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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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    • 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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