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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
import numpy as np
from vecutils import *
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 = np.array([
0, 1, 3, # first triangle
1, 2, 3, # second triangle
], dtype=np.uint32)
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
attrPositionIndex = glGetAttribLocation(shaderProgram, 'attrPosition')
if (attrPositionIndex != -1):
glVertexAttribPointer(attrPositionIndex, NB_POSITION_AXES, GL_FLOAT, GL_FALSE, 8 * ctypes.sizeof(ctypes.c_float), ctypes.c_void_p(0))
glEnableVertexAttribArray(attrPositionIndex)
# - Color attribute
attrColorIndex = glGetAttribLocation(shaderProgram, 'attrColor') # doesn't work ?
if (attrColorIndex != -1):
glVertexAttribPointer(attrColorIndex, NB_COLOR_AXES, GL_FLOAT, GL_FALSE, 8 * ctypes.sizeof(ctypes.c_float), ctypes.c_void_p(3 * ctypes.sizeof(ctypes.c_float)))
glEnableVertexAttribArray(attrColorIndex)
# - Texture coordinates attribute
attrTexCoordsIndex = glGetAttribLocation(shaderProgram, 'attrTexCoords')
if (attrTexCoordsIndex != -1):
glVertexAttribPointer(attrTexCoordsIndex, 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(attrTexCoordsIndex)
# 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)
if (attrPositionIndex != -1):
glDisableVertexAttribArray(attrPositionIndex)
if (attrColorIndex != -1):
glDisableVertexAttribArray(attrColorIndex)
if (attrTexCoordsIndex != -1):
glDisableVertexAttribArray(attrTexCoordsIndex)
# 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, ctypes.c_void_p(0))
#glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
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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