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# if button 'A' is released on the touch controller, recenter the
# viewer in the scene.
if rift.get_buttons('touch', 'A', 'falling'):
rift.recenter_tracking_origin()
elif rift.get_buttons('touch', 'B', 'falling'):
# exit if button 'B' is pressed
break
elif rift.get_buttons('touch', 'X', 'falling'):
rift.set_render_high_quality(False)
elif rift.get_buttons('touch', 'Y', 'falling'):
rift.set_render_high_quality(True)
# flip the GLFW window and poll events
glfw.swap_buffers(window)
glfw.poll_events()
# switch off the performance summary
rift.perf_hud_mode("Off")
# end the rift session cleanly, all swap chains are destroyed here
rift.end_session()
# close the GLFW application
glfw.terminate()
return 0
def main():
window = impl_glfw_init()
impl = GlfwRenderer(window)
while not glfw.window_should_close(window):
glfw.poll_events()
impl.process_inputs()
imgui.new_frame()
if imgui.begin_main_menu_bar():
if imgui.begin_menu("File", True):
clicked_quit, selected_quit = imgui.menu_item(
"Quit", 'Cmd+Q', False, True
)
if clicked_quit:
exit(1)
imgui.end_menu()
imgui.end_main_menu_bar()
glfw.set_mouse_button_callback(self.win, self.mouse)
glfw.set_cursor_pos_callback(self.win, self.motion)
glfw.set_key_callback(self.win, self.keyinput)
# glfw.set_window_size_callback(self.win, self.window_size)
while not glfw.window_should_close(self.win):
gl.glClearColor(self.color_bg[0], self.color_bg[1], self.color_bg[2], 1.0)
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)
self.wm.camera.set_gl_camera()
for func_step_time in self.list_func_step_time:
func_step_time()
for draw_func in self.list_func_draw:
draw_func()
glfw.swap_buffers(self.win)
glfw.poll_events()
if self.wm.isClose:
break
self.close()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
image = Image.open("res/crate.jpg")
img_data = numpy.array(list(image.getdata()), numpy.uint8)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, img_data)
glUseProgram(shader)
glClearColor(0.2, 0.3, 0.2, 1.0)
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT)
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
glfw.terminate()
i, height = 0, 0.
while not glfw.window_should_close(window):
processInput(window)
if height >= params.total_thickness - EPSILON:
break
else:
height += layer_thickness
i += 1
draw(sliceShader, height-EPSILON)
renderSlice(sliceShader, height-EPSILON, os.path.join(slice_save_path, 'out{:04d}.png'.format(i-1)))
glfw.swap_buffers(window)
glfw.poll_events()
glfw.terminate()
def simple_event_loop():
""" A real simple event loop, but it keeps the CPU busy. """
while update_glfw_canvasses():
glfw.poll_events()
def render_scene(self):
"render scene one time"
self.init_gl() # should be a no-op after the first frame is rendered
glfw.make_context_current(self.window)
self.renderer.render_scene()
# Done rendering
# glfw.swap_buffers(self.window) # avoid double buffering to avoid stalling
glFlush() # single buffering
glfw.poll_events()
def __mainLoop(self):
while not glfw.window_should_close(self.__window):
glfw.poll_events()
self.__drawFrame()
position = glGetAttribLocation(shader, "position")
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
glEnableVertexAttribArray(position)
color = glGetAttribLocation(shader, "color")
glVertexAttribPointer(color, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
glEnableVertexAttribArray(color)
glUseProgram(shader)
glClearColor(0.2, 0.3, 0.2, 1.0)
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, 3)
glfw.swap_buffers(window)
glfw.terminate()