-
Notifications
You must be signed in to change notification settings - Fork 68
/
ep08_pygame_cube.py
158 lines (118 loc) · 4.88 KB
/
ep08_pygame_cube.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
import os
os.environ['SDL_VIDEO_WINDOW_POS'] = '400,200'
from OpenGL.GL import *
from OpenGL.GL.shaders import compileProgram, compileShader
import pygame
import numpy as np
import pyrr
vertex_src = """
# version 330
layout(location = 0) in vec3 a_position;
layout(location = 1) in vec3 a_color;
layout(location = 2) in vec2 a_texture;
uniform mat4 rotation;
out vec3 v_color;
out vec2 v_texture;
void main()
{
gl_Position = rotation * vec4(a_position, 1.0);
v_color = a_color;
v_texture = a_texture;
}
"""
fragment_src = """
# version 330
in vec3 v_color;
in vec2 v_texture;
out vec4 out_color;
uniform sampler2D sampler_texture;
void main()
{
out_color = texture(sampler_texture, v_texture); // * vec4(v_color, 1.0f);
}
"""
vertices = [-0.5, -0.5, 0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, 0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, 0.5, -0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, 0.5, -0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
0.5, -0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.5, 0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
-0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
-0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
-0.5, -0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
0.5, -0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
0.5, -0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
-0.5, -0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0,
0.5, 0.5, -0.5, 1.0, 0.0, 0.0, 0.0, 0.0,
-0.5, 0.5, -0.5, 0.0, 1.0, 0.0, 1.0, 0.0,
-0.5, 0.5, 0.5, 0.0, 0.0, 1.0, 1.0, 1.0,
0.5, 0.5, 0.5, 1.0, 1.0, 1.0, 0.0, 1.0]
indices = [0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12,
16, 17, 18, 18, 19, 16,
20, 21, 22, 22, 23, 20]
vertices = np.array(vertices, dtype=np.float32)
indices = np.array(indices, dtype=np.uint32)
pygame.init()
pygame.display.set_mode((1280, 720), pygame.OPENGL|pygame.DOUBLEBUF|pygame.RESIZABLE)
shader = compileProgram(compileShader(vertex_src, GL_VERTEX_SHADER), compileShader(fragment_src, GL_FRAGMENT_SHADER))
# Vertex Buffer Object
VBO = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, VBO)
glBufferData(GL_ARRAY_BUFFER, vertices.nbytes, vertices, GL_STATIC_DRAW)
# Element Buffer Object
EBO = glGenBuffers(1)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.nbytes, indices, GL_STATIC_DRAW)
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(0))
glEnableVertexAttribArray(1)
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(12))
glEnableVertexAttribArray(2)
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertices.itemsize * 8, ctypes.c_void_p(24))
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
# Set the texture wrapping parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# Set texture filtering parameters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
image = pygame.image.load("textures/cat.png")
image = pygame.transform.flip(image, False, True)
image_width, image_height = image.get_rect().size
img_data = pygame.image.tostring(image, "RGBA")
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image_width, image_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img_data)
glUseProgram(shader)
glClearColor(0, 0.1, 0.1, 1)
glEnable(GL_DEPTH_TEST)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
rotation_loc = glGetUniformLocation(shader, "rotation")
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame.VIDEORESIZE:
glViewport(0, 0, event.w, event.h)
ct = pygame.time.get_ticks() / 1000
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
rot_x = pyrr.Matrix44.from_x_rotation(0.5 * ct)
rot_y = pyrr.Matrix44.from_y_rotation(0.8 * ct)
# glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, rot_x * rot_y)
# glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, rot_x @ rot_y)
glUniformMatrix4fv(rotation_loc, 1, GL_FALSE, pyrr.matrix44.multiply(rot_x, rot_y))
glDrawElements(GL_TRIANGLES, len(indices), GL_UNSIGNED_INT, None)
pygame.display.flip()
pygame.quit()