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import sys
from pyglew import *
# from pyglut import *
from OpenGL.GLUT import *
from math import *
import pygame
from pygame.locals import *
from PIL import *
import PIL.Image
import bunny2
def renderBunny():
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glFrustum(-1, 1, -1, 1, 2, 10)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glTranslatef(0,0,-3)
glRotatef(t, 0, 1, 0);
glRotatef(t*0.75, 1, 0, 0);
glVertexPointer(3, GL_FLOAT, 0,bunny2.vertices)
glNormalPointer(GL_FLOAT, 0, bunny2.normals)
glDrawArrays(GL_TRIANGLES, 0, len(bunny2.vertices)/3)
glPopMatrix()
def renderTexture():
glEnable(GL_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, tex)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glOrtho(-1, 1, -1, 1, 0, 1)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glBegin(GL_QUADS)
glTexCoord2f(0,0)
glVertex3f(-1,-1,0)
glTexCoord2f(1,0)
glVertex3f(1,-1,0)
glTexCoord2f(1,1)
glVertex3f(1,1,0)
glTexCoord2f(0,1)
glVertex3f(-1,1,0)
glEnd()
glDisable(GL_TEXTURE_2D)
def display():
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT );
renderBunny()
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
renderTexture()
w = h = 1024
pygame.display.init()
surface = pygame.display.set_mode((w,h), OPENGL|DOUBLEBUF)
t = 0.0
glewInit()
print "Vendor =", glGetString(GL_VENDOR)
print "Renderer =", glGetString(GL_RENDERER)
print "Version =", glGetString(GL_VERSION)
tex = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_INT, None);
fb = glGenFramebuffersEXT(1);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, tex, 0);
## depth buffer
depth = glGenRenderbuffersEXT(1);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
GL_DEPTH_COMPONENT24, w, h);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, depth);
# stencil buffer
stencil = glGenRenderbuffersEXT(1);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT,
GL_STENCIL_INDEX16_EXT, w, h);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,
GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_COLOR_MATERIAL)
glEnable(GL_CULL_FACE)
glEnable(GL_DEPTH_TEST)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, [1,0,0,0])
import timeit
def loop():
global t
t += 1
event = pygame.event.poll()
if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE):
sys.exit(0)
display()
pygame.display.flip()
timer = timeit.Timer("loop()", "from __main__ import loop")
time = timer.timeit(1000)/1000
print "Loop time was:", time, "s"
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