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Forked from binarycrusader/textured_tri.py
Created May 26, 2023 05:33
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pysdl2 pyopengl "modern" opengl textured triangle example
#!/usr/bin/python2.7
"""Quick hack of 'modern' OpenGL example using pysdl2 and pyopengl
that shows a textured triangle; assumes there is a 'hazard.png' image
file in working directory.
Based on:
pysdl2 OpenGL example
http://www.tomdalling.com/blog/modern-opengl/02-textures/
http://www.arcsynthesis.org/gltut/Basics/Tut02%20Vertex%20Attributes.html
http://schi.iteye.com/blog/1969710
https://www.opengl.org/wiki/Vertex_Specification_Best_Practices#Vertex_Layout_Specification
http://docs.gl/gl3/glVertexAttribPointer
https://gist.github.com/jawa0/4003034
https://github.com/tomdalling/opengl-series/blob/master/linux/02_textures/source/main.cpp
"""
import sys
import ctypes
import numpy
from OpenGL import GL, GLU
from OpenGL.GL import shaders
from OpenGL.arrays import vbo
import PIL
from PIL import Image
import sdl2
from sdl2 import video
from numpy import array
shaderProgram = None
VAO = None
VBO = None
sampleTexture = None
texUnitUniform = None
def loadTexture(path):
img = Image.open(path).transpose(Image.FLIP_TOP_BOTTOM)
img_data = numpy.fromstring(img.tostring(), numpy.uint8)
width, height = img.size
# glTexImage2D expects the first element of the image data to be the
# bottom-left corner of the image. Subsequent elements go left to right,
# with subsequent lines going from bottom to top.
# However, the image data was created with PIL Image tostring and numpy's
# fromstring, which means we have to do a bit of reorganization. The first
# element in the data output by tostring() will be the top-left corner of
# the image, with following values going left-to-right and lines going
# top-to-bottom. So, we need to flip the vertical coordinate (y).
texture = GL.glGenTextures(1)
GL.glPixelStorei(GL.GL_UNPACK_ALIGNMENT, 1)
GL.glBindTexture(GL.GL_TEXTURE_2D, texture)
GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MAG_FILTER, GL.GL_LINEAR)
GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR_MIPMAP_LINEAR)
GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_S, GL.GL_CLAMP_TO_EDGE)
GL.glTexParameterf(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_WRAP_T, GL.GL_CLAMP_TO_EDGE)
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE, img_data)
GL.glGenerateMipmap(GL.GL_TEXTURE_2D)
return texture
def initialize():
global shaderProgram
global VAO
global VBO
global texUnitUniform
global sampleTexture
vertexShader = shaders.compileShader("""
#version 330
layout (location=0) in vec3 position;
layout (location=1) in vec2 texCoords;
out vec2 theCoords;
void main()
{
gl_Position = vec4(position, 1);
theCoords = texCoords;
}
""", GL.GL_VERTEX_SHADER)
fragmentShader = shaders.compileShader("""
#version 330
uniform sampler2D texUnit;
in vec2 theCoords;
out vec4 outputColour;
void main()
{
outputColour = texture(texUnit, theCoords);
}
""", GL.GL_FRAGMENT_SHADER)
shaderProgram = shaders.compileProgram(vertexShader, fragmentShader)
vertexData = numpy.array([
# X, Y, Z U, V
0.0, 0.8, 0.0, 0.5, 1.0,
-0.8, -0.8, 0.0, 0.0, 0.0,
0.8, -0.8, 0.0, 1.0, 0.0,
], dtype=numpy.float32)
# Core OpenGL requires that at least one OpenGL vertex array be bound
VAO = GL.glGenVertexArrays(1)
GL.glBindVertexArray(VAO)
# Need VBO for triangle vertices and texture UV coordinates
VBO = GL.glGenBuffers(1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, VBO)
GL.glBufferData(GL.GL_ARRAY_BUFFER, vertexData.nbytes, vertexData,
GL.GL_STATIC_DRAW)
# enable array and set up data
positionAttrib = GL.glGetAttribLocation(shaderProgram, 'position')
coordsAttrib = GL.glGetAttribLocation(shaderProgram, 'texCoords')
GL.glEnableVertexAttribArray(0)
GL.glEnableVertexAttribArray(1)
GL.glVertexAttribPointer(positionAttrib, 3, GL.GL_FLOAT, GL.GL_FALSE, 20,
None)
# the last parameter is a pointer
GL.glVertexAttribPointer(coordsAttrib, 2, GL.GL_FLOAT, GL.GL_TRUE, 20,
ctypes.c_void_p(12))
# load texture and assign texture unit for shaders
sampleTexture = loadTexture('hazard.png')
texUnitUniform = GL.glGetUniformLocation(shaderProgram, 'texUnit')
# Finished
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, 0)
GL.glBindVertexArray(0)
def render():
global sampleTexture
global shaderProgram
global texUnitUniform
global VAO
GL.glClearColor(0, 0, 0, 1)
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
# active shader program
GL.glUseProgram(shaderProgram)
try:
# Activate texture
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, sampleTexture)
GL.glUniform1i(texUnitUniform, 0)
# Activate array
GL.glBindVertexArray(VAO)
# draw triangle
GL.glDrawArrays(GL.GL_TRIANGLES, 0, 3)
finally:
GL.glBindVertexArray(0)
GL.glUseProgram(0)
def run():
if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
print(sdl2.SDL_GetError())
return -1
window = sdl2.SDL_CreateWindow(b"OpenGL demo",
sdl2.SDL_WINDOWPOS_UNDEFINED,
sdl2.SDL_WINDOWPOS_UNDEFINED, 800, 600,
sdl2.SDL_WINDOW_OPENGL)
if not window:
print(sdl2.SDL_GetError())
return -1
# Force OpenGL 3.3 'core' context.
# Must set *before* creating GL context!
video.SDL_GL_SetAttribute(video.SDL_GL_CONTEXT_MAJOR_VERSION, 3)
video.SDL_GL_SetAttribute(video.SDL_GL_CONTEXT_MINOR_VERSION, 3)
video.SDL_GL_SetAttribute(video.SDL_GL_CONTEXT_PROFILE_MASK,
video.SDL_GL_CONTEXT_PROFILE_CORE)
context = sdl2.SDL_GL_CreateContext(window)
# Setup GL shaders, data, etc.
initialize()
event = sdl2.SDL_Event()
running = True
while running:
while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0:
if event.type == sdl2.SDL_QUIT:
running = False
elif (event.type == sdl2.SDL_KEYDOWN and
event.key.keysym.sym == sdl2.SDLK_ESCAPE):
running = False
render()
sdl2.SDL_GL_SwapWindow(window)
sdl2.SDL_Delay(10)
sdl2.SDL_GL_DeleteContext(context)
sdl2.SDL_DestroyWindow(window)
sdl2.SDL_Quit()
return 0
if __name__ == "__main__":
sys.exit(run())
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