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 | #!coding: utf-8
from __future__ import print_function, division
 
from OpenGL.GL import *
from OpenGL.GL import shaders
import ctypes
import pygame
 
from vecutils import * # téléchargez vecutils ici
 
vertexShader = """
#version 330 core
layout (location = 0) in vec3 attrPosition;
layout (location = 1) in vec3 attrColor;
layout (location = 2) in vec2 attrTexCoords;
 
out vec3 vsColor;
out vec2 vsTexCoords;
 
void main()
{
    gl_Position = vec4(attrPosition, 1.0);
    vsColor = attrColor;
    vsTexCoords = attrTexCoords;
}   
"""
 
fragmentShader = """
#version 330 core
uniform sampler2D texUniform;
 
in vec3 vsColor;
in vec2 vsTexCoords;
 
out vec4 FragColor;
void main()
{
    FragColor = vec4(texture(texUniform, vsTexCoords).rgb, 1);
}
"""
 
 
NB_POSITION_AXES = 3
NB_COLOR_AXES = 3
NB_TEX_COORDS_AXES = 2
 
vertices1 = farray([
    # positions        # colors         # texture coords
     0.5,  0.5, 0.0,   1.0, 0.0, 0.0,   1.0, 1.0,   # top right
     0.5, -0.5, 0.0,   0.0, 1.0, 0.0,   1.0, 0.0,   # bottom right
    -0.5, -0.5, 0.0,   0.0, 0.0, 1.0,   0.0, 0.0,   # bottom left
    -0.5,  0.5, 0.0,   1.0, 1.0, 0.0,   0.0, 1.0,   # top left 
])
 
indices1 = farray([
    0, 1, 3, # first triangle
    1, 2, 3,  # second triangle
])
 
def createObject(shaderProgram, vertices, indices):
 
    # Create a new VAO (Vertex Array Object) 
    VAO = glGenVertexArrays(1)
    VBO = glGenBuffers(1)
    EBO = glGenBuffers(1)
 
    # Bind the Vertex Array Object first
    glBindVertexArray(VAO)
 
    # Bind the Vertex Buffer
    glBindBuffer(GL_ARRAY_BUFFER, VBO)
    glBufferData(GL_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(vertices), vertices, GL_STATIC_DRAW)
 
    # Bind the Entity Buffer
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO)
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, ArrayDatatype.arrayByteCount(indices), indices, GL_STATIC_DRAW)
 
    # Configure vertex attribute
 
    # - Position attribute
    glVertexAttribPointer(0, NB_POSITION_AXES, GL_FLOAT, GL_FALSE, 8 * ctypes.sizeof(ctypes.c_float), ctypes.c_void_p(0))
    glEnableVertexAttribArray(0)
 
    # - Color attribute
    glVertexAttribPointer(1, NB_COLOR_AXES, GL_FLOAT, GL_FALSE, 8 * ctypes.sizeof(ctypes.c_float), ctypes.c_void_p(3 * ctypes.sizeof(ctypes.c_float)))
    glEnableVertexAttribArray(1)
 
    # - Texture coordinates attribute
    glVertexAttribPointer(2, NB_TEX_COORDS_AXES, GL_FLOAT, GL_FALSE, 8 * ctypes.sizeof(ctypes.c_float), ctypes.c_void_p(6 * ctypes.sizeof(ctypes.c_float)))
    glEnableVertexAttribArray(2)
 
 
    # Texture
 
    texture = glGenTextures(1)
    glBindTexture(GL_TEXTURE_2D, texture)
    # Set the texture wrapping parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) # Set texture wrapping to GL_REPEAT (default wrapping method)
    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('images/wall.jpg').convert_alpha()
    imageData = pygame.image.tostring(image, 'RGBA', 1)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image.get_width(), image.get_height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData)
    glGenerateMipmap(GL_TEXTURE_2D)
 
    # Unbind the VAO
    glBindVertexArray(0)
 
    # Unbind the VBO
    glBindBuffer(GL_ARRAY_BUFFER, 0)
    glDisableVertexAttribArray(0)
    glDisableVertexAttribArray(1)
    glDisableVertexAttribArray(2)
 
    # Unbind the EBO
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
 
    return VAO, texture
 
def initDisplay(shaderProgram):
    glEnable(GL_DEPTH_TEST)
 
    glUseProgram(shaderProgram)
    textureUniformIndex = glGetUniformLocation(shaderProgram, 'texUniform')
    glUniform1i(textureUniformIndex, 0)
 
def prepareDisplay():
    glClearColor(0.2, 0.3, 0.3, 1.0)
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
 
def drawObject(shaderProgram, VAO, texture):
 
    glActiveTexture(GL_TEXTURE0)
    glBindTexture(GL_TEXTURE_2D, texture)
 
    glUseProgram(shaderProgram)
    glBindVertexArray(VAO)
    #glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0)
    glDrawArrays(GL_TRIANGLES, 0, 6)
 
def display():
    glBindVertexArray(0)
    glUseProgram(0)
 
def main():
    pygame.init()
    screen = pygame.display.set_mode((800, 600), pygame.OPENGL|pygame.DOUBLEBUF)
 
    shaderProgram = shaders.compileProgram(
        shaders.compileShader(vertexShader, GL_VERTEX_SHADER),
        shaders.compileShader(fragmentShader, GL_FRAGMENT_SHADER))
 
    initDisplay(shaderProgram)
 
    VAO, texture = createObject(shaderProgram, vertices1, indices1)
 
    clock = pygame.time.Clock()
 
    done = False
    while not done:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True
 
        prepareDisplay()
        drawObject(shaderProgram, VAO, texture)
        display()
        pygame.display.flip()
        clock.tick(60)
 
if __name__ == '__main__':
    try:
        main()
    finally:
        pygame.quit() | 
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