This snippet is derived from the [[GLSLExample]], but uses ARB extensions instead of OpenGL 2.0. This lets those of us with older drivers use nifty shaders too.

from ctypes import * import sys import pygame from pygame.locals import * try: # For OpenGL-ctypes from OpenGL import platform gl = platform.OpenGL except ImportError: try: # For PyOpenGL gl = cdll.LoadLibrary('libGL.so') except OSError: # Load for Mac from ctypes.util import find_library path = find_library('OpenGL') # finds the absolute path to the framework gl = cdll.LoadLibrary(path) from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * 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 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 print_log(shader): length = c_int() glGetObjectParameterivARB(shader, GL_INFO_LOG_LENGTH, byref(length)) if length.value > 0: log = create_string_buffer(length.value) glGetInfoLogARB(shader, length, byref(length), log) print >> sys.stderr, log.value 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): print_log(shader) 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 = 640, 480 pygame.init() pygame.display.set_mode((width, height), OPENGL | DOUBLEBUF) program = compile_program(''' varying vec3 normal; void main() { normal = gl_NormalMatrix * gl_Normal; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; } ''', ''' varying vec3 normal; void main() { float intensity; vec4 color; vec3 n = normalize(normal); vec3 l = normalize(gl_LightSource[0].position).xyz; // quantize to 5 steps (0, .25, .5, .75 and 1) intensity = (floor(dot(l, n) * 4.0) + 1.0)/4.0; color = vec4(intensity*1.0, intensity*0.5, intensity*0.5, intensity*1.0); 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 angle = 0 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) glRotate(angle, 0.0, 1.0, 0.0) glUseProgramObjectARB(program) glutSolidTeapot(1.0) angle += 0.1 pygame.display.flip()