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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()
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