💡 글 작성자는 vscode를 활용하여 Python을 작성하고있습니다.
💡 pip를 진행 해준다.
1. pip install glfw
import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders as shaders
import numpy
def main():
# glfw.init가 아니라면 return
if not glfw.init():
return
window = glfw.create_window(800, 600, "My OpenGL window", None, None)
#윈도우 생성 실패시 glfw 종료
if not window:
glfw.terminate()
return
# context 생성
glfw.make_context_current(window)
# positions colors
triangle = [-0.5, -0.5, 0.0, 1.0, 0.0, 0.0,
0.5, -0.5, 0.0, 0.0, 1.0, 0.0,
0.0, 0.5, 0.0, 0.0, 0.0, 1.0]
#triangle의 타입을 변환
# 4 byte * 18 = 72 byte
triangle = numpy.array(triangle, dtype = numpy.float32)
print(triangle.itemsize * triangle.size)
vertex_shader_source = """
#version 330
in vec3 position;
in vec3 color;
out vec3 newColor;
void main()
{
gl_Position = vec4(position, 1.0f);
newColor = color;
}
"""
fragment_shader_source = """
#version 330
in vec3 newColor;
out vec4 outColor;
void main()
{
outColor = vec4(newColor, 1.0f);
}
"""
# 쉐이더 선언
vertex_shader = shaders.compileShader(vertex_shader_source, GL_VERTEX_SHADER)
fragment_shader = shaders.compileShader(fragment_shader_source, GL_FRAGMENT_SHADER)
shader = shaders.compileProgram(vertex_shader, fragment_shader)
# 버퍼 생성
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, 72, triangle, GL_STATIC_DRAW)
position = glGetAttribLocation(shader, "position")
glVertexAttribPointer(position, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(0))
glEnableVertexAttribArray(position)
color = glGetAttribLocation(shader, "color")
glVertexAttribPointer(color, 3, GL_FLOAT, GL_FALSE, 24, ctypes.c_void_p(12))
glEnableVertexAttribArray(color)
glUseProgram(shader)
glClearColor(0, 0, 0, 0)
while not glfw.window_should_close(window):
glfw.poll_events()
glClear(GL_COLOR_BUFFER_BIT)
glDrawArrays(GL_TRIANGLES, 0, 3)
glfw.swap_buffers(window)
glfw.terminate()
if __name__ == "__main__":
main()
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