def initializeGL(self):
        self.ctx = ModernGL.create_context()

        prog = self.ctx.program(
            vertex_shader='''
                #version 330

                in vec2 vert;

                in vec4 vert_color;
                out vec4 frag_color;

                uniform vec2 scale;
                uniform float rotation;

                void main() {
                    frag_color = vert_color;
                    float r = rotation * (0.5 + gl_InstanceID * 0.05);
                    mat2 rot = mat2(cos(r), sin(r), -sin(r), cos(r));
                    gl_Position = vec4((rot * vert) * scale, 0.0, 1.0);
                }
            '''),
            fragment_shader='''
                #version 330

                in vec4 frag_color;
                out vec4 color;

                void main() {
                    color = vec4(frag_color);
                }
            '''),
Esempio n. 2
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    def __init__(self, **kwargs):
        super(CustomWidget, self).__init__(**kwargs)

        with self.canvas:

            self.ctx = ModernGL.create_context()

            self.vert = vertex_shader='''
                #version 330

                in vec2 vert;

                void main() {
                    gl_Position = vec4(vert, 0.0, 1.0);
                }
            ''')

            self.frag = fragment_shader='''
                #version 330

                out vec4 color;

                void main() {
                    color = vec4(0.30, 0.50, 1.00, 1.0);
                }
            ''')

            self.prog = self.ctx.program(self.vert, self.frag])

            self.vbo = self.ctx.buffer(struct.pack('6f', 0.0, 0.8, -0.6, -0.8, 0.6, -0.8))
            self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, ['vert'])

            self.draw()

            Callback(self.draw)
Esempio n. 3
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def main():
    '''
        Sample program to test GLWindow.
    '''

    print('GLWindow:', GLWindow.__version__)
    print('Python:', sys.version)
    print('Platform:', sys.platform)

    wnd = GLWindow.create_window((480, 480), title='GLWindow Sample')
    wnd.vsync = False

    ctx = ModernGL.create_context()

    prog = ctx.program([
        ctx.vertex_shader('''
            #version 330
            in vec2 vert;
            in vec4 vert_color;
            out vec4 frag_color;
            uniform vec2 scale;
            uniform float rotation;
            void main() {
                frag_color = vert_color;
                float r = rotation * (0.5 + gl_InstanceID * 0.05);
                mat2 rot = mat2(cos(r), sin(r), -sin(r), cos(r));
                gl_Position = vec4((rot * vert) * scale, 0.0, 1.0);
            }
        '''),
        ctx.fragment_shader('''
            #version 330
            in vec4 frag_color;
            out vec4 color;
            void main() {
                color = vec4(frag_color);
            }
        '''),
    ])

    scale = prog.uniforms['scale']
    rotation = prog.uniforms['rotation']

    vbo = ctx.buffer(struct.pack(
        '18f',
        1.0, 0.0, 1.0, 0.0, 0.0, 0.5,
        -0.5, 0.86, 0.0, 1.0, 0.0, 0.5,
        -0.5, -0.86, 0.0, 0.0, 1.0, 0.5,
    ))

    vao = ctx.simple_vertex_array(prog, vbo, ['vert', 'vert_color'])

    while wnd.update():
        wnd.clear(0.95, 0.95, 0.95)

        width, height = wnd.size
        scale.value = (height / width * 0.75, 0.75)
        ctx.viewport = wnd.viewport
        ctx.enable(ModernGL.BLEND)
        rotation.value = wnd.time
        vao.render(instances=10)
    def __init__(self, **kwargs):
        super(CustomWidget, self).__init__(**kwargs)

        with self.canvas:
            self.ctx = ModernGL.create_context()

            self.prog = self.ctx.program(
                vertex_shader='''
                    #version 330

                    uniform mat4 Mvp;

                    in vec3 in_vert;
                    in vec3 in_color;

                    out vec3 v_color;

                    void main() {
                        v_color = in_color;
                        gl_Position = Mvp * vec4(in_vert, 1.0);
                    }
                '''),
                fragment_shader='''
                    #version 330

                    in vec3 v_color;
                    out vec4 f_color;

                    void main() {
                        f_color = vec4(v_color, 1.0);
                    }
                '''),
            ])
Esempio n. 5
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    def run(self):
        glfw.make_context_current(self._wnd)
        self._ctx = ModernGL.create_context()

        self.initialize(self._ctx)

        while not glfw.window_should_close(self._wnd):
            width, height = self.size()
            self._ctx.viewport = (0, 0, width, height)
            self.render(self._ctx)
            glfw.swap_buffers(self._wnd)
            glfw.wait_events()
Esempio n. 6
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    def initializeGL(self):
        self.ctx = ModernGL.create_context()

        prog = self.ctx.program(
            vertex_shader='''
                #version 330

                in vec2 vert;

                void main() {
                    gl_Position = vec4(vert, 0.0, 1.0);
                }
            '''),
            fragment_shader='''
                #version 330

                out vec4 color;

                void main() {
                    color = vec4(0.30, 0.50, 1.00, 1.0);
                }
            '''),
Esempio n. 7
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    def initializeGL(self):
        self.ctx = ModernGL.create_context()

        img = Image.open(os.path.join(os.path.dirname(__file__), '..', 'data', 'noise.jpg'))
        texture = self.ctx.texture(img.size, 3, img.tobytes())
        texture.use()

        prog = self.ctx.program(
            vertex_shader='''
                #version 330

                in vec2 vert;
                in vec2 tex_coord;
                out vec2 v_tex_coord;

                uniform vec2 scale;
                uniform float rotation;

                void main() {
                    mat2 rot = mat2(
                        cos(rotation), sin(rotation),
                        -sin(rotation), cos(rotation)
                    );
                    gl_Position = vec4((rot * vert) * scale, 0.0, 1.0);
                    v_tex_coord = tex_coord;
                }
            '''),
            fragment_shader='''
                #version 330

                uniform sampler2D texture;

                in vec2 v_tex_coord;
                out vec4 color;

                void main() {
                    color = vec4(texture2D(texture, v_tex_coord).rgb, 1.0);
                }
            '''),
import struct

import GLWindow
import ModernGL
from pyrr import Matrix44

wnd = GLWindow.create_window()
ctx = ModernGL.create_context()

prog = ctx.program(
    ctx.vertex_shader('''
        #version 330

        uniform mat4 Mvp;

        in vec3 in_vert;
        in vec3 in_color;

        out vec3 v_color;

        void main() {
            v_color = in_color;
            gl_Position = Mvp * vec4(in_vert, 1.0);
        }
    '''),
    ctx.fragment_shader('''
        #version 330

        in vec3 v_color;
        out vec4 f_color;
Esempio n. 9
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import os
import struct

import GLWindow
import ModernGL

from PIL import Image

# Window & Context

wnd = GLWindow.create_window()
ctx = ModernGL.create_context()

# Shaders & Program

prog = ctx.program([
    ctx.vertex_shader('''
        #version 330

        in vec2 vert;
        in vec2 tex_coord;
        out vec2 v_tex_coord;

        uniform vec2 scale;
        uniform float rotation;

        void main() {
            mat2 rot = mat2(
                cos(rotation), sin(rotation),
                -sin(rotation), cos(rotation)
            );
Esempio n. 10
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    def __init__(self, wnd):
        self.wnd = wnd
        self.ctx = ModernGL.create_context()

        self.prog = self.ctx.program([
            self.ctx.vertex_shader('''
                #version 330

                uniform vec4 Camera;

                // Per vertex
                in vec2 in_vert;
                in vec2 in_texture;

                // Per instance
                in vec3 in_pos;
                in vec2 in_size;
                in vec4 in_tint;

                out vec2 v_vert;
                out vec2 v_texture;
                out vec4 v_tint;

                void main() {
                    mat2 rotate = mat2(
                        cos(in_pos.z), sin(in_pos.z),
                        -sin(in_pos.z), cos(in_pos.z)
                    );
                    v_vert = rotate * (in_vert * in_size) + in_pos.xy;
                    gl_Position = vec4((v_vert - Camera.xy) / Camera.zw, 0.0, 1.0);
                    v_texture = in_texture;
                    v_tint = in_tint;
                }
            '''),
            self.ctx.fragment_shader('''
                #version 330

                uniform sampler2D Texture;

                in vec2 v_vert;
                in vec2 v_texture;
                in vec4 v_tint;

                out vec4 f_color;

                void main() {
                    vec4 tex = texture(Texture, v_texture);
                    vec3 color = tex.rgb * (1.0 - v_tint.a) + v_tint.rgb * v_tint.a;
                    f_color = vec4(color, tex.a);
            }
            '''),
        ])

        img = Image.open(local('data', 'crate.png')).convert('RGBA')
        self.tex1 = self.ctx.texture(img.size, 4, img.tobytes())
        self.tex1.use(0)

        img = Image.open(local('data', 'ball.png')).convert('RGBA')
        self.tex2 = self.ctx.texture(img.size, 4, img.tobytes())
        self.tex2.use(1)

        vertices = np.array([
            -1.0, -1.0, 0.0, 0.0,
            -1.0, 1.0, 0.0, 1.0,
            1.0, -1.0, 1.0, 0.0,
            1.0, 1.0, 1.0, 1.0,
        ])

        vbo1 = self.ctx.buffer(vertices.astype('f4').tobytes())

        self.vbo2 = self.ctx.buffer(reserve=1024 * 1024)

        vao_content = [
            (vbo1, '2f2f', ['in_vert', 'in_texture']),
            (self.vbo2, '3f2f4f/i', ['in_pos', 'in_size', 'in_tint']),
        ]

        self.vao = self.ctx.vertex_array(self.prog, vao_content)

        self.space = pymunk.Space()
        self.space.gravity = (0.0, -900.0)

        shape = pymunk.Segment(self.space.static_body, (5, 100), (595, 100), 1.0)
        shape.friction = 1.0
        self.space.add(shape)

        self.bodies = []
        self.balls = []

        for x in range(5):
            for y in range(10):
                size = 20
                mass = 10.0
                moment = pymunk.moment_for_box(mass, (size, size))
                body = pymunk.Body(mass, moment)
                body.position = Vec2d(300 + x * 50, 105 + y * (size + 0.1))
                shape = pymunk.Poly.create_box(body, (size, size))
                shape.friction = 0.3
                self.space.add(body,shape)
                self.bodies.append(body)
Esempio n. 11
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    def initializeGL(self):
        self.ctx = ModernGL.create_context()

        img = Image.open(
            os.path.join(os.path.dirname(__file__), '..', 'data', 'noise.jpg'))
        texture = self.ctx.texture(img.size, 3, img.tobytes())
        texture.use()

        prog = self.ctx.program([
            self.ctx.vertex_shader('''
                #version 330

                in vec2 vert;
                in vec2 tex_coord;
                out vec2 v_tex_coord;

                uniform vec2 scale;
                uniform float rotation;

                void main() {
                    mat2 rot = mat2(
                        cos(rotation), sin(rotation),
                        -sin(rotation), cos(rotation)
                    );
                    gl_Position = vec4((rot * vert) * scale, 0.0, 1.0);
                    v_tex_coord = tex_coord;
                }
            '''),
            self.ctx.fragment_shader('''
                #version 330

                uniform sampler2D texture;

                in vec2 v_tex_coord;
                out vec4 color;

                void main() {
                    color = vec4(texture2D(texture, v_tex_coord).rgb, 1.0);
                }
            '''),
        ])

        self.scale = prog.uniforms['scale']
        self.rotation = prog.uniforms['rotation']

        vbo = self.ctx.buffer(
            struct.pack(
                '12f',
                1.0,
                0.0,
                0.5,
                1.0,
                -0.5,
                0.86,
                1.0,
                0.0,
                -0.5,
                -0.86,
                0.0,
                0.0,
            ))

        self.vao = self.ctx.simple_vertex_array(prog, vbo,
                                                ['vert', 'tex_coord'])
Esempio n. 12
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    def __init__(self, wnd):
        self.wnd = wnd
        self.ctx = ModernGL.create_context()

        self.prog = self.ctx.program([
            self.ctx.vertex_shader('''
                #version 330

                in vec2 in_vert;
                in vec4 in_color;

                out vec4 v_color;

                uniform float Rotation;
                uniform vec2 Scale;

                void main() {
                    v_color = in_color;
                    float r = Rotation * (0.5 + gl_InstanceID * 0.05);
                    mat2 rot = mat2(cos(r), sin(r), -sin(r), cos(r));
                    gl_Position = vec4((rot * in_vert) * Scale, 0.0, 1.0);
                }
            '''),
            self.ctx.fragment_shader('''
                #version 330

                in vec4 v_color;
                out vec4 f_color;

                void main() {
                    f_color = v_color;
                }
            '''),
        ])

        self.scale = self.prog.uniforms['Scale']
        self.rotation = self.prog.uniforms['Rotation']

        vertices = np.array([
            # x, y, red, green, blue, alpha
            1.0,
            0.0,
            1.0,
            0.0,
            0.0,
            0.5,
            -0.5,
            0.86,
            0.0,
            1.0,
            0.0,
            0.5,
            -0.5,
            -0.86,
            0.0,
            0.0,
            1.0,
            0.5,
        ])

        self.vbo = self.ctx.buffer(vertices.astype('f4').tobytes())
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo,
                                                ['in_vert', 'in_color'])
Esempio n. 13
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    def __init__(self, wnd):
        self.wnd = wnd
        self.ctx = ModernGL.create_context()

        width, height = self.wnd.size
        canvas = np.array([0.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 1.0]).astype('f4')
        pixels = np.round(np.random.rand(width, height)).astype('f4')
        grid = np.dstack(np.mgrid[0:height, 0:width][::-1]).astype('i4')

        self.prog = self.ctx.program([
            self.ctx.vertex_shader('''
                #version 330

                in vec2 in_vert;
                out vec2 v_text;

                void main() {
                    v_text = in_vert;
                    gl_Position = vec4(in_vert * 2.0 - 1.0, 0.0, 1.0);
                }
            '''),
            self.ctx.fragment_shader('''
                #version 330

                uniform sampler2D Texture;

                in vec2 v_text;
                out vec4 f_color;

                void main() {
                    f_color = texture(Texture, v_text);
                }
            '''),
        ])

        self.transform = self.ctx.program(
            self.ctx.vertex_shader('''
                #version 330

                uniform sampler2D Texture;
                uniform int Width;
                uniform int Height;

                in ivec2 in_text;
                out float out_vert;

                #define LIVING 0.0
                #define DEAD 1.0

                bool cell(int x, int y) {
                    return texelFetch(Texture, ivec2((x + Width) % Width, (y + Height) % Height), 0).r < 0.5;
                }

                void main() {
                    bool living = cell(in_text.x, in_text.y);

                    int neighbours = 0;
                    if (cell(in_text.x - 1, in_text.y - 1)) neighbours++;
                    if (cell(in_text.x - 1, in_text.y + 0)) neighbours++;
                    if (cell(in_text.x - 1, in_text.y + 1)) neighbours++;
                    if (cell(in_text.x + 1, in_text.y - 1)) neighbours++;
                    if (cell(in_text.x + 1, in_text.y + 0)) neighbours++;
                    if (cell(in_text.x + 1, in_text.y + 1)) neighbours++;
                    if (cell(in_text.x + 0, in_text.y + 1)) neighbours++;
                    if (cell(in_text.x + 0, in_text.y - 1)) neighbours++;

                    if (living) {
                        out_vert = (neighbours >= 2 && neighbours <= 4) ? LIVING : DEAD;
                    } else {
                        out_vert = (neighbours == 3) ? LIVING : DEAD;
                    }
                }
            '''),
            varyings=['out_vert']
        )

        self.transform.uniforms['Width'].value = width
        self.transform.uniforms['Height'].value = height

        self.texture = self.ctx.texture((width, height), 1, pixels.tobytes(), floats=True)
        self.texture.filter = ModernGL.NEAREST
        self.texture.swizzle = 'RRR1'
        self.texture.use()

        self.vbo = self.ctx.buffer(canvas.tobytes())
        self.vao = self.ctx.simple_vertex_array(self.prog, self.vbo, ['in_vert'])

        self.text = self.ctx.buffer(grid.tobytes())
        self.tao = self.ctx.simple_vertex_array(self.transform, self.text, ['in_text'])
        self.pbo = self.ctx.buffer(reserve=pixels.nbytes)
Esempio n. 14
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    def __init__(self, wnd):
        self.wnd = wnd
        self.ctx = ModernGL.create_context()

        self.prog = self.ctx.program([
            self.ctx.vertex_shader('''
                #version 330

                uniform mat4 Mvp;

                in vec3 in_vert;
                in vec3 in_norm;
                in vec2 in_text;

                out vec3 v_vert;
                out vec3 v_norm;
                out vec2 v_text;

                void main() {
                    gl_Position = Mvp * vec4(in_vert, 1.0);
                    v_vert = in_vert;
                    v_norm = in_norm;
                    v_text = in_text;
                }
            '''),
            self.ctx.fragment_shader('''
                #version 330

                uniform vec3 Light;
                uniform vec3 Color;
                uniform bool UseTexture;
                uniform sampler2D Texture;

                in vec3 v_vert;
                in vec3 v_norm;
                in vec2 v_text;

                out vec4 f_color;

                void main() {
                    float lum = clamp(dot(normalize(Light - v_vert), normalize(v_norm)), 0.0, 1.0) * 0.8 + 0.2;
                    if (UseTexture) {
                        f_color = vec4(texture(Texture, v_text).rgb * lum, 1.0);
                    } else {
                        f_color = vec4(Color * lum, 1.0);
                    }
                }
            '''),
        ])

        self.mvp = self.prog.uniforms['Mvp']
        self.light = self.prog.uniforms['Light']
        self.color = self.prog.uniforms['Color']
        self.use_texture = self.prog.uniforms['UseTexture']

        self.objects = {}

        for name in ['ground', 'grass', 'billboard', 'billboard-holder', 'billboard-image']:
            obj = Obj.open(local('data', 'scene-1-%s.obj' % name))
            vbo = self.ctx.buffer(obj.pack('vx vy vz nx ny nz tx ty'))
            vao = self.ctx.simple_vertex_array(self.prog, vbo, ['in_vert', 'in_norm', 'in_text'])
            self.objects[name] = vao

        img = Image.open(local('data', 'infographic-1.jpg')).transpose(Image.FLIP_TOP_BOTTOM).convert('RGB')
        self.texture = self.ctx.texture(img.size, 3, img.tobytes())
        self.texture.build_mipmaps()