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La til kurskoden, samt foiler
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VisPy.pdf
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BIN
VisPy.pdf
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kurs1.py
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37
kurs1.py
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import numpy as np
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from vispy import app
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from vispy import gloo
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vertex = """
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attribute vec2 a_position;
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void main (void)
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{
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gl_Position = vec4(a_position, 0.0, 1.0);
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}
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"""
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fragment = """
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void main()
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{
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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"""
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c = app.Canvas(keys='interactive')
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program = gloo.Program(vertex, fragment)
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program['a_position'] = np.float32(np.c_[
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np.linspace(-1.0, +1.0, 1000),
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np.random.uniform(-0.5, +0.5, 1000)])
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@c.connect
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def on_resize(event):
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gloo.set_viewport(0, 0, *event.size)
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@c.connect
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def on_draw(event):
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gloo.clear((1,1,1,1))
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program.draw('line_strip')
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c.show()
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app.run()
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55
kurs2.py
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kurs2.py
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from vispy import gloo
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from vispy import app
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import numpy as np
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# Create vertices
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vPosition = np.array([[-0.8, -0.8, 0.0], [+0.7, -0.7, 0.0],
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[-0.7, +0.7, 0.0]], np.float32)
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VERT_SHADER = """ // simple vertex shader
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attribute vec3 a_position;
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void main (void) {
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gl_Position = vec4(a_position, 1.0);
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}
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"""
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FRAG_SHADER = """ // simple fragment shader
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uniform vec4 u_color;
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varying float time;
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void main()
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{
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gl_FragColor = vec4(gl_FragCoord.x,0.5+0.5*sin(gl_FragCoord.y) ,gl_FragCoord.y, 1.0);
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// gl_FragColor = vec4(gl_FragCoord.x, gl_FragCoord.y, 0.5+0.5*sin(gl_FragCoord.y ),1.0);
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}
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"""
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class Canvas(app.Canvas):
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def __init__(self):
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app.Canvas.__init__(self, keys='interactive')
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# Create program
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self._program = gloo.Program(VERT_SHADER, FRAG_SHADER)
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# Set uniform and attribute
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self._program['u_color'] = 0.2, 1.0, 0.4, 1
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self._program['a_position'] = gloo.VertexBuffer(vPosition)
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gloo.set_clear_color('white')
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self.show()
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def on_resize(self, event):
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width, height = event.physical_size
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gloo.set_viewport(0, 0, width, height)
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def on_draw(self, event):
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gloo.clear()
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self._program.draw('triangle_strip')
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if __name__ == '__main__':
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c = Canvas()
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app.run()
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156
kurs3.py
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kurs3.py
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import numpy as np
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from vispy import app, gloo
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from vispy.util.transforms import perspective, translate, rotate
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vert = """
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// Uniforms
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// ------------------------------------
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uniform mat4 u_model;
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uniform mat4 u_view;
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uniform mat4 u_projection;
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uniform vec4 u_color;
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// Attributes
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// ------------------------------------
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attribute vec3 a_position;
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attribute vec4 a_color;
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attribute vec3 a_normal;
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// Varying
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// ------------------------------------
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varying vec4 v_color;
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void main()
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{
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v_color = a_color * u_color;
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gl_Position = u_projection * u_view * u_model * vec4(a_position,1.0);
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}
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"""
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frag = """
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// Varying
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// ------------------------------------
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varying vec4 v_color;
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void main()
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{
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gl_FragColor = v_color;
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}
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"""
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# -----------------------------------------------------------------------------
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def cube():
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"""
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Build vertices for a colored cube.
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V is the vertices
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I1 is the indices for a filled cube (use with GL_TRIANGLES)
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I2 is the indices for an outline cube (use with GL_LINES)
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"""
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vtype = [('a_position', np.float32, 3),
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('a_normal', np.float32, 3),
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('a_color', np.float32, 4)]
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# Vertices positions
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v = [[1, 1, 1], [-1, 1, 1], [-1, -1, 1], [1, -1, 1],
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[1, -1, -1], [1, 1, -1], [-1, 1, -1], [-1, -1, -1]]
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# Face Normals
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n = [[0, 0, 1], [1, 0, 0], [0, 1, 0],
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[-1, 0, 0], [0, -1, 0], [0, 0, -1]]
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# Vertice colors
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c = [[0, 1, 1, 1], [0, 0, 1, 1], [0, 0, 0, 1], [0, 1, 0, 1],
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[1, 1, 0, 1], [1, 1, 1, 1], [1, 0, 1, 1], [1, 0, 0, 1]]
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V = np.array([(v[0], n[0], c[0]), (v[1], n[0], c[1]),
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(v[2], n[0], c[2]), (v[3], n[0], c[3]),
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(v[0], n[1], c[0]), (v[3], n[1], c[3]),
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(v[4], n[1], c[4]), (v[5], n[1], c[5]),
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(v[0], n[2], c[0]), (v[5], n[2], c[5]),
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(v[6], n[2], c[6]), (v[1], n[2], c[1]),
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(v[1], n[3], c[1]), (v[6], n[3], c[6]),
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(v[7], n[3], c[7]), (v[2], n[3], c[2]),
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(v[7], n[4], c[7]), (v[4], n[4], c[4]),
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(v[3], n[4], c[3]), (v[2], n[4], c[2]),
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(v[4], n[5], c[4]), (v[7], n[5], c[7]),
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(v[6], n[5], c[6]), (v[5], n[5], c[5])],
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dtype=vtype)
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I1 = np.resize(np.array([0, 1, 2, 0, 2, 3], dtype=np.uint32), 6 * (2 * 3))
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I1 += np.repeat(4 * np.arange(2 * 3, dtype=np.uint32), 6)
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I2 = np.resize(
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np.array([0, 1, 1, 2, 2, 3, 3, 0], dtype=np.uint32), 6 * (2 * 4))
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I2 += np.repeat(4 * np.arange(6, dtype=np.uint32), 8)
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return V, I1, I2
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# -----------------------------------------------------------------------------
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class Canvas(app.Canvas):
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def __init__(self):
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app.Canvas.__init__(self, keys='interactive', size=(800, 600))
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self.vertices, self.filled, self.outline = cube()
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self.filled_buf = gloo.IndexBuffer(self.filled)
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self.outline_buf = gloo.IndexBuffer(self.outline)
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self.program = gloo.Program(vert, frag)
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self.program.bind(gloo.VertexBuffer(self.vertices))
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self.view = translate((0, 0, -5))
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self.model = np.eye(4, dtype=np.float32)
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gloo.set_viewport(0, 0, self.physical_size[0], self.physical_size[1])
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self.projection = perspective(45.0, self.size[0] /
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float(self.size[1]), 2.0, 10.0)
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self.program['u_projection'] = self.projection
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self.program['u_model'] = self.model
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self.program['u_view'] = self.view
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self.theta = 0
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self.phi = 0
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gloo.set_clear_color('white')
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gloo.set_state('opaque')
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gloo.set_polygon_offset(1, 1)
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self._timer = app.Timer('auto', connect=self.on_timer, start=True)
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self.show()
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# ---------------------------------
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def on_timer(self, event):
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self.theta += .3
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self.phi += .0
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self.model = np.dot(rotate(self.theta, (0, 1, 0)),
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rotate(self.phi, (0, 0, 1)))
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self.program['u_model'] = self.model
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self.update()
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# ---------------------------------
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def on_resize(self, event):
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gloo.set_viewport(0, 0, event.physical_size[0], event.physical_size[1])
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self.projection = perspective(45.0, event.size[0] /
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float(event.size[1]), 2.0, 10.0)
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self.program['u_projection'] = self.projection
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# ---------------------------------
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def on_draw(self, event):
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gloo.clear()
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# Filled cube
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gloo.set_state(blend=False, depth_test=True, polygon_offset_fill=True)
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self.program['u_color'] = 1, 1, 1, 1
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self.program.draw('triangles', self.filled_buf)
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# Outline
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gloo.set_state(blend=True, depth_test=True, polygon_offset_fill=False)
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gloo.set_depth_mask(False)
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self.program['u_color'] = 0, 0, 0, 1
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self.program.draw('lines', self.outline_buf)
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gloo.set_depth_mask(True)
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# -----------------------------------------------------------------------------
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if __name__ == '__main__':
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c = Canvas()
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app.run()
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