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monitor = glfw.get_primary_monitor()
display_width, display_height = glfw.get_video_mode(monitor)[0]
if scale == 0:
scale = max(
min(
(display_width // width) - APP_SCREEN_SCALE_CUTDOWN,
(display_height // height) - APP_SCREEN_SCALE_CUTDOWN,
),
APP_SCREEN_SCALE_MINIMUM,
)
window_width = width * scale + border_width
window_height = height * scale + border_width
self._window = glfw.create_window(
window_width, window_height, caption, None, None
)
if not self._window:
glfw.terminate()
exit()
glfw.set_window_pos(
self._window,
(display_width - window_width) // 2,
(display_height - window_height) // 2,
)
glfw.make_context_current(self._window)
glfw.set_window_size_limits(
self._window, width, height, glfw.DONT_CARE, glfw.DONT_CARE
def main():
# initialize glfw
if not glfw.init():
return
w_width, w_height = 800, 600
#glfw.window_hint(glfw.RESIZABLE, GL_FALSE)
window = glfw.create_window(w_width, w_height, "My OpenGL window", None, None)
if not window:
glfw.terminate()
return
glfw.make_context_current(window)
glfw.set_window_size_callback(window, window_resize)
obj = ObjLoader()
obj.load_model("res/cube.obj")
texture_offset = len(obj.vertex_index)*12
shader = ShaderLoader.compile_shader("shaders/video_17_vert.vs", "shaders/video_17_frag.fs")
def opengl_init():
global window
# Initialize the library
if not glfw.init():
print("Failed to initialize GLFW\n",file=sys.stderr)
return False
# Open Window and create its OpenGL context
window = glfw.create_window(1024, 768, "Tutorial 07", None, None) #(in the accompanying source code this variable will be global)
glfw.window_hint(glfw.SAMPLES, 4)
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, GL_TRUE)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
if not window:
print("Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials.\n",file=sys.stderr)
glfw.terminate()
return False
# Initialize GLEW
glfw.make_context_current(window)
glewExperimental = True
# GLEW is a framework for testing extension availability. Please see tutorial notes for
def main():
global msh, nav
msh = dfm2.Mesh()
msh.read("../test_inputs/bunny_2k.ply")
msh.scale_xyz(0.02)
nav = dfm2.gl.glfw.NavigationGLFW(1.0)
glfw.init()
win_glfw = glfw.create_window(640, 480, 'Hello World', None, None)
glfw.make_context_current(win_glfw)
dfm2.gl.setSomeLighting()
gl.glEnable(gl.GL_DEPTH_TEST)
glfw.set_mouse_button_callback(win_glfw, mouseButtonCB)
glfw.set_cursor_pos_callback(win_glfw, mouseMoveCB)
glfw.set_key_callback(win_glfw, keyFunCB)
while not glfw.window_should_close(win_glfw):
gl.glClearColor(1, 1, 1, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
gl.glEnable(gl.GL_POLYGON_OFFSET_FILL)
gl.glPolygonOffset(1.1, 4.0)
nav.camera.set_gl_camera()
def main():
# initialize glfw
if not glfw.init():
return
w_width, w_height = 800, 600
#glfw.window_hint(glfw.RESIZABLE, GL_FALSE)
window = glfw.create_window(w_width, w_height, "My OpenGL window", None, None)
if not window:
glfw.terminate()
return
glfw.make_context_current(window)
glfw.set_window_size_callback(window, window_resize)
# positions colors texture coords
cube = [-0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
drawn, if this is undesired the show_bonds parameter can be set to False.
For information on the bond calculation, see Molecule.calculate_bonds.
If you pass a tuple of camera position, center of view and an up vector to
the camera parameter, the camera will be set accordingly. Otherwise the
molecule will be viewed in the direction of the z axis, with the y axis
pointing upward.
"""
global _camera
molecule.positions -= np.mean(molecule.positions, axis=0)
max_atom_distance = np.max(la.norm(molecule.positions, axis=1))
if show_bonds:
molecule.calculate_bonds(bonds_method, bonds_param)
# Initialize GLFW and create an OpenGL context
glfw.init()
window = glfw.create_window(width, height, title, None, None)
glfw.make_context_current(window)
# Set up the camera (it will be changed during mouse rotation)
if camera is None:
camera_distance = -max_atom_distance*2.5
camera = ((0, 0, camera_distance),
(0, 0, 0),
(0, 1, 0))
camera = np.array(camera)
_camera = camera
# Create the GR3 scene
gr3.setbackgroundcolor(255, 255, 255, 0)
_create_gr3_scene(molecule, show_bonds)
# Configure GLFW
glfw.set_cursor_pos_callback(window, _mouse_move_callback)
def main():
# Initialize the library
if not glfw.init():
return
glfw.set_error_callback(error_callback)
# Create a windowed mode window and its OpenGL context
window = glfw.create_window(640, 480, "Hello World", None, None)
if not window:
glfw.terminate()
return
# Make the window's context current
glfw.make_context_current(window)
program = common2d.init_shader_program()
# Loop until the user closes the window
while not glfw.window_should_close(window):
# Render here
common2d.display(program)
# Swap front and back buffers
glfw.swap_buffers(window)
def __initWindow(self):
glfw.init()
glfw.window_hint(glfw.CLIENT_API, glfw.NO_API)
glfw.window_hint(glfw.RESIZABLE, False)
self.__window = glfw.create_window(WIDTH, HEIGHT, "Vulkan", None, None)
width, height = 1280, 720
window_name = "minimal ImGui/GLFW3 example"
if not glfw.init():
print("Could not initialize OpenGL context")
exit(1)
# OS X supports only forward-compatible core profiles from 3.2
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, gl.GL_TRUE)
# Create a windowed mode window and its OpenGL context
window = glfw.create_window(
int(width), int(height), window_name, None, None
)
glfw.make_context_current(window)
if not window:
glfw.terminate()
print("Could not initialize Window")
exit(1)
return window
glfw.window_hint(glfw.RED_BITS, win.bpc[0])
glfw.window_hint(glfw.GREEN_BITS, win.bpc[1])
glfw.window_hint(glfw.BLUE_BITS, win.bpc[2])
glfw.window_hint(glfw.REFRESH_RATE, win.refreshHz)
glfw.window_hint(glfw.STEREO, useStereo)
glfw.window_hint(glfw.SAMPLES, msaaSamples)
glfw.window_hint(glfw.STENCIL_BITS, win.stencilBits)
glfw.window_hint(glfw.DEPTH_BITS, win.depthBits)
glfw.window_hint(glfw.AUTO_ICONIFY, 0)
# window appearance and behaviour hints
if not win.allowGUI:
glfw.window_hint(glfw.DECORATED, 0)
# create the window
self.winHandle = glfw.create_window(
width=win.size[0],
height=win.size[1],
title=str(kwargs.get('winTitle', "PsychoPy (GLFW)")),
monitor=useDisplay,
share=shareContext)
# The window's user pointer maps the Python Window object to its GLFW
# representation.
glfw.set_window_user_pointer(self.winHandle, win)
glfw.make_context_current(self.winHandle) # ready to use
# set the position of the window if not fullscreen
if not win._isFullScr:
# if no window position is specified, centre it on-screen
if win.pos is None:
size, bpc, hz = nativeVidmode