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November 28, 2025 05:50
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| from core.base import Base | |
| from core.openGLUtils import OpenGLUtils | |
| from core.attribute import Attribute | |
| from OpenGL.GL import * | |
| class Test(Base): | |
| def initialize(self): | |
| print("init") | |
| # Vertex Shader | |
| vsCode = """ | |
| in vec3 position; | |
| void main(){ | |
| gl_Position = vec4(position.x, position.y, position.z, 1.0); | |
| } | |
| """ | |
| # Fragment Shader | |
| fsCode = """ | |
| out vec4 fragColor; | |
| void main(){ | |
| fragColor = vec4(1.0, 1.0, 0.0, 1.0); | |
| } | |
| """ | |
| # Inisialisasi shader program | |
| self.programRef = OpenGLUtils.initializeProgram(vsCode, fsCode) | |
| # Mengatur lebar garis | |
| glLineWidth(4) | |
| # VAO Vertex Array Object, menyimpan array vertex | |
| # glGenVertexArrays membuat id buffer | |
| self.vaoTri = glGenVertexArrays(1) | |
| # menhubungkan | |
| glBindVertexArray(self.vaoTri) | |
| positionDataTri = [[-0.5, 0.8, 0.0], | |
| [-0.2,0.2, 0.0], | |
| [-0.8, 0.2, 0.0]] | |
| # membuat variabel | |
| self.vertexCountTri = len(positionDataTri) | |
| positionAttributeTri = Attribute("vec3",positionDataTri) | |
| positionAttributeTri.associateVariable(self.programRef, "position" ) | |
| self.vaoSquare = glGenVertexArrays(1) | |
| glBindVertexArray(self.vaoSquare) | |
| positionDataSquare = [[0.8, 0.8, 0.0], | |
| [0.8,0.2, 0.0], | |
| [0.2, 0.2, 0.0], | |
| [0.2, 0.8, 0.0]] | |
| self.vertexCountSquare =len(positionDataSquare) | |
| positionAttributeSquare = Attribute("vec3", positionDataSquare) | |
| positionAttributeSquare.associateVariable(self.programRef, "position") | |
| def update(self): | |
| glUseProgram( self.programRef ) | |
| # draw the triangle | |
| glBindVertexArray( self.vaoTri ) | |
| glDrawArrays( GL_LINE_LOOP , 0 , self.vertexCountTri ) | |
| # draw the square | |
| glBindVertexArray( self.vaoSquare ) | |
| glDrawArrays( GL_LINE_LOOP , 0 , self.vertexCountSquare ) | |
| Test().run() |
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