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import time | |
import pygame | |
import numpy as np | |
from OpenGL.GL import * | |
pygame.init() | |
dispinfo = pygame.display.Info() | |
disp = pygame.display.set_mode( | |
(dispinfo.current_w, dispinfo.current_h), | |
pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.HWSURFACE | pygame.OPENGL, | |
#pygame.FULLSCREEN | pygame.DOUBLEBUF | pygame.OPENGL, | |
) | |
quad = glGenBuffers(1) | |
glBindBuffer(GL_ARRAY_BUFFER, quad) | |
quad_verts = np.array([ | |
-1.0, -1.0, 0.0, | |
1.0, -1.0, 0.0, | |
0.0, 1.0, 0.0, | |
-0.5, 0.5, 0.0, | |
], dtype=np.float32) | |
glBufferData(GL_ARRAY_BUFFER, quad_verts, GL_STATIC_DRAW) | |
vs = glCreateShader(GL_VERTEX_SHADER) | |
glShaderSource(vs, open('vertex/trivial.vs').read()) | |
glCompileShader(vs) | |
stat = glGetShaderiv(vs, GL_COMPILE_STATUS) | |
if not stat: | |
sts = glGetShaderInfoLog(vs) | |
print(sts) | |
exit() | |
fs = glCreateShader(GL_FRAGMENT_SHADER) | |
glShaderSource(fs, open('fragment/render/trivial.fs').read()) | |
glCompileShader(fs) | |
stat = glGetShaderiv(fs, GL_COMPILE_STATUS) | |
if not stat: | |
sts = glGetShaderInfoLog(fs) | |
print(sts) | |
exit() | |
prog = glCreateProgram() | |
glAttachShader(prog, vs) | |
glAttachShader(prog, fs) | |
glLinkProgram(prog) | |
stat = glGetProgramiv(prog, GL_LINK_STATUS) | |
if not stat: | |
sts = glGetProgramInfoLog(prog) | |
print(sts) | |
exit() | |
vao = glGenVertexArrays(1) | |
glUseProgram(prog) | |
glBindVertexArray(vao) | |
vPosition = glGetAttribLocation(prog, "vPosition") | |
vTexCoord = glGetAttribLocation(prog, "vTexCoord") | |
glBindBuffer(GL_ARRAY_BUFFER, quad) | |
#vPosition = 0 | |
glEnableVertexAttribArray(vPosition) | |
glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, 0) | |
#glBindBuffer(GL_ARRAY_BUFFER, 0) | |
#glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, quad_verts) | |
while True: | |
for ev in pygame.event.get(): | |
if ev.type == pygame.KEYDOWN and ev.key == pygame.K_q: | |
exit() | |
if ev.type == pygame.QUIT: | |
exit() | |
glClearColor(0.0, 0.0, 0.0, 0.0) | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | |
glViewport(0, 0, *disp.get_size()) | |
glUseProgram(prog) | |
glBindVertexArray(vao) | |
#vPosition = 0 | |
glEnableVertexAttribArray(vPosition) | |
glBindBuffer(GL_ARRAY_BUFFER, quad) | |
glVertexAttribPointer(vPosition, 3, GL_FLOAT, GL_FALSE, 0, 0) | |
glDrawArrays(GL_TRIANGLES, 0, 3) | |
pygame.display.flip() | |
print(time.time(), 'FRAME') |
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