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def paintGL(self):
self.ctx = moderngl.create_context()
self.screen = self.ctx.detect_framebuffer(self.defaultFramebufferObject())
self.init()
self.render()
self.paintGL = self.render
print("Frame buffer size:", self.buffer_width, self.buffer_height)
print("Actual window size:", glfw.get_window_size(self.window))
glfw.make_context_current(self.window)
# The number of screen updates to wait from the time glfwSwapBuffers
# was called before swapping the buffers and returning
if self.vsync:
glfw.swap_interval(1)
glfw.set_key_callback(self.window, self.key_event_callback)
glfw.set_cursor_pos_callback(self.window, self.mouse_event_callback)
glfw.set_window_size_callback(self.window, self.window_resize_callback)
# Create mederngl context from existing context
self.ctx = moderngl.create_context(require=self.gl_version.code)
context.WINDOW = self
self.fbo = self.ctx.screen
self.set_default_viewport()
def _pl(self, image, context):
import moderngl
import numpy as np
# default: false, false, 3000, 1.00, 0.3, 0.05, 0.06, 0.9
ctx = moderngl.create_context()
prog = ctx.program(
vertex_shader="""
#version 330
in vec2 in_vert;
out vec2 vert_pos;
void main() {
vert_pos = 0.5 * (in_vert + 1.0);
gl_Position = vec4(in_vert, 0.0, 1.0);
}
""",
fragment_shader="""
#version 330
def __init__(self):
self.CTX = moderngl.create_context()
self.PROG = self.CTX.program(
vertex_shader="""
#version 330
uniform float x;
uniform float y;
uniform float z;
uniform mat3 R_obj;
uniform mat3 R_light;
uniform vec3 DirLight;
uniform mat4 VP;
uniform int mode;
in vec3 in_vert;
in vec3 in_norm;
import moderngl
import numpy as np
ctx = moderngl.create_context(standalone=True)
# reserving a buffer with 500 bytes
buf1 = ctx.buffer(reserve=500)
print(buf1.size)
# reserving 1KB using a human readable format
buf2 = ctx.buffer(reserve='1KB')
print(buf2.size)
# reserving 2MB using a human readable format
buf3 = ctx.buffer(reserve='2MB')
print(buf3.size)
# creating a buffer using a numpy array
# make sure the array contains floats and not doubles
buf4 = ctx.buffer(np.array([
import struct
import numpy as np
import gltraces
import moderngl
ctx = moderngl.create_context(standalone=True, debug=True)
mglprocs = moderngl.glprocs(ctx)
gltraces.glprocs[:] = mglprocs
mglprocs[:] = gltraces.gltraces
prog = ctx.program(
vertex_shader='''
#version 130
in vec2 in_vert;
out vec2 v_vert;
void main() {
v_vert = in_vert;
gl_Position = vec4(0.0, 0.0, 0.0, 0.0);
}
width=self.width, height=self.height,
caption=self.title,
resizable=self.resizable,
vsync=self.vsync,
fullscreen=self.fullscreen,
)
self.window.set_mouse_visible(self.cursor)
self.window.event(self.on_key_press)
self.window.event(self.on_key_release)
self.window.event(self.on_mouse_motion)
self.window.event(self.on_resize)
self.window.event(self.on_mouse_press)
self.window.event(self.on_mouse_release)
self.ctx = moderngl.create_context(require=self.gl_version_code)
self.set_default_viewport()
self.print_context_info()
import GLWindow
import moderngl
from PIL import Image, ImageDraw, ImageFont
import numpy as np
wnd = GLWindow.create_window()
ctx = moderngl.create_context()
prog = ctx.program(
vertex_shader='''
#version 330
in vec2 in_vert;
in vec3 in_text;
out vec3 v_text;
void main() {
v_text = in_text;
gl_Position = vec4(in_vert, 0.0, 1.0);
}
''',
fragment_shader='''