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#! /usr/bin/env python
from __future__ import print_function
import xlibegltest as egltest
from numpy import array
from OpenGL.arrays.vbo import VBO
from OpenGL.arrays import ArrayDatatype
from OpenGL.GLES2 import *
from OpenGL.GLES2 import shaders
@egltest.egltest(api='es2')
def test_gl():
glClearColor(1, 0, 0, 0)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
print('Error before compilation?', glGetError())
shader = shaders.compileProgram(
shaders.compileShader(
'''#version 130
attribute vec3 position;
void main() {
gl_Position = vec4( position, 0 );
}''',
GL_VERTEX_SHADER,
),
shaders.compileShader(
'''#version 130
void main() {
gl_FragColor = vec4( 0,1,0,.5 );
}''',
GL_FRAGMENT_SHADER,
),
)
vbo = VBO(
array(
[
(0, 1, 0),
(1, -1, 0),
(-1, -1, 0),
],
dtype='f',
)
)
position_location = glGetAttribLocation(shader, 'position')
stride = 3 * 4
with vbo:
with shader:
glEnableVertexAttribArray(position_location)
stride = 3 * 4
glVertexAttribPointer(position_location, 3, GL_FLOAT, False, stride, vbo)
glDrawArrays(GL_TRIANGLES, 0, 3)
print('OK')
if __name__ == "__main__":
test_gl()
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