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pysdl2 pyopengl "modern" opengl example
#!/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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