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ex_cube.py
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ex_cube.py
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# coding=utf-8
"""Drawing a simple cube with OpenGL"""
import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy as np
import sys, os.path
sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
import grafica.basic_shapes as bs
import grafica.easy_shaders as es
import grafica.transformations as tr
__author__ = "Daniel Calderon"
__license__ = "MIT"
# A class to store the application control
class Controller:
fillPolygon = True
# we will use the global controller as communication with the callback function
controller = Controller()
def on_key(window, key, scancode, action, mods):
if action != glfw.PRESS:
return
global controller
if key == glfw.KEY_SPACE:
controller.fillPolygon = not controller.fillPolygon
elif key == glfw.KEY_ESCAPE:
glfw.set_window_should_close(window, True)
else:
print('Unknown key')
if __name__ == "__main__":
# Initialize glfw
if not glfw.init():
glfw.set_window_should_close(window, True)
width = 600
height = 600
window = glfw.create_window(width, height, "Simple Cube - Modern OpenGL", None, None)
if not window:
glfw.terminate()
glfw.set_window_should_close(window, True)
glfw.make_context_current(window)
# Connecting the callback function 'on_key' to handle keyboard events
glfw.set_key_callback(window, on_key)
# Creating our shader program and telling OpenGL to use it
pipeline = es.SimpleTransformShaderProgram()
glUseProgram(pipeline.shaderProgram)
# Setting up the clear screen color
glClearColor(0.15, 0.15, 0.15, 1.0)
# As we work in 3D, we need to check which part is in front,
# and which one is at the back
glEnable(GL_DEPTH_TEST)
# Creating shapes on GPU memory
shapeCube = bs.createRainbowCube()
gpuCube = es.GPUShape().initBuffers()
pipeline.setupVAO(gpuCube)
gpuCube.fillBuffers(shapeCube.vertices, shapeCube.indices, GL_STATIC_DRAW)
while not glfw.window_should_close(window):
# Using GLFW to check for input events
glfw.poll_events()
# Filling or not the shapes depending on the controller state
if (controller.fillPolygon):
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
else:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
# Clearing the screen in both, color and depth
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
theta = glfw.get_time()
Rx = tr.rotationX(np.pi/3)
Ry = tr.rotationY(theta)
transform = np.matmul(Rx, Ry)
# Drawing the Cube
glUniformMatrix4fv(glGetUniformLocation(pipeline.shaderProgram, "transform"), 1, GL_TRUE, transform)
pipeline.drawCall(gpuCube)
# Once the drawing is rendered, buffers are swap so an uncomplete drawing is never seen.
glfw.swap_buffers(window)
# freeing GPU memory
gpuCube.clear()
glfw.terminate()