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def main():
# start GLFW
if not glfw.init():
return -1
# setup GLFW window options
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 2)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 1)
# open the window
window = glfw.create_window(800, 600, "Oculus Test", None, None)
if not window:
glfw.terminate()
# always call this before setting up render layers
glfw.make_context_current(window)
# load textures from file
texture_ref_l = load_image(r"C:\Users\mdc\Desktop\test_images\original\left\Aryaa1.ppm")
texture_ref_r = load_image(r"C:\Users\mdc\Desktop\test_images\original\right\Aryaa1.ppm")
texture_cmp_l = load_image(r"C:\Users\mdc\Desktop\test_images\compressed\left\Aryaa1_dec.ppm")
texture_cmp_r = load_image(r"C:\Users\mdc\Desktop\test_images\compressed\right\Aryaa1_dec.ppm")
# disable v-sync, we are syncing to the v-trace of head-set, leaving this on
# will cause the HMD to lock to the frequency/phase of the display.
glfw.swap_interval(0)
# start an Oculus session
rift.start_session()
# 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 06", 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
# more information including why can remove this code.a
if glewInit() != GLEW_OK:
print("Failed to initialize GLEW\n",file=sys.stderr);
return False
return True
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)
params = common3d.init()
gl.glClearColor(0.8, 0.8, 0.8, 1.0)
# Loop until the user closes the window
while not glfw.window_should_close(window):
# Render here
common3d.draw(params, 1.)
# Swap front and back buffers
glfw.swap_buffers(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 04", 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
# more information including why can remove this code.
if glewInit() != GLEW_OK:
print("Failed to initialize GLEW\n",file=sys.stderr);
return False
return True
def close(self):
glfw.destroy_window(self.win)
glfw.terminate()
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 destroy(self):
glfw.terminate()
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * glfw.get_time() )
rot_y = pyrr.Matrix44.from_y_rotation(0.8 * glfw.get_time() )
transformLoc = glGetUniformLocation(shader, "transform")
glUniformMatrix4fv(transformLoc, 1, GL_FALSE, rot_x * rot_y)
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, None)
glfw.swap_buffers(window)
glfw.terminate()
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()
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()