Beispiel #1
0
    def setUp(self):
        super().setUp()

        x, y, w, h = (0, 0, 200, 200)
        self.vb = self.renderer.new_vertex_buffer(
            [
                gl.make_vba(
                    gl.ContentKind.vertex,
                    [gl.vec2f(x, y), gl.vec2f(x, y + h), gl.vec2f(x + w, y + h), gl.vec2f(x + w, y)],
                    gl.ContentHint.static_content,
                ),
                gl.make_vba(
                    gl.ContentKind.tex_coord0,
                    [gl.vec2f(0, 0), gl.vec2f(0, 1), gl.vec2f(1, 1), gl.vec2f(1, 0)],
                    gl.ContentHint.static_content,
                ),
            ]
        )
        self.indices = self.renderer.new_index_buffer(
            gl.make_vba(gl.ContentKind.index, [0, 1, 2, 3], gl.ContentHint.static_content)
        )
        from os import path

        self.texture = self.renderer.new_texture(
            gl.Surface(Path(path.join(path.dirname(__file__), "texture_test.bmp")))
        )
        self.texture.generate_mipmap()
        self.texture.min_filter_bilinear(gl.TextureFilter.linear)
        self.texture.mag_filter(gl.TextureFilter.linear)
Beispiel #2
0
    def setUp(self):
        self.window = create_window(
            "PainterSetup", 200, 200, WindowFlags.hidden, Name.OpenGL
        )
        self.renderer = self.window.renderer
        # Should be created before any shader
        self.target = self.renderer.context.new_render_target()

        gen = self.renderer.generate_shader(gl.ShaderType.vertex)
        for i in self.vs_inputs: gen.input(*i)
        for o in self.vs_outputs: gen.output(*o)
        for p in self.vs_parameters: gen.parameter(*p)
        self.vs = gen.routine(self.VSRoutine, "main").shader()

        gen = self.renderer.generate_shader(gl.ShaderType.fragment)
        for i in self.fs_inputs: gen.input(*i)
        for o in self.fs_outputs: gen.output(*o)
        for p in self.fs_parameters: gen.parameter(*p)
        self.fs = gen.routine(self.FSRoutine, "main").shader()

        x, y, w, h = (
            11, 42,
            120, 140
        )
        self.shader = self.renderer.new_shader_program([self.fs, self.vs])
        self.vb = self.renderer.new_vertex_buffer([
            gl.make_vba(
                gl.ContentKind.vertex,
                list(gl.vec3f(*v) for v in [
                    (x, y, 0),
                    (x, y + h, 0),
                    (x + w, y + h, 0),
                    (x + w, y, 0),
                ]),
                gl.ContentHint.static_content
            ),
            make_vba(
                ContentKind.color,
                [
                    Color3f('#e00'),
                    Color3f('#9cd'),
                    Color3f('#ffc'),
                    Color3f('#00f'),
                ],
                ContentHint.static_content
            )
        ])
        self.indices = self.renderer.new_index_buffer(
            make_vba(
                ContentKind.index,
                [ 0, 1, 2, 3],
                ContentHint.static_content
            )
        )
Beispiel #3
0
    def setUp(self):
        super().setUp()

        x, y, w, h = (
            10, 10,
            180, 180
        )
        self.vb = self.renderer.new_vertex_buffer([
            gl.make_vba(
                gl.ContentKind.vertex,
                [
                    gl.vec3f(x, y, 0),
                    gl.vec3f(x, y + h, 0),
                    gl.vec3f(x + w, y + h, 0),
                    gl.vec3f(x + w, y, 0),
                ],
                gl.ContentHint.static_content
            ),
            gl.make_vba(
                gl.ContentKind.tex_coord0,
                [
                    gl.vec2f(0, 0),
                    gl.vec2f(0, 1),
                    gl.vec2f(1, 1),
                    gl.vec2f(1, 0),
                ],
                gl.ContentHint.static_content
            )
        ])
        self.indices = self.renderer.new_index_buffer(
            gl.make_vba(
                gl.ContentKind.index,
                [ 0, 1, 2, 3],
                gl.ContentHint.static_content
            )
        )
Beispiel #4
0
def create(game, size, border, tile_width, tile_height, rows):
    mat = gl.Material('ground')
    mat.ambient = gl.col3f('#888')
    mat.diffuse = gl.col3f('#000')
    mat.specular = gl.col3f('#000')
    #mat.shininess = 0
    #mat.shading_model = gl.material.ShadingModel.gouraud
    mat.add_color(
        gl.ShaderParameterType.vec3,
        gl.StackOperation.add
    )
    coords = []
    colors = []
    indices = list(range(size.x * size.y * 4))
    for i in range(size.x):
        x = i * tile_width + border
        for j in range(size.y):
            y = j * tile_height + border
            coords.extend([
                gl.vec3f(x, y, 0),
                gl.vec3f(x, y + tile_height, 0),
                gl.vec3f(x + tile_width, y + tile_height, 0),
                gl.vec3f(x + tile_width, y, 0),
            ])
            colors.extend([
                gl.col3f('#356712'),
                gl.col3f('#356712'),
                gl.col3f('#356712'),
                gl.col3f('#356712'),
            ])
    ground_vb = game.renderer.new_vertex_buffer([
        gl.make_vba(
            gl.ContentKind.vertex,
            coords,
            gl.ContentHint.static_content
        ),
        gl.make_vba(
            gl.ContentKind.color,
            colors,
            gl.ContentHint.static_content
        )
    ])
    ground_ib = game.renderer.new_index_buffer(
        gl.make_vba(
            gl.ContentKind.index,
            indices,
            gl.ContentHint.static_content
        )
    )
    # Set initial color
    #colors_attr = ground_vb[1]
    #colors_attr[0] = gl.col3f('blue')
    #colors_attr[1] = gl.col3f('blue')
    #ground_vb.reload(1)

    board = game.entity_manager.create(
        'board',
        ib = ground_ib,
        vb = ground_vb,
        size = size,
        tile_height = tile_height,
        tile_width = tile_width,
        border = border,
        rows = rows,
        event_manager = game.event_manager,
    )
    transform = board.add_component(
        Transform(
            gl.matrix.translate(
                #gl.matrix.scale(
                   gl.mat4f(),
                #    gl.vec3f(size, size, 1)
                #),
                gl.vec3f(-.5, -.5, 0)
            )
        )
    )
    board.add_component(Bindable(mat))
    board.add_component(Drawable(DrawGround(board, len(indices))))
    board.add_component(Controller(CellManager(board = board)))

    return board