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import glfw
import typing
import numpy as np
from OpenGL.GL import *
import OpenGL.GL.shaders as shaders
from .twod import Texture
from .input.callbacks import CallbackHandler
if typing.TYPE_CHECKING:
from .app import TxtGameApp
class PlatformError(Exception):
pass
class PlatformComponent:
def __init__(self, app: 'TxtGameApp'):
self.app = app
def init(self):
glfw.init()
self.init_window()
glfw.make_context_current(self.app.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.app.window = glfw.create_window(
*self.app.size, self.app.name, None, None)
if not self.app.window:
raise PlatformError("Failed to initialize glfw window")
@property
def should_close(self) -> bool:
return glfw.window_should_close(self.app.window)
@should_close.setter
def should_close(self, val: bool):
glfw.set_window_should_close(val, self.app.window)
@staticmethod
def poll_events():
glfw.poll_events()
@staticmethod
def init_callbacks(window, handler: CallbackHandler):
glfw.set_key_callback(window, handler.get_keyboard_input_callback)
#glfw.set_mouse_button_callback(window, handler.get_mouse_click_callback())
#glfw.set_cursor_pos_callback(window, handler.get_mouse_move_callback())
def cleanup(self):
glfw.destroy_window(self.app.window)
glfw.terminate()
def swap_buffers(self):
glfw.swap_buffers(self.app.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 CoordinateComponent:
def __init__(self, app: 'TxtGameApp'):
self.screen_x = [-1, 1]
self.screen_y = [1, -1]
self.app = app
@property
def pixel_x(self):
return [0, self.app.size[0]]
@property
def pixel_y(self):
return [0, self.app.size[1]]
def from_screen_to_pixels(self, x: float, y: float) -> typing.Tuple[int, int]:
return int(np.interp(x, self.screen_x, self.pixel_x)), \
int(np.interp(y, self.screen_y, self.pixel_y))
def from_pixels_to_screen(self, x: int, y: int) -> typing.Tuple[float, float]:
return np.interp(x, self.pixel_x, self.screen_x), \
np.interp(y, self.pixel_y, self.screen_y)
class ShaderComponent:
def __init__(self, app: 'TxtGameApp'):
self.app = app
@staticmethod
def load_shaders(vertex_file: str, fragment_file: str):
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)
@staticmethod
def bind_shader(prog_id: int):
glUseProgram(prog_id)
@staticmethod
def get_uniform_location(prog_id: int, name: str):
return glGetUniformLocation(prog_id, name)
class RenderComponent:
def __init__(self, app: 'TxtGameApp'):
self.app = app
@staticmethod
def setup_vertex_arrays():
arr = glGenVertexArrays(1)
glBindVertexArray(arr)
@staticmethod
def setup_buffer(arr, mode=GL_STATIC_DRAW):
if not hasattr(arr, 'itemsize'):
arr = np.array(arr, np.float32)
buf = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, buf)
glBufferData(GL_ARRAY_BUFFER, arr.itemsize *
arr.size, arr, mode)
return buf
@staticmethod
def triangle(buf, count=3):
glEnableVertexAttribArray(0)
glBindBuffer(GL_ARRAY_BUFFER, buf)
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, None)
glDrawArrays(GL_TRIANGLE_STRIP, 0, count)
glDisableVertexAttribArray(0)
@staticmethod
def bind_texture(shader_location, texture):
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, texture.gl_texid)
glUniform1i(shader_location, 0)
def textured_triangle(self, triangle, uvs, count=3):
glEnableVertexAttribArray(1)
glBindBuffer(GL_ARRAY_BUFFER, uvs)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, None)
self.triangle(triangle, count)
glDisableVertexAttribArray(1)
def setup_texture(self, width: int, height: int, data: np.ndarray):
tex_id = glGenTextures(1)
glPixelStorei(GL_UNPACK_ALIGNMENT, 4)
glBindTexture(GL_TEXTURE_2D, tex_id)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data)
return tex_id
def free_texture(self, gl_texid: int):
glBindTexture(gl_texid, 0) # unbind the texture
glDeleteTextures(1, gl_texid) # actually delete it
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