Exemple #1
0
    def __init__(self, width, height, title):
        super().__init__(width, height, title, resizable=True)
        self.set_vsync(True)
        # Use the standard cube
        self.cube = geometry.cube()
        # Simple color lighting program
        self.program = self.ctx.program(
            vertex_shader="""
            #version 330

            uniform mat4 projection;
            uniform mat4 modelview;

            in vec3 in_position;
            in vec3 in_normal;

            out vec3 normal;
            out vec3 pos;

            void main() {
                vec4 p = modelview * vec4(in_position, 1.0);
                gl_Position = projection * p;
                mat3 m_normal = transpose(inverse(mat3(modelview)));
                normal = m_normal * in_normal;
                pos = p.xyz;
            }
            """,
            fragment_shader="""
            #version 330

            out vec4 fragColor;

            in vec3 normal;
            in vec3 pos;

            void main()
            {
                float l = dot(normalize(-pos), normalize(normal));
                fragColor = vec4(1.0) * (0.25 + abs(l) * 0.75);
            }
            """,
        )
        self.on_resize(*self.get_framebuffer_size())
        self.time = 0
    def __init__(self, width, height, title):
        super().__init__(width, height, title, resizable=False)

        # Use the standard cube
        self.cube = geometry.cube()
        # Simple color lighting program for cube
        self.program = self.ctx.program(
            vertex_shader="""
            #version 330

            uniform mat4 projection;
            uniform mat4 modelview;

            in vec3 in_position;
            in vec3 in_normal;
            in vec2 in_uv;

            out vec3 normal;
            out vec3 pos;
            out vec2 uv;

            void main() {
                vec4 p = modelview * vec4(in_position, 1.0);
                gl_Position = projection * p;
                mat3 m_normal = transpose(inverse(mat3(modelview)));
                normal = m_normal * in_normal;
                pos = p.xyz;
                uv = in_uv;
            }
            """,
            fragment_shader="""
            #version 330

            uniform sampler2D texture0;
            uniform bool use_texture;
            out vec4 fragColor;

            in vec3 normal;
            in vec3 pos;
            in vec2 uv;

            void main()
            {
                float l = dot(normalize(-pos), normalize(normal));
                if (use_texture) {
                    fragColor = vec4(texture(texture0, uv).rgb * (0.25 + abs(l) * 0.75), 1.0);
                } else {
                    fragColor = vec4(1.0) * (0.25 + abs(l) * 0.75);
                }
            }
            """,
        )
        # Program for drawing fullscreen quad with texture
        self.quad_program = self.ctx.program(
            vertex_shader="""
            #version 330

            in vec2 in_vert;
            in vec2 in_uv;
            out vec2 uv;

            void main() {
                gl_Position = vec4(in_vert, 0.0, 1.0);
                uv = in_uv;
            }
            """,
            fragment_shader="""
            #version 330

            uniform sampler2D texture0;
            in vec2 uv;
            out vec4 fragColor;

            void main() {
                fragColor = texture(texture0, uv);
            }
            """,
        )
        self.quad_fs = geometry.quad_2d_fs()

        self.on_resize(*self.get_size())
        self.time = 0
        self.frame = 0

        self.fbo1 = self.ctx.framebuffer(
            color_attachments=[self.ctx.texture((self.get_size()))],
            depth_attachment=self.ctx.depth_texture(self.get_size()),
        )
        self.fbo2 = self.ctx.framebuffer(
            color_attachments=[self.ctx.texture((self.get_size()))],
            depth_attachment=self.ctx.depth_texture(self.get_size()),
        )