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renderer.py
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renderer.py
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import numpy as np
import ctypes
import OpenGL
# Disable error checking for a speed increase
# OpenGL.ERROR_CHECKING = False
# Manually show errors
OpenGL.ERROR_LOGGING = False
# Ensure we use numpy arrays instead of lists to prevent copying data
OpenGL.ERROR_ON_COPY = True
import OpenGL.GL as GL
import OpenGL.GL.shaders
class Renderer:
def __init__(self):
"""Modern OpenGL rendering class"""
# Chip-8 display
self.width = 64
self.height = 32
# Should be a multiple of 60 for proper timer operation
self.max_fps = 60
# Whether each pixel is on or off
self.display_state = [[0 for y in range(self.height)] for x in range(self.width)]
# Objects for vertex/color buffers
self.buffer_object = np.array([])
# Using 4 vertices per 'pixel'
self.display_buffer = np.array([0] * (4 * self.height * self.width), np.int32)
self.vertex_buffer = []
self.vertex_array_object = 0
self.attributes = {}
self.shader = 0
self.vertex_shader = """
#version 330
in vec2 position;
in int pixel_state;
flat out vec4 color; //don't interpolate the color
void main()
{
if (pixel_state == 0) {
color = vec4(0.1, 0.1, 0.1, 0.1);
} else {
color = vec4(1, 1, 1, 1);
}
gl_Position.xy = position.xy;
gl_Position.zw = vec2(0.0, 1.0);
}
"""
self.fragment_shader = """
#version 330
flat in vec4 color;
void main()
{
gl_FragColor = color;
}
"""
def bind_shader(self):
"""Compiles and binds the shader program"""
self.shader = OpenGL.GL.shaders.compileProgram(
OpenGL.GL.shaders.compileShader(self.vertex_shader, GL.GL_VERTEX_SHADER),
OpenGL.GL.shaders.compileShader(self.fragment_shader, GL.GL_FRAGMENT_SHADER)
)
GL.glUseProgram(self.shader)
def destroy(self):
"""Frees all of the allocated OpenGL resources"""
# Unbind and delete VAO first, then VBOs
GL.glBindVertexArray(0)
GL.glDeleteVertexArrays(1, np.array([self.vertex_array_object]))
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
GL.glDeleteBuffers(len(self.attributes), self.buffer_object)
# Remove attributes
for attribute in self.attributes.values():
GL.glDisableVertexAttribArray(attribute)
# Unbind shader
GL.glUseProgram(0)
def create_vertex_objects(self):
"""Generates the VAO and VBOs"""
# Shader attributes
attribute_names = ['position', 'pixel_state']
# The VAO contains both position and color VBOs
self.vertex_array_object = GL.glGenVertexArrays(1)
GL.glBindVertexArray(self.vertex_array_object)
# Generate VBOs for each of the shader attributes
self.buffer_object = GL.glGenBuffers(len(attribute_names))
# Enable the attributes
for attribute in attribute_names:
self.attributes[attribute] = GL.glGetAttribLocation(self.shader, attribute)
GL.glEnableVertexAttribArray(self.attributes[attribute])
# Bind the position buffer and describe/send its data
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffer_object[0])
GL.glVertexAttribPointer(self.attributes['position'], 2, GL.GL_FLOAT, False, 0,
ctypes.c_void_p(0))
# Add vertices of 'pixels' to the buffer
# The position of each vertex is in normalized device coordinate space
x_increment = 2.0 / self.width
y_increment = 2.0 / self.height
for y in range(self.height):
for x in range(self.width):
# Add each 'pixel' to the list
top_left = [-1.0 + (x * x_increment), -1.0 + (y * y_increment)]
self.vertex_buffer.extend([top_left[0], top_left[1]])
self.vertex_buffer.extend([top_left[0] + x_increment, top_left[1]])
self.vertex_buffer.extend([top_left[0] + x_increment, top_left[1] + y_increment])
self.vertex_buffer.extend([top_left[0], top_left[1] + y_increment])
self.vertex_buffer = np.array(self.vertex_buffer, np.float32)
# sizeof float (4) * vertex components (2) * vertices in square (4) * number of 'pixels'
GL.glBufferData(GL.GL_ARRAY_BUFFER, 4 * 2 * 4 * self.height * self.width,
self.vertex_buffer, GL.GL_STATIC_DRAW)
# Bind the color buffer and describe/send its data
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffer_object[1])
GL.glVertexAttribPointer(self.attributes['pixel_state'], 1, GL.GL_INT, False, 0,
ctypes.c_void_p(0))
# Size of int (4) * number of vertices in a square (4) * number of 'pixels'
GL.glBufferData(GL.GL_ARRAY_BUFFER, 4 * 4 * self.height * self.width,
self.display_buffer, GL.GL_DYNAMIC_DRAW)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
def get_pixel(self, x, y):
return self.display_state[x][y]
def set_pixel(self, x, y, on):
# Get offset into buffer and update only that pixel
start = (y * self.width * 4 * 4) + (x * 4 * 4)
data = np.array([np.int32(on)] * 4, np.int32)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, self.buffer_object[1])
GL.glBufferSubData(GL.GL_ARRAY_BUFFER, start, 4 * 4, data)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
# Update display state for interpreter
self.display_state[x][y] = on
def clear_screen(self):
for x in range(self.width):
for y in range(self.height):
self.set_pixel(x, y, 0)
def render(self):
"""Draw each 'pixel'"""
# Clear the color buffer first
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
GL.glDrawArrays(GL.GL_QUADS, 0, 4 * self.height * self.width)