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ex_texture_boo.py
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# coding=utf-8
"""Textures and transformations in 2D"""
import glfw
from OpenGL.GL import *
import OpenGL.GL.shaders
import numpy as np
import sys, os.path
sys.path.append(os.path.dirname(os.path.dirname(os.path.abspath(__file__))))
from grafica.gpu_shape import GPUShape, SIZE_IN_BYTES
import grafica.transformations as tr
import grafica.basic_shapes as bs
import grafica.easy_shaders as es
from grafica.assets_path import getAssetPath
__author__ = "Daniel Calderon"
__license__ = "MIT"
# A class to store the application control
class Controller:
def __init__(self):
self.fillPolygon = True
# global controller as communication with the callback function
controller = Controller()
def on_key(window, key, scancode, action, mods):
if action != glfw.PRESS:
return
global controller
if key == glfw.KEY_SPACE:
controller.fillPolygon = not controller.fillPolygon
elif key == glfw.KEY_ESCAPE:
glfw.set_window_should_close(window, True)
else:
print('Unknown key')
if __name__ == "__main__":
# Initialize glfw
if not glfw.init():
glfw.set_window_should_close(window, True)
width = 600
height = 600
window = glfw.create_window(width, height, "Boo!", None, None)
if not window:
glfw.terminate()
glfw.set_window_should_close(window, True)
glfw.make_context_current(window)
# Connecting the callback function 'on_key' to handle keyboard events
glfw.set_key_callback(window, on_key)
# A simple shader program with position and texture coordinates as inputs.
pipeline = es.SimpleTextureTransformShaderProgram()
# Telling OpenGL to use our shader program
glUseProgram(pipeline.shaderProgram)
# Setting up the clear screen color
glClearColor(0.25, 0.25, 0.25, 1.0)
# Enabling transparencies
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
# Creating shapes on GPU memory
shapeBoo = bs.createTextureQuad(1,1)
gpuBoo = GPUShape().initBuffers()
pipeline.setupVAO(gpuBoo)
gpuBoo.fillBuffers(shapeBoo.vertices, shapeBoo.indices, GL_STATIC_DRAW)
gpuBoo.texture = es.textureSimpleSetup(
getAssetPath("boo.png"), GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST)
shapeQuestionBoxes = bs.createTextureQuad(10,1)
gpuQuestionBoxes = GPUShape().initBuffers()
pipeline.setupVAO(gpuQuestionBoxes)
gpuQuestionBoxes.fillBuffers(shapeQuestionBoxes.vertices, shapeQuestionBoxes.indices, GL_STATIC_DRAW)
gpuQuestionBoxes.texture = es.textureSimpleSetup(
getAssetPath("cg_box.png"), GL_REPEAT, GL_REPEAT, GL_NEAREST, GL_NEAREST)
questionBoxesTransform = np.matmul(tr.translate(0, -0.8, 0), tr.scale(2, 0.2, 1))
while not glfw.window_should_close(window):
# Using GLFW to check for input events
glfw.poll_events()
if (controller.fillPolygon):
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
else:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
# Clearing the screen in both, color and depth
glClear(GL_COLOR_BUFFER_BIT)
theta = glfw.get_time()
tx = 0.7 * np.sin(0.5 * theta)
ty = 0.2 * np.sin(5 * theta)
# derivative of tx give us the direction
dtx = 0.7 * 0.5 * np.cos(0.5 * theta)
if dtx > 0:
reflex = tr.identity()
else:
reflex = tr.scale(-1, 1, 1)
# Drawing the shapes
glUniformMatrix4fv(glGetUniformLocation(pipeline.shaderProgram, "transform"), 1, GL_TRUE, tr.matmul([
tr.translate(tx, ty, 0),
tr.scale(0.5, 0.5, 1.0),
reflex]))
pipeline.drawCall(gpuBoo)
glUniformMatrix4fv(glGetUniformLocation(pipeline.shaderProgram, "transform"), 1, GL_TRUE, questionBoxesTransform)
pipeline.drawCall(gpuQuestionBoxes)
# Once the render is done, buffers are swapped, showing only the complete scene.
glfw.swap_buffers(window)
# freeing GPU memory
gpuBoo.clear()
#gpuQuestionBoxes.clear()
glfw.terminate()