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#! /usr/bin/env python
from __future__ import print_function
import 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 )
if __name__ == "__main__":
test_gl()
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