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    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


    Python OpenGLES

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    • Cethric
      Cethric last edited by

      How do I properly setup a GLKViewController delegate?
      My current code does not seem to work at all

      def glkViewControllerUpdate_(_controller):
          print "Update", _controller
      
      GLKViewControllerDelegate_Class = create_objc_class('GLKViewControllerDelegate_Class', methods=[glkViewControllerUpdate_], protocols='GLKViewControllerDelegate')
          
      def GLKViewControllerDelegate():
          return GLKViewControllerDelegate_Class.alloc().init()
      

      which is called in the GLKView class

      self.vc = GKLViewController("Test GLES", self.glview)
      self.vcd = GLKViewControllerDelegate()
      self.vc.delegate = self.vcd
      

      GKLViewController is just a wrapper for the ctypes function

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      • omz
        omz last edited by

        @Cethric Your glkViewControllerUpdate_ method needs to have three parameters, e.g.

        def glkViewControllerUpdate_(_self, _cmd, _controller):
            ...
        

        (the actual names of the parameters don't really matter, I tend to use underscores to indicate that these are pointers and not actual objects...)

        To actually set the delegate, use the setDelegate_ method, like this:

        self.vc.setDelegate_(self.vcd)
        
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        • Cethric
          Cethric last edited by

          @omz Thank you so much it seems to work now
          Hopefully one last question, the 3 parameters only return pointers so what would be the 'best' solution to get the GLKViewController.framesPerSecond variable?

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          • omz
            omz last edited by

            Wrap the _controller parameter in an ObjCInstance:

            def glkViewControllerUpdate_(_self, _cmd, _controller):
                controller = ObjCInstance(_controller)
                fps = controller.framesPerSecond()
                dt = controller.timeSinceLastUpdate()
                # ...
            
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            • Cethric
              Cethric last edited by

              @omz thanks again it works now

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              • Cethric
                Cethric last edited by

                glCreateShader always fails but I don't know why

                def loadShader(source, glsl_type):
                    shader = GLuint()
                    compiled = GLint()
                    # Create the shader object
                    shader = glCreateShader(glsl_type)
                    if(shader == 0):
                        print "Failed to create shader"
                        return 0;
                    # Load the shader source
                    glShaderSource(shader, 1, shaderSrc, 0)
                    # Compile the shader
                    glCompileShader(shader)
                    # Check the compile status
                    
                    glGetShaderiv(shader, GL_COMPILE_STATUS, ctypes.byref(compiled))
                    if(not compiled):
                        infoLen = GLint(0)
                        glGetShaderiv(shader, GL_INFO_LOG_LENGTH, ctypes.byref(infoLen))
                        if(infoLen > 1):
                            infoLog = (ctypes.c_char * infoLen)()
                            glGetShaderInfoLog(shader, infoLen, 0, infoLog);
                            print("Error compiling shader:\n%s\n" % infoLog);
                        glDeleteShader(shader);
                        return 0;
                    return shader;
                

                How glCreateShader is referenced

                try:
                    glCreateShader = c.glCreateShader
                    glCreateShader.restype = GLuint
                    glCreateShader.argtypes = [GLenum]
                except AttributeError as e:
                    if DEBUG:
                        print 'could not load the function'
                        print e
                

                Called in the setup process as

                class Renderer(Util.RenderCycler):
                    def __init__(self):
                        Util.RenderCycler.__init__(self)
                        self.r, self.g, self.b = colorsys.hsv_to_rgb((time.time() * 0.1) % 1.0, 0.1, 1)
                    
                    def setup(self, context):
                        if (EAGL.setCurrentContext(context)):
                            glClearColor(1, 1, 1, 1.0)
                            s = Util.loadShader("void main() {}", GLenum(GL_FRAGMENT_SHADER))
                            print s
                        else:
                            print "Could not Setup OpenGLES"
                            
                    def update(self, dt):
                        self.r, self.g, self.b = colorsys.hsv_to_rgb((time.time() * 0.1) % 1.0, 1.0, 1)
                    
                    def render(self, context):
                        if (EAGL.setCurrentContext(context)):
                            glClearColor(self.r, self.g, self.b, 1.0)
                            glClear(GL_COLOR_BUFFER_BIT)
                
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                • Cethric
                  Cethric last edited by Cethric

                  Anyone got an idea? @omz @JonB
                  Is it potentially because I am calling it from a custom setup event and not on a onDraw or onUpdate event?

                  EDIT: Never mind I answered my own question... It was because I was calling setup at the wrong time

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                  • Cethric
                    Cethric last edited by

                    @omz @JonB is there a way to access the GLKit Math classes? (ie. GLKMatrix4)

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                    • JonB
                      JonB last edited by JonB

                      you will need to find the structure definitions, and create your own ctypes structs.

                      for instance http://developer.limneos.net/?framework=GLKit.framework&header=GLKit-Structs.h

                      You will need to create classes that extend Structure, and implement the _fields_ appropriately. (note some of these are unions... you can either onherit from Union, or just pick which way you'd rather refer to the fields, and just use a Structure). these mostly sppesr to be simple arrays of 16 floats for example, so you could slso probably do GLKMatrix4=c_float*16 for example.

                      All of the GLKMatrix4Makexxxxxxxx functions are inlined, so you have to make your own constructors. For the most basic stule, you just define the 16 coefficients directly. zfor the more complicated versions, https://searchcode.com/codesearch/view/70695332/ may have some ideas on what these should look like, so you can roll your own.

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                      • Cethric
                        Cethric last edited by

                        Will look into it, thanks for the response

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                        • Cethric
                          Cethric last edited by

                          Working on an example file main.py to test shaders and rendering. However I cannot get the view to show a cube I think the issue is with the MVP however I do not know at what point I am going wrong, can someone please look at it and let me know
                          For simplicity I am using the euclid.py math library.

                          Thanks in advanced.

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