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Copy pathColorful Stacked Patterns - 2.py
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Colorful Stacked Patterns - 2.py
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import ctypes
import sys
import pygame
import moderngl
vertex_shader_sprite = """
#version 330
in vec2 in_position;
in vec2 in_uv;
out vec2 v_uv;
void main()
{
v_uv = in_uv;
gl_Position = vec4(in_position, 0.0, 1.0);
}
"""
fragment_shader_sprite = """
#version 330
out vec4 fragColor;
uniform sampler2D u_texture;
uniform float y;
in vec2 v_uv;
#define PI 3.1415926535897932384626433832795;
float rand(vec2 c){
return fract(sin(dot(c.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
float noise(vec2 p, float freq ){
float unit = 1/freq;
vec2 ij = floor(p/unit);
vec2 xy = mod(p,unit)/unit;
xy = 3.*xy*xy-2.*xy*xy*xy;
//xy = 0.5*(1.-cos(PI*xy));
float a = rand((ij+vec2(0.,0.)));
float b = rand((ij+vec2(1.,0.)));
float c = rand((ij+vec2(0.,1.)));
float d = rand((ij+vec2(1.,1.)));
float x1 = mix(a, b, xy.x);
float x2 = mix(c, d, xy.x);
return mix(x1, x2, xy.y);
}
float pNoise(vec2 p, int res){
float persistance = .5;
float n = 0.;
float normK = 0.;
float f = 4.;
float amp = 1.;
int iCount = 0;
for (int i = 0; i<50; i++){
n+=amp*noise(p, f);
f*=2.;
normK+=amp;
amp*=persistance;
if (iCount == res) break;
iCount++;
}
float nf = n/normK;
return nf*nf*nf*nf;
}
void main()
{
//fragColor = texture(u_texture, v_uv)*pNoise(vec2(v_uv.x, y+v_uv.y), 1);
vec2 new_v_uv = v_uv*2;
float transparency = pNoise(vec2(new_v_uv.x, new_v_uv.y+y), 1);
if (transparency < 0.075) {
discard;
} else {
float y = y/3;
fragColor = vec4(0.05+pNoise(vec2(y-50, -y+50), 1), 0.05+pNoise(vec2(-y, y), 1), 0.05+pNoise(vec2(y+600, y-750), 1), 1)*(0.9+transparency);
}
}
"""
class ModernGLGroup(pygame.sprite.Group):
gl_context = None
gl_program = None
gl_buffer = None
gl_vao = None
gl_textures = {}
y = 0
def __init__(self, sprites = None):
if sprites == None:
super().__init__()
else:
super().__init__(sprites)
def get_program():
if ModernGLGroup.gl_program == None:
ModernGLGroup.gl_program = ModernGLGroup.gl_context.program(
vertex_shader = vertex_shader_sprite,
fragment_shader = fragment_shader_sprite)
return ModernGLGroup.gl_program
def get_buffer():
if ModernGLGroup.gl_buffer == None:
ModernGLGroup.gl_buffer = ModernGLGroup.gl_context.buffer(None, reserve=6*4*4)
return ModernGLGroup.gl_buffer
def get_vao():
if ModernGLGroup.gl_vao == None:
ModernGLGroup.gl_vao = ModernGLGroup.gl_context.vertex_array(
ModernGLGroup.get_program(), [(ModernGLGroup.get_buffer(), "2f4 2f4", "in_position", "in_uv")])
return ModernGLGroup.gl_vao
def get_texture(image):
if not image in ModernGLGroup.gl_textures:
rgba_image = image.convert_alpha()
texture = ModernGLGroup.gl_context.texture(rgba_image.get_size(), 4, rgba_image.get_buffer())
texture.swizzle = 'BGRA'
ModernGLGroup.gl_textures[image] = texture
return ModernGLGroup.gl_textures[image]
def convert_vertex(pt, surface):
return pt[0] / surface.get_width() * 2 - 1, 1 - pt[1] / surface.get_height() * 2
def render(sprite, surface):
corners = [
ModernGLGroup.convert_vertex(sprite.rect.bottomleft, surface),
ModernGLGroup.convert_vertex(sprite.rect.bottomright, surface),
ModernGLGroup.convert_vertex(sprite.rect.topright, surface),
ModernGLGroup.convert_vertex(sprite.rect.topleft, surface)]
vertices_quad_2d = (ctypes.c_float * (6*4))(
*corners[0], 0.0, 1.0,
*corners[1], 1.0, 1.0,
*corners[2], 1.0, 0.0,
*corners[0], 0.0, 1.0,
*corners[2], 1.0, 0.0,
*corners[3], 0.0, 0.0)
ModernGLGroup.get_buffer().write(vertices_quad_2d)
ModernGLGroup.get_program()["y"] = ModernGLGroup.y
ModernGLGroup.get_texture(sprite.image).use(0)
ModernGLGroup.get_vao().render()
ModernGLGroup.y += 0.001
def draw(self, surface):
for sprite in self:
ModernGLGroup.render(sprite, surface)
class SpriteObject(pygame.sprite.Sprite):
def __init__(self, size):
super().__init__()
self.image = pygame.Surface(size, pygame.SRCALPHA)
self.rect = self.image.get_rect(center = (size[0]//2, size[1]//2))
pygame.init()
window = pygame.display.set_mode(
(1280, 720),
pygame.DOUBLEBUF|pygame.OPENGL|pygame.HWACCEL,
vsync=True)
pygame.display.set_caption("Colorful Stacked Patterns - 2")
clock = pygame.time.Clock()
gl_context = moderngl.create_context()
gl_context.enable(moderngl.BLEND)
ModernGLGroup.gl_context = gl_context
sprite_object = SpriteObject(window.get_size())
group = ModernGLGroup(sprite_object)
run = True
fullscreen = False
while 1:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key == pygame.K_F11:
fullscreen = not fullscreen
if fullscreen:
window = pygame.display.set_mode(
(0, 0),
pygame.DOUBLEBUF|pygame.OPENGL|pygame.FULLSCREEN|pygame.HWACCEL,
vsync=True)
else:
window = pygame.display.set_mode(
(1280, 720),
pygame.DOUBLEBUF|pygame.OPENGL|pygame.HWACCEL,
vsync=True)
ModernGLGroup.gl_context.viewport = (
0,
0,
*pygame.display.get_window_size())
sprite_object = SpriteObject(window.get_size())
group = ModernGLGroup(sprite_object)
gl_context.clear(0, 0, 0)
group.draw(window)
pygame.display.flip()
clock.tick(200)
pygame.quit()
exit()