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def main():
# Initialize GLFW and open a window
if not opengl_init():
return
# Enable key events
glfw.set_input_mode(window,glfw.STICKY_KEYS,GL_TRUE)
glfw.set_cursor_pos(window, 1024/2, 768/2)
# Set opengl clear color to something other than red (color used by the fragment shader)
glClearColor(0.0,0.0,0.4,0.0)
# Enable depth test
glEnable(GL_DEPTH_TEST)
# Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS)
# Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE)
vertex_array_id = glGenVertexArrays(1)
glBindVertexArray( vertex_array_id )
def main():
if not opengl_init():
return
# Enable key events
glfw.set_input_mode(window,glfw.STICKY_KEYS,GL_TRUE)
# Enable key event callback
glfw.set_key_callback(window,key_event)
# Set opengl clear color to something other than red (color used by the fragment shader)
glClearColor(0,0,0.4,0)
vertex_array_id = glGenVertexArrays(1)
glBindVertexArray( vertex_array_id )
program_id = common.LoadShaders( ".\\shaders\\Tutorial4\\TransformVertexShader.vertexshader",
".\\shaders\\Tutorial4\\ColorFragmentShader.fragmentshader" )
# Get a handle for our "MVP" uniform
matrix_id= glGetUniformLocation(program_id, "MVP");
def main():
if not opengl_init():
return
# Enable key events
glfw.set_input_mode(window,glfw.STICKY_KEYS,GL_TRUE)
# Set opengl clear color to something other than red (color used by the fragment shader)
glClearColor(0.0,0.0,0.4,0.0)
# Enable depth test
glEnable(GL_DEPTH_TEST);
# Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
vertex_array_id = glGenVertexArrays(1)
glBindVertexArray( vertex_array_id )
program_id = common.LoadShaders( ".\\shaders\\Tutorial5\\TransformVertexShader.vertexshader",
".\\shaders\\Tutorial5\\TextureFragmentShader.fragmentshader" )
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
# Initialize GLEW
glfw.make_context_current(window)
glewExperimental = True
# GLEW is a framework for testing extension availability. Please see tutorial notes for
# more information including why can remove this code.
if glewInit() != GLEW_OK:
print("Failed to initialize GLEW\n",file=sys.stderr);
return
glfw.set_input_mode(window,glfw.STICKY_KEYS,True)
# Loop until the user closes the window
#while not glfw.window_should_close(window):
while glfw.get_key(window,glfw.KEY_ESCAPE) != glfw.PRESS and not glfw.window_should_close(window):
# Draw nothing sucker
# Swap front and back buffers
glfw.swap_buffers(window)
# Poll for and process events
glfw.poll_events()
glfw.terminate()
def main():
if not opengl_init():
return
# Enable key events
glfw.set_input_mode(window,glfw.STICKY_KEYS,GL_TRUE)
glfw.set_cursor_pos(window, 1024/2, 768/2)
# Set opengl clear color to something other than red (color used by the fragment shader)
glClearColor(0.0,0.0,0.4,0.0)
# Enable depth test
glEnable(GL_DEPTH_TEST)
# Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE)
vertex_array_id = glGenVertexArrays(1)
glBindVertexArray( vertex_array_id )
program_id = common.LoadShaders( ".\\shaders\\Tutorial6\\TransformVertexShader.vertexshader",
".\\shaders\\Tutorial6\\TextureFragmentShader.fragmentshader" )
def main():
# Initialize GLFW and open a window
if not opengl_init():
return
# Enable key events
glfw.set_input_mode(window,glfw.STICKY_KEYS,GL_TRUE)
glfw.set_cursor_pos(window, 1024/2, 768/2)
# Set opengl clear color to something other than red (color used by the fragment shader)
glClearColor(0.0,0.0,0.4,0.0)
# Enable depth test
glEnable(GL_DEPTH_TEST)
# Accept fragment if it closer to the camera than the former one
glDepthFunc(GL_LESS)
# Cull triangles which normal is not towards the camera
glEnable(GL_CULL_FACE)
vertex_array_id = glGenVertexArrays(1)
glBindVertexArray( vertex_array_id )
def setMouseVisibility(self, visibility):
"""Set mouse cursor visibility.
:param visibility: boolean
:return:
"""
if visibility:
glfw.set_input_mode(self.winHandle, glfw.CURSOR, glfw.CURSOR_NORMAL)
else:
glfw.set_input_mode(self.winHandle, glfw.CURSOR, glfw.CURSOR_HIDDEN)
glfw.make_context_current(self._window)
glfw.set_window_size_limits(
self._window, width, height, glfw.DONT_CARE, glfw.DONT_CARE
)
self._hidpi_scale = (
glfw.get_framebuffer_size(self._window)[0]
/ glfw.get_window_size(self._window)[0]
)
self._update_viewport()
glfw.set_key_callback(self._window, self._key_callback)
glfw.set_mouse_button_callback(self._window, self._mouse_button_callback)
glfw.set_window_icon(self._window, 1, [get_icon_image()])
glfw.set_input_mode(self._window, glfw.CURSOR, glfw.CURSOR_HIDDEN)
# initialize renderer
self._renderer = Renderer(width, height)
# initialize audio player
self._audio_player = AudioPlayer()
# export module functions
pyxel.btn = self.btn
pyxel.btnp = self.btnp
pyxel.btnr = self.btnr
pyxel.mouse = self.mouse
pyxel.run = self.run
pyxel.run_with_profiler = self.run_with_profiler
pyxel.quit = self.quit
pyxel.save = self.save