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Go to file| #!/usr/bin/env python | |
| # The MIT License (MIT) | |
| # | |
| # Copyright (c) 2014 Richard Hawkins | |
| # | |
| # Permission is hereby granted, free of charge, to any person obtaining a copy | |
| # of this software and associated documentation files (the "Software"), to deal | |
| # in the Software without restriction, including without limitation the rights | |
| # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| # copies of the Software, and to permit persons to whom the Software is | |
| # furnished to do so, subject to the following conditions: | |
| # | |
| # The above copyright notice and this permission notice shall be included in | |
| # all copies or substantial portions of the Software. | |
| # | |
| # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
| # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
| # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
| # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
| # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
| # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
| # THE SOFTWARE. | |
| ''' modified quite a bit by Paddy Gaunt 19Jul2019. See | |
| https://gist.github.com/hurricanerix/3be8221128d943ae2827 for original | |
| any key toggle lines, triangles, points | |
| mouse click toggle glDrawElements, glDrawArrays | |
| ''' | |
| import ctypes | |
| import numpy as np | |
| import sys | |
| import sdl2 | |
| from OpenGL import GL as gl | |
| from OpenGL.GL import shaders | |
| WINDOW_WIDTH = 1024 | |
| WINDOW_HEIGHT = 768 | |
| VERT_SOURCE = b""" | |
| uniform mat4 model_matrix; | |
| uniform mat4 view_matrix; | |
| uniform mat4 proj_matrix; | |
| attribute vec3 mc_vertex; | |
| attribute vec3 mc_colour; | |
| varying vec4 colour; | |
| void main() | |
| { | |
| mat4 mv_matrix = view_matrix * model_matrix; | |
| vec4 cc_vertex = mv_matrix * vec4(mc_vertex, 1.0); | |
| colour = vec4(mc_colour, 1.0); | |
| gl_Position = proj_matrix * cc_vertex; | |
| }""" | |
| FRAG_SOURCE = b""" | |
| varying vec4 colour; | |
| void main() | |
| { | |
| gl_FragColor = colour; | |
| }""" | |
| VERTICES = np.array([0.0, 0.0, 0.0, 1.0, 0.0, 0.0, | |
| 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, | |
| 1.0, 1.0, 0.0, 0.0, 0.0, 1.0, # subtle diff c.f. vert[5] to see array v. elements | |
| 0.0, 1.0, 0.0, 0.5, 0.5, 0.5, | |
| 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, | |
| 1.0, 1.0, 0.0, 0.1, 0.1, 0.9], dtype=np.float32) | |
| ELEMENTS = np.array([0, 1, 2, 3, 0, 2], dtype=np.int16) | |
| def get_4x4_transform(scale_x, scale_y, trans_x, trans_y, trans_z): | |
| transform = np.array([scale_x, 0.0, 0.0, trans_x, | |
| 0.0, scale_y, 0.0, trans_y, | |
| 0.0, 0.0, 1.0, trans_z, | |
| 0.0, 0.0, 0.0, 1.0], dtype=np.float) | |
| return transform | |
| def _get_projection_matrix(left, right, bottom, top): | |
| zNear = -25.0 | |
| zFar = 25.0 | |
| inv_z = 1.0 / (zFar - zNear) | |
| inv_y = 1.0 / (top - bottom) | |
| inv_x = 1.0 / (right - left) | |
| mat = np.array([2.0 * inv_x, 0.0, 0.0, -(right + left) * inv_x, | |
| 0.0, 2.0 * inv_y, 0.0, -(top + bottom) * inv_y, | |
| 0.0, 0.0, -2.0 * inv_z, -(zFar + zNear) * inv_z, | |
| 0.0, 0.0, 0.0, 1.0], dtype=np.float) | |
| return mat | |
| def _get_view_matrix(x, y): | |
| scale_x = 1.0 | |
| scale_y = 1.0 | |
| trans_x = x | |
| trans_y = y | |
| layer = 1.0 | |
| return get_4x4_transform(scale_x, scale_y, trans_x, trans_y, layer) | |
| if __name__ == "__main__": | |
| # Init | |
| sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) | |
| sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MAJOR_VERSION, 2) | |
| sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MINOR_VERSION, 0) | |
| sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_PROFILE_MASK, | |
| sdl2.SDL_GL_CONTEXT_PROFILE_CORE) | |
| sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) | |
| sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DEPTH_SIZE, 24) | |
| sdl2.SDL_GL_SetSwapInterval(1) | |
| window = sdl2.SDL_CreateWindow( | |
| b"Python/SDL2/OpenGL", sdl2.SDL_WINDOWPOS_CENTERED, | |
| sdl2.SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, | |
| sdl2.SDL_WINDOW_OPENGL | sdl2.SDL_WINDOW_SHOWN) | |
| if not window: | |
| sys.stderr.write("Error: Could not create window\n") | |
| exit(1) | |
| glcontext = sdl2.SDL_GL_CreateContext(window) | |
| gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) | |
| gl.glEnable(gl.GL_DEPTH_TEST) | |
| gl.glEnable(gl.GL_CULL_FACE) | |
| gl.glEnable(gl.GL_BLEND) | |
| gl.glPointSize(4.0) | |
| gl.glClearColor(0.3, 0.3, 0.3, 1.0) | |
| # Load Shader | |
| attrib_locs = { | |
| b"mc_vertex": -1, | |
| } | |
| uniform_locs = { | |
| b"model_matrix": -1, | |
| b"view_matrix": -1, | |
| b"proj_matrix": -1, | |
| } | |
| vert_prog = shaders.compileShader(VERT_SOURCE, gl.GL_VERTEX_SHADER) | |
| if not gl.glGetShaderiv(vert_prog, gl.GL_COMPILE_STATUS): | |
| sys.stderr.write("Error: Could not compile vertex shader.\n") | |
| exit(2) | |
| frag_prog = shaders.compileShader(FRAG_SOURCE, gl.GL_FRAGMENT_SHADER) | |
| if not gl.glGetShaderiv(frag_prog, gl.GL_COMPILE_STATUS): | |
| sys.stderr.write("Error: Could not compile fragment shader.\n") | |
| exit(3) | |
| shader = gl.glCreateProgram() | |
| gl.glAttachShader(shader, vert_prog) | |
| gl.glAttachShader(shader, frag_prog) | |
| gl.glLinkProgram(shader) | |
| if gl.glGetProgramiv(shader, gl.GL_LINK_STATUS) != gl.GL_TRUE: | |
| sys.stderr.write("Error: {0}\n".format(gl.glGetProgramInfoLog(shader))) | |
| exit(4) | |
| for name in [b'mc_vertex', b'mc_colour']: | |
| attrib_locs[name] = gl.glGetAttribLocation(shader, name) | |
| for name in [b'model_matrix', b'view_matrix', b'proj_matrix']: | |
| uniform_locs[name] = gl.glGetUniformLocation(shader, name) | |
| # Load Object | |
| vertex_buffer = gl.glGenBuffers(1) | |
| gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vertex_buffer) | |
| gl.glBufferData(gl.GL_ARRAY_BUFFER, VERTICES.nbytes, VERTICES, | |
| gl.GL_STATIC_DRAW) | |
| element_buffer = gl.glGenBuffers(1) | |
| gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, element_buffer) | |
| gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, ELEMENTS.nbytes, ELEMENTS, | |
| gl.GL_STATIC_DRAW) | |
| gl.glVertexAttribPointer(attrib_locs[b'mc_vertex'], 3, gl.GL_FLOAT, False, | |
| 24, ctypes.c_void_p(0)) | |
| gl.glVertexAttribPointer(attrib_locs[b'mc_colour'], 3, gl.GL_FLOAT, False, | |
| 24, ctypes.c_void_p(12)) | |
| gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) | |
| #gl.glBindVertexArray(0) | |
| # Loop | |
| running = True | |
| event = sdl2.SDL_Event() | |
| object_w = 200 | |
| object_h = 200 | |
| i = 0 | |
| d_type = [gl.GL_POINTS, gl.GL_TRIANGLES, gl.GL_LINES, gl.GL_LINE_LOOP] | |
| use_arrays = False | |
| while running: | |
| while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0: | |
| if event.type == sdl2.SDL_QUIT: | |
| running = False | |
| if event.type == sdl2.events.SDL_KEYDOWN: | |
| #print("SDL_KEYDOWN") | |
| i += 1 | |
| if i >= len(d_type): | |
| i = 0 | |
| if event.key.keysym.sym == sdl2.SDLK_ESCAPE: | |
| running = False | |
| if (event.type == sdl2.SDL_MOUSEMOTION): | |
| #print("SDL_MOUSEMOTION") | |
| object_w = event.motion.x * 0.2 + 200 | |
| object_h = event.motion.y * 0.2 + 200 | |
| gl.glPointSize(object_w * 0.05) | |
| gl.glLineWidth(object_h * 0.05) | |
| if (event.type == sdl2.SDL_MOUSEBUTTONDOWN): | |
| #print("SDL_MOUSEBUTTONDOWN") | |
| use_arrays = not use_arrays | |
| # Update model_matrix | |
| object_x = WINDOW_WIDTH / 2 - object_w / 2 | |
| object_y = WINDOW_HEIGHT / 2 - object_h / 2 | |
| model_matrix = get_4x4_transform(scale_x=object_w, scale_y=object_h, | |
| trans_x=object_x, trans_y=object_y, | |
| trans_z=1.0) | |
| # Update proj_matrix | |
| proj_matrix = _get_projection_matrix(0.0, WINDOW_WIDTH, | |
| 0.0, WINDOW_HEIGHT) | |
| # Update view_matrix | |
| view_matrix = _get_view_matrix(1.0, 1.0) | |
| # Start Rendering | |
| gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) | |
| gl.glUseProgram(shader) | |
| # Draw object | |
| gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vertex_buffer) | |
| gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, element_buffer) | |
| gl.glEnableVertexAttribArray(attrib_locs[b'mc_vertex']) | |
| gl.glEnableVertexAttribArray(attrib_locs[b'mc_colour']) | |
| gl.glUniformMatrix4fv(uniform_locs[b'model_matrix'], 1, gl.GL_TRUE, | |
| model_matrix) | |
| gl.glUniformMatrix4fv(uniform_locs[b'view_matrix'], 1, gl.GL_TRUE, | |
| view_matrix) | |
| gl.glUniformMatrix4fv(uniform_locs[b'proj_matrix'], 1, gl.GL_TRUE, | |
| proj_matrix) | |
| if use_arrays: # toggle with mouse click. Any key change points, triangles, lines | |
| gl.glDrawArrays(d_type[i], 0, int(len(VERTICES) / 6.0)) | |
| else: | |
| gl.glDrawElements(d_type[i], len(ELEMENTS), gl.GL_UNSIGNED_SHORT, None) | |
| gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) | |
| gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) | |
| # Stop Rendering | |
| gl.glUseProgram(0) | |
| sdl2.SDL_GL_SwapWindow(window) | |
| sdl2.SDL_GL_DeleteContext(glcontext) | |
| sdl2.SDL_DestroyWindow(window) | |
| sdl2.SDL_Quit() |