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@olymk2
Created February 11, 2017 22:03
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Example trying to mix GLArea and pyopengl theat currently does not work.
#!/usr/bin/python
import os
import sys
from OpenGL.GLU import *
from OpenGL import GLX
from OpenGL import GL as GL
from ctypes import *
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk, Gdk
from OpenGL.arrays import vbo
from OpenGL.GL import shaders
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays, \
glBindVertexArray
from numpy import array
import numpy as np
VERTEX_SHADER = """
#version 330
in vec4 position;
void main()
{
gl_Position = position;
}"""
FRAGMENT_SHADER = """
#version 330
out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
"""
class application_gui:
"""Tutorial 01 Create and destroy a window"""
# glwrap = gtkglarea()
def __init__(self):
self.window = Gtk.Window()
self.canvas = Gtk.GLArea()
self.canvas.set_required_version(3, 3)
self.test_features()
self.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]
self.vertices = np.array(self.vertices, dtype=np.float32)
self.canvas.connect('realize', self.on_configure_event)
self.canvas.connect('render', self.on_draw)
self.canvas.set_double_buffered(False)
self.window.connect('delete_event', Gtk.main_quit)
self.window.connect('destroy', lambda quit: Gtk.main_quit())
self.window.add(self.canvas)
self.window.show_all()
self.on_configure_event(self.canvas)
def test_features(self):
print('Testing features')
print('glGenVertexArrays Available %s' % bool(glGenVertexArrays))
print('Alpha Available %s' % bool(self.canvas.get_has_alpha()))
print('Depth buffer Available %s' % bool(self.canvas.get_has_depth_buffer()))
def on_configure_event(self, widget):
print('realize event')
widget.make_current()
# widget.attach_buffers()
context = widget.get_context()
print('is legacy context %s' % Gdk.GLContext.is_legacy(context))
print('configure errors')
print(widget.get_error())
vs = shaders.compileShader(VERTEX_SHADER, GL.GL_VERTEX_SHADER)
fs = shaders.compileShader(FRAGMENT_SHADER, GL.GL_FRAGMENT_SHADER)
self.shader = shaders.compileProgram(vs, fs)
self.vertex_array_object = glGenVertexArrays(1)
GL.glBindVertexArray( self.vertex_array_object )
# Generate buffers to hold our vertices
self.vertex_buffer = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vertex_buffer)
# Get the position of the 'position' in parameter of our shader and bind it.
self.position = GL.glGetAttribLocation(self.shader, 'position')
GL.glEnableVertexAttribArray(self.position)
# Describe the position data layout in the buffer
GL.glVertexAttribPointer(self.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, self.vertices, GL.GL_STATIC_DRAW)
# Unbind the VAO first (Important)
GL.glBindVertexArray( 0 )
# Unbind other stuff
GL.glDisableVertexAttribArray(self.position)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
print('errors')
print(widget.get_error())
return True
def on_draw(self, widget, *args):
print('render event')
print(widget.get_error())
#Create the VBO
widget.attach_buffers()
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
GL.glUseProgram(self.shader)
GL.glBindVertexArray( self.vertex_array_object )
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
GL.glBindVertexArray( 0 )
GL.glUseProgram(0)
glFlush()
return True
application = application_gui()
Gtk.main()
@lead-harmony-lab
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Just a few minor updates to make this code function:

#!/usr/bin/python
import os
import sys

from OpenGL.GLU import *
from OpenGL import GLX
from OpenGL import GL as GL
from ctypes import *
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk, Gdk

from OpenGL.arrays import vbo
from OpenGL.GL import shaders, glFlush
from OpenGL.raw.GL.ARB.vertex_array_object import glGenVertexArrays,
glBindVertexArray

from numpy import array
import numpy as np

VERTEX_SHADER = """
#version 330
in vec4 position;
void main()
{
gl_Position = position;
}"""

FRAGMENT_SHADER = """
#version 330
out vec4 fragColor;
void main()
{
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
"""

class application_gui:
"""Tutorial 01 Create and destroy a window"""
# glwrap = gtkglarea()
def init(self):
self.window = Gtk.Window()
self.canvas = Gtk.GLArea()
self.canvas.set_required_version(3, 3)
self.test_features()

    self.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]

    self.vertices = np.array(self.vertices, dtype=np.float32)

    self.canvas.connect('realize', self.on_configure_event)
    self.canvas.connect('render', self.on_draw)
    self.canvas.set_double_buffered(False)

    self.window.connect('delete_event', Gtk.main_quit)
    self.window.connect('destroy', lambda quit: Gtk.main_quit())

    self.window.add(self.canvas)
    self.window.show_all()

    self.on_configure_event(self.canvas)

def test_features(self):
    print('Testing features')
    print('glGenVertexArrays Available %s' % bool(glGenVertexArrays))
    print('Alpha Available %s' % bool(self.canvas.get_has_alpha()))
    print('Depth buffer Available %s' % bool(self.canvas.get_has_depth_buffer()))



def on_configure_event(self, widget):
    print('realize event')

    widget.make_current()
    # widget.attach_buffers()
    context = widget.get_context()

    print('is legacy context %s' % Gdk.GLContext.is_legacy(context))
    print('configure errors')
    print(widget.get_error())


    vs = shaders.compileShader(VERTEX_SHADER, GL.GL_VERTEX_SHADER)
    fs = shaders.compileShader(FRAGMENT_SHADER, GL.GL_FRAGMENT_SHADER)
    self.shader = shaders.compileProgram(vs, fs)

    self.vertex_array_object = GL.glGenVertexArrays(1)
    GL.glBindVertexArray( self.vertex_array_object )

    # Generate buffers to hold our vertices
    self.vertex_buffer = GL.glGenBuffers(1)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.vertex_buffer)

    # Get the position of the 'position' in parameter of our shader and bind it.
    self.position = GL.glGetAttribLocation(self.shader, 'position')
    GL.glEnableVertexAttribArray(self.position)

    # Describe the position data layout in the buffer
    GL.glVertexAttribPointer(self.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, self.vertices, GL.GL_STATIC_DRAW)

    # Unbind the VAO first (Important)
    GL.glBindVertexArray( 0 )

    # Unbind other stuff
    GL.glDisableVertexAttribArray(self.position)
    GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)

    print('errors')
    print(widget.get_error())

    return True

def on_draw(self, widget, *args):
    print('render event')
    print(widget.get_error())
    #Create the VBO

    widget.attach_buffers()

    GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
    GL.glUseProgram(self.shader)

    GL.glBindVertexArray( self.vertex_array_object )
    GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
    GL.glBindVertexArray( 0 )

    GL.glUseProgram(0)
    glFlush()
    return True

application = application_gui()
Gtk.main()

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