import numpy as np from PIL import Image from .scenes import SceneTxtGameApp, Scene from pathlib import Path from .shaders import TextureShader shader_path = Path(__file__).parent / 'builtin_shaders' class TriangleScene(Scene): TRIANGLE_DATA = [ -1.0, -1.0, 1.0, -1.0, 0.0, 1.0, ] def on_enter(self): self.default_shaders = self.app.shaders.load_shaders( str(shader_path / 'basic/vertex.glsl'), str(shader_path / 'basic/fragment.glsl')) self.tri_buffer = self.app.render.setup_buffer( np.array(self.TRIANGLE_DATA, np.float32)) self.t = 0 def update(self, delta): self.t += delta if self.t > 10: self.push_scene(EvilTriangleScene) self.t = 0 with self.default_shaders: self.app.render.triangle(self.tri_buffer) class EvilTriangleScene(TriangleScene): TRIANGLE_DATA = [ -1.0, 1.0, 1.0, 1.0, 0.0, -1.0, ] def update(self, delta): super().update(delta) self.t = 0 class TextureScene(Scene): def on_enter(self): self.texture_shaders = TextureShader(self.app) self.texture = self.app.render.setup_texture_from_pil(Image.open('test_image.png')) self.triangle = self.app.render.setup_buffer( np.array([ -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, ], np.float32)) self.uvs = self.app.render.setup_buffer( np.array([ 0, 0, 1, 0, 0, 1, ], np.float32)) def update(self, delta: float): with self.texture_shaders: self.app.render.textured_triangle(self.texture_shaders.textureSampler, self.texture, self.triangle, self.uvs) class TestApp(SceneTxtGameApp): MAIN_SCENE_T = TextureScene def init(self): super().init() self.render.setup_vertex_arrays() # self.platform.check_debug() if __name__ == '__main__': a = TestApp((640, 480), "OpenGL window") a.start()