What is wrong on my code ?
Any ideea ?
import sys
from ctypes import *
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL import platform
gl = platform.OpenGL
GL_FRAGMENT_SHADER_ARB = 0x8B30
GL_VERTEX_SHADER_ARB = 0x8B31
GL_OBJECT_COMPILE_STATUS_ARB= 0x8B81
GL_OBJECT_LINK_STATUS_ARB = 0x8B82
GL_INFO_LOG_LENGTH_ARB = 0x8B84
import Image
import pygame
from pygame.locals import *
glCreateShaderObjectARB = gl.glCreateShaderObjectARB
glShaderSourceARB = gl.glShaderSourceARB
glShaderSourceARB.argtypes = [c_int, c_int, POINTER(c_char_p), POINTER(c_int)]
glCompileShaderARB = gl.glCompileShaderARB
glGetObjectParameterivARB = gl.glGetObjectParameterivARB
glGetObjectParameterivARB.argtypes = [c_int, c_int, POINTER(c_int)]
glCreateProgramObjectARB = gl.glCreateProgramObjectARB
glGetInfoLogARB = gl.glGetShaderInfoLog
glGetInfoLogARB.argtypes = [c_int, c_int, POINTER(c_int), c_char_p]
glAttachObjectARB = gl.glAttachObjectARB
glLinkProgramARB = gl.glLinkProgramARB
glDeleteObjectARB = gl.glDeleteObjectARB
glGetError = gl.glGetError
glUseProgramObjectARB = gl.glUseProgramObjectARB
def loadTexture ( fileName ):
image = Image.open ( fileName )
width = image.size [0]
height = image.size [1]
image = image.tostring ( "raw", "RGBX", 0, -1 )
texture = glGenTextures ( 1 )
glBindTexture ( GL_TEXTURE_2D, texture ) # 2d texture (x and y size)
glPixelStorei ( GL_UNPACK_ALIGNMENT,1 )
glTexParameterf ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT )
glTexParameterf ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT )
glTexParameteri ( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR )
glTexParameteri ( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR )
gluBuild2DMipmaps ( GL_TEXTURE_2D, 3, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image )
return texture
def compile_shader(source, shader_type):
shader = glCreateShaderObjectARB(shader_type)
source = c_char_p(source)
length = c_int(-1)
glShaderSourceARB(shader, 1, byref(source), byref(length))
glCompileShaderARB(shader)
status = c_int()
glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB,
byref(status))
if (not status.value):
raise SystemExit
return shader
def compile_program(vertex_source, fragment_source):
vertex_shader = None
fragment_shader = None
program = glCreateProgramObjectARB()
if vertex_source:
vertex_shader = compile_shader(vertex_source, GL_VERTEX_SHADER_ARB)
glAttachObjectARB(program, vertex_shader)
if fragment_source:
fragment_shader = compile_shader(fragment_source,
GL_FRAGMENT_SHADER_ARB)
glAttachObjectARB(program, fragment_shader)
glLinkProgramARB(program)
if vertex_shader:
glDeleteObjectARB(vertex_shader)
if fragment_shader:
glDeleteObjectARB(fragment_shader)
return program
if __name__ == '__main__':
glutInit(sys.argv)
width, height = 600, 400
pygame.init()
pygame.display.set_mode((width, height), OPENGL | DOUBLEBUF)
texel = loadTexture ("111.jpg")
glBindTexture ( GL_TEXTURE_2D, texel )
glEnable ( GL_TEXTURE_2D )
prog = compile_program('''
const float PI = 3.14159265;
varying vec3 normal;
void main() {
normal = gl_NormalMatrix * gl_Normal;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_FrontColor = gl_Color;
}
''', '''
varying vec3 normal;
void main() {
float intensity;
vec4 color,texel;;
vec3 n = normalize(normal);
vec3 l = normalize(gl_LightSource[0].position).xyz;
texel = texture2D(texUnit0, gl_TexCoord[0].xy);
color *= texel;
gl_FragColor = color;
}
''')
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(90.0, width/float(height), 1.0, 100.0)
glMatrixMode(GL_MODELVIEW)
glEnable(GL_DEPTH_TEST)
quit = False
while not quit:
for e in pygame.event.get():
if e.type in (QUIT, KEYDOWN):
quit = True
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslate(0.0, 0.0, -2.5)
glUseProgramObjectARB(prog)
glutSolidTeapot(1.0)
pygame.display.flip()