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import glfw
import typing
from OpenGL.GL import *
import OpenGL.GL.shaders as shaders
if typing.TYPE_CHECKING:
from .app import TxtGameApp
class PlatformError(Exception):
pass
class PlatformComponent:
def __init__(self, app: 'TxtGameApp'):
self.app = app
self.window = None
def init(self):
glfw.init()
self.init_window()
glfw.make_context_current(self.window)
glViewport(0, 0, *self.app.size)
@staticmethod
def monotonic_time():
return glfw.get_time()
@staticmethod
def enable_vsync():
glfw.swap_interval(1)
def init_window(self):
glfw.window_hint(glfw.CLIENT_API, glfw.OPENGL_API)
glfw.window_hint(glfw.RESIZABLE, glfw.FALSE)
glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, glfw.TRUE)
glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
glfw.window_hint(glfw.OPENGL_DEBUG_CONTEXT, glfw.TRUE)
glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
self.window = glfw.create_window(
*self.app.size, self.app.name, None, None)
if not self.window:
raise PlatformError("Failed to initialize glfw window")
@property
def should_close(self) -> bool:
return glfw.window_should_close(self.window)
@should_close.setter
def should_close(self, val: bool):
glfw.set_window_should_close(val)
@staticmethod
def poll_events():
glfw.poll_events()
def cleanup(self):
glfw.destroy_window(self.window)
glfw.terminate()
def swap_buffers(self):
glfw.swap_buffers(self.window)
@staticmethod
def set_clear_color(r, g, b, a):
glClearColor(r, g, b, a)
@staticmethod
def print_debug_message(source, msg_type, msg_id, severity, length, raw, user):
print('OPENGL ERROR', source, msg_type, msg_id, severity)
def check_debug(self):
assert (glGetIntegerv(GL_CONTEXT_FLAGS)
& GL_CONTEXT_FLAG_DEBUG_BIT) != 0
glDebugMessageCallback(GLDEBUGPROC(self.print_debug_message), None)
@staticmethod
def clear_background(depth_buffer=False):
glClear(GL_COLOR_BUFFER_BIT | (
depth_buffer and GL_DEPTH_BUFFER_BIT or 0))
class ShaderComponent:
def __init__(self, app: 'TxtGameApp'):
self.app = app
@staticmethod
def load_shaders(vertex_file, fragment_file):
with open(vertex_file) as fp:
vertex_source = fp.read()
with open(fragment_file) as fp:
fragment_source = fp.read()
vertex_shader = shaders.compileShader(vertex_source, GL_VERTEX_SHADER)
fragment_shader = shaders.compileShader(
fragment_source, GL_FRAGMENT_SHADER)
return shaders.compileProgram(vertex_shader, fragment_shader)
class RenderComponent:
def __init__(self, app: 'TxtGameApp'):
self.app = app
@staticmethod
def setup_vertex_arrays():
arr = glGenVertexArrays(1)
glBindVertexArray(arr)
@staticmethod
def setup_triangle(arr):
buf = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buf)
glBufferData(GL_ARRAY_BUFFER, arr.itemsize *
arr.size, arr, GL_STATIC_DRAW)
return buf
@staticmethod
def triangle(buf):
glEnableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, buf)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, None)
glDrawArrays(GL_TRIANGLES, 0, 3)
glDisableVertexAttribArray(0)
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