERSION, 3) | |
video.SDL_GL_SetAttribute(video.SDL_GL_CONTEXT_MINOR_VERSION, 3) | |
video.SDL_GL_SetAttribute(video.SDL_GL_CONTEXT_PROFILE_MASK, | |
video.SDL_GL_CONTEXT_PROFILE_CORE) | |
context = sdl2.SDL_GL_CreateContext(window) | |
# Setup GL shaders, data, etc. | |
initialize() | |
event = sdl2.SDL_Event() | |
running = True | |
while running: | |
while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0: | |
if event.type == sdl2.SDL_QUIT: | |
running = False | |
render() | |
sdl2.SDL_GL_SwapWindow(window) | |
sdl2.SDL_Delay(10) | |
sdl2.SDL_GL_DeleteContext(context) | |
sdl2.SDL_DestroyWindow(window) | |
sdl2.SDL_Quit() | |
return 0 | |
if __name__ == "__main__": | |
sys.exit(run()) |
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There are no more built-in matrices in "modern" OpenGL. You have to do the math yourself. That is what the shaders are for. E.g. you would compute your matrices on the CPU and then pass them to the vertex shader, which can apply them to the vertices.