Created
November 21, 2025 01:54
-
-
Save dirumahrafif/6e8afe7bc394aef8ee54ed90be5f9aae to your computer and use it in GitHub Desktop.
Membuat titik dengan GLSL
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| from core.base import Base | |
| from core.openGLUtils import OpenGLUtils | |
| from OpenGL.GL import * | |
| class Test(Base): | |
| def initialize(self): | |
| print("init...") | |
| vsCode = """ | |
| void main() | |
| { | |
| gl_Position = vec4(0.0, 0.0, 0.0, 1.0); | |
| } | |
| """ | |
| fsCode = """ | |
| out vec4 fragColor; | |
| void main() | |
| { | |
| fragColor = vec4(1.0, 1.0, 0.0, 1.0); | |
| } | |
| """ | |
| self.programRef = OpenGLUtils.initializeProgram(vsCode, fsCode) | |
| vaoRef = glGenVertexArrays(1) | |
| glBindVertexArray(vaoRef) | |
| glPointSize(20) | |
| OpenGLUtils.printSystemInfo() | |
| def update(self): | |
| glUseProgram(self.programRef) | |
| glDrawArrays(GL_POINTS,0,1) | |
| Test().run() |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| from OpenGL.GL import * | |
| class OpenGLUtils(object): | |
| @staticmethod | |
| def initializeShader(shaderCode, shaderType): | |
| shaderCode = '#version 330\n '+shaderCode | |
| shaderRef = glCreateShader(shaderType) | |
| glShaderSource(shaderRef,shaderCode) | |
| glCompileShader(shaderRef) | |
| compileSuccess = glGetShaderiv(shaderRef,GL_COMPILE_STATUS) | |
| if not compileSuccess: | |
| errorMessage = glGetShaderInfoLog(shaderRef) | |
| glDeleteShader(shaderRef) | |
| errorMessage = '\n' + errorMessage.decode('utf-8') | |
| raise Exception(errorMessage) | |
| return shaderRef | |
| @staticmethod | |
| def initializeProgram(vertexShaderCode,fragmentShaderCode): | |
| vertexShaderRef=OpenGLUtils.initializeShader(vertexShaderCode, GL_VERTEX_SHADER) | |
| fragmentShaderRef = OpenGLUtils.initializeShader(fragmentShaderCode, GL_FRAGMENT_SHADER) | |
| programRef = glCreateProgram() | |
| glAttachShader(programRef, vertexShaderRef) | |
| glAttachShader(programRef,fragmentShaderRef) | |
| glLinkProgram(programRef) | |
| linkSuccess = glGetProgramiv(programRef, GL_LINK_STATUS) | |
| if not linkSuccess: | |
| errorMessage = glGetShaderInfoLog(programRef) | |
| gDeleteProgram(programRef) | |
| errorMessage = '\n'+errorMessage.decode('utf-8') | |
| raise Exception(errorMessage) | |
| return programRef | |
| @staticmethod | |
| def printSystemInfo(): | |
| print("Vendor: "+glGetString(GL_VENDOR).decode('utf-8')) | |
| print("Renderer: "+glGetString(GL_RENDERER).decode('utf-8')); | |
| print("OpenGL version supported: "+glGetString(GL_VERSION).decode('utf-8')) | |
| print("GLSL version supportted: "+glGetString(GL_SHADING_LANGUAGE_VERSION).decode('utf-8')) |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment