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opengl1.py-e
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opengl1.py-e
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#!/usr/bin/env python
# Copyright 2011, Andrew Wilson
# Licensed under the MIT license:
# http://www.opensource.org/licenses/MIT
#
# Minecraft mapping - Rendering something with OpenGL
#
# With great thanks to Joe Groff:
# http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html
from OpenGL.GL import *
import pygame, pygame.image, pygame.key
from pygame.locals import *
from opengl_tools import *
vertex_shader='''\
#version 130
uniform vec2 screen_dimensions;
uniform vec2 cam_position;
uniform float zoom;
uniform float texture_dimension;
uniform float map_dimension;
in vec4 position;
out vec2 texcoord;
void main()
{
gl_Position.xy =
(
(position.xy / 2.0 + 0.5)
* texture_dimension
- cam_position
)
* 2.0
* zoom
/ screen_dimensions;
gl_Position.zw = vec2(0.0, 1.0);
texcoord = position.xy * 0.5 + 0.5;
}
'''
fragment_shader = '''\
#version 130
uniform sampler2D texture_atlas;
uniform usampler2D map_texture;
in vec2 texcoord;
out vec4 fragcolor;
void main()
{
fragcolor = texture2D(texture_atlas, texcoord);
}
'''
class Resources(object):
pass
def make_resources():
minecraft_map = pygame.Surface((512,512))
atlas = pygame.image.load('numbered_texture_atlas.png')
vertex_buffer_data = float_array(
-1.0, -1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0)
element_buffer_data = short_array(
0,1,2,3)
resources = Resources()
resources.vertex_buffer = make_buffer(
GL_ARRAY_BUFFER,
vertex_buffer_data,
vertex_buffer_data.nbytes)
resources.element_buffer = make_buffer(
GL_ELEMENT_ARRAY_BUFFER,
element_buffer_data,
element_buffer_data.nbytes)
resources.map_texture = make_texture(
image=minecraft_map, interpolate=False,
alpha=True, integer=True)
resources.texture_atlas = make_texture(
image=atlas, interpolate=False, alpha=True)
resources.program = assemble_shader_program(
vertex_shader,
fragment_shader,
uniform_names=[
'screen_dimensions',
'cam_position',
'zoom',
'texture_dimension',
'texture_atlas',
'map_texture'],
attribute_names=[
'position'])
return resources
def render(resources, position, zoom, screen_dimensions):
screen_w, screen_h = screen_dimensions
glViewport(0,0,screen_w,screen_h)
glClearColor(0.4, 0.4, 0.4, 1.0)
glClear(GL_COLOR_BUFFER_BIT)
glUseProgram(resources.program.program)
uniforms = resources.program.uniforms
glUniform2f(uniforms['screen_dimensions'], screen_w, screen_h)
glUniform2f(uniforms['cam_position'], position[0], position[1])
glUniform1f(uniforms['zoom'], zoom)
glUniform1f(uniforms['texture_dimension'], 512.0)
glActiveTexture(GL_TEXTURE0)
glBindTexture(GL_TEXTURE_2D, resources.map_texture)
glUniform1i(resources.program.uniforms['map_texture'], 0)
glActiveTexture(GL_TEXTURE1)
glBindTexture(GL_TEXTURE_2D, resources.texture_atlas)
glUniform1i(resources.program.uniforms['texture_atlas'], 1)
glBindBuffer(GL_ARRAY_BUFFER, resources.vertex_buffer)
glVertexAttribPointer(
resources.program.attributes['position'],
4, # size
GL_FLOAT, # type
GL_FALSE, # normalized?
ctypes.sizeof(GLfloat)*4, # stride
None # offset
)
position_attribute = resources.program.attributes['position']
glEnableVertexAttribArray(position_attribute)
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, resources.element_buffer)
glDrawElements(
GL_TRIANGLE_STRIP,
4,
GL_UNSIGNED_SHORT,
None)
glDisableVertexAttribArray(position_attribute)
pygame.display.flip()
def main():
video_flags = OPENGL|DOUBLEBUF
pygame.init()
screen_dimensions = 800, 600
surface = pygame.display.set_mode(
screen_dimensions, video_flags)
resources = make_resources()
frames = 0
done = 0
zoom = 1.0
position = [256.0, 256.0]
dragging = False
draglast = 0,0
while not done:
while 1:
event = pygame.event.poll()
if event.type == NOEVENT:
break
if event.type == KEYDOWN:
pass
if event.type == QUIT:
done = 1
render(resources, position, zoom, screen_dimensions)
frames += 1
if __name__ == '__main__':
main()