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eff72be6ef
ENNToolGLCanvasPanel.py: minor cleanup regarding deprecated calls.
145 lines
6.2 KiB
Python
145 lines
6.2 KiB
Python
#!/usr/bin/env python3
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#
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# ENNTool -- mIRC art animation tool (for EFnet #MiRCART) (WIP)
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# Copyright (c) 2018 Lucio Andrés Illanes Albornoz <lucio@lucioillanes.de>
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# This project is licensed under the terms of the MIT license.
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#
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# References:
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# Wed, 27 Jun 2018 16:02:10 +0200 [1] <https://www.opengl.org/discussion_boards/showthread.php/125843-default-camera?p=954801&viewfull=1#post954801>
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# Wed, 27 Jun 2018 16:02:11 +0200 [2] <https://www.opengl.org/discussion_boards/showthread.php/167808-2D-texture-problem-lines-between-textures>
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# Wed, 27 Jun 2018 16:02:12 +0200 [3] <https://www.khronos.org/opengl/wiki/How_lighting_works#Good_Settings.>
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# Wed, 27 Jun 2018 16:02:13 +0200 [4] <https://www.khronos.org/opengl/wiki/Common_Mistakes>
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# Wed, 27 Jun 2018 16:02:14 +0200 [5] <https://www.khronos.org/opengl/wiki/Pixel_Transfer#Pixel_layout>
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# Thu, 28 Jun 2018 18:32:50 +0200 [6] <https://stackoverflow.com/questions/18935203/shader-position-vec4-or-vec3>
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# Tue, 03 Jul 2018 14:34:57 +0200 [7] <https://gamedev.stackexchange.com/questions/107793/binding-and-unbinding-what-would-you-do>
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#
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from OpenGL.GL import *
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from OpenGL.GL import shaders
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import ctypes, wx, wx.glcanvas
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class ENNToolGLCanvasPanel(wx.glcanvas.GLCanvas, wx.Panel):
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"""XXX"""
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# {{{ initOpenGL(self): XXX
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def initOpenGL(self):
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self.glContext = wx.glcanvas.GLContext(self)
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self.SetCurrent(self.glContext)
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# [1]
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glViewport(0, 0, *self.curSize)
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glMatrixMode(GL_PROJECTION)
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glLoadIdentity(); glFrustum(-1, 1, -1, 1, 1, 100);
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glMatrixMode(GL_MODELVIEW)
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glEnable(GL_DEPTH_TEST)
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glClearColor(0, 0, 0, 1); glClearDepth(1);
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glTranslatef(-5.0, 3.0, -5)
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# }}}
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# {{{ initShaders(self): XXX
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def initShaders(self):
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# Fragment shader
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fs = shaders.compileShader("""
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#version 330 core
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in vec2 fgTexCoord;
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uniform sampler2D texture;
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void main() {
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vec4 texel = texture2D(texture, fgTexCoord);
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gl_FragColor = vec4(texel.r, texel.g, texel.b, 1.0);
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}
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""", GL_FRAGMENT_SHADER)
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# Vertex shader
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vs = shaders.compileShader("""
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#version 330 core
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layout(location = 0) in vec4 vertex;
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layout(location = 1) in vec2 texcoord;
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out vec2 fgTexCoord;
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uniform mat4 modelview;
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uniform mat4 projection;
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void main() {
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gl_Position = projection * modelview * vertex;
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fgTexCoord = texcoord;
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}
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""", GL_VERTEX_SHADER)
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self.shader = shaders.compileProgram(vs, fs)
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# }}}
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# {{{ renderFrame(self, artTextureId, artVbo, artVboLen): XXX
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def renderFrame(self, artTextureId, artVbo, artVboLen):
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# Bind VBO and named texture & install shader program object
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glBindBuffer(GL_ARRAY_BUFFER, artVbo)
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glBindTexture(GL_TEXTURE_2D, artTextureId)
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glUseProgram(self.shader)
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# Specify modelview and projection matrix & texture unit uniforms for shader programs
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modelview, projection = (GLfloat * 16)(), (GLfloat * 16)()
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glGetFloatv(GL_MODELVIEW_MATRIX, modelview)
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glGetFloatv(GL_PROJECTION_MATRIX, projection)
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glUniformMatrix4fv(glGetUniformLocation(self.shader, "modelview"), 1, GL_FALSE, modelview)
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glUniformMatrix4fv(glGetUniformLocation(self.shader, "projection"), 1, GL_FALSE, projection)
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glUniform1i(glGetUniformLocation(self.shader, "texture"), 0)
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# VBO vertices location
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glEnableVertexAttribArray(0)
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glVertexAttribPointer(0, 3, GL_FLOAT, False, 20, ctypes.c_void_p(0))
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glVertexPointer(3, GL_FLOAT, 20, ctypes.c_void_p(0))
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# VBO texture coordinates
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glEnableVertexAttribArray(1)
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glVertexAttribPointer(1, 2, GL_FLOAT, False, 20, ctypes.c_void_p(12))
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glTexCoordPointer(2, GL_FLOAT, 20, ctypes.c_void_p(12))
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# Clear colour and depth buffer, draw quads from VBO & clear state
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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glDrawArrays(GL_QUADS, 0, artVboLen)
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glDisableVertexAttribArray(0)
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glBindTexture(GL_TEXTURE_2D, 0)
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# }}}
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# {{{ renderMiRCART(self, artInfo, artMap, centre=True, canvasCols=100, cubeSize=(0.1, 0.2)): XXX
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def renderMiRCART(self, artInfo, artMap, centre=True, canvasCols=100, cubeSize=(0.1, 0.2)):
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curPos, vertices, numVertices = [0, 0, 0], [], 0
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for numRow in range(len(artMap)):
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if centre and (len(artMap[numRow]) < canvasCols):
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curPos[0] += (((canvasCols - len(artMap[numRow])) * cubeSize[0]) / 2)
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for numCol in range(len(artMap[numRow])):
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cubeFg = artMap[numRow][numCol][0]
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cubeBg = artMap[numRow][numCol][1]
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cubeAttrs = artMap[numRow][numCol][2]
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cubeChar = artMap[numRow][numCol][3]
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artCell = artInfo[cubeFg][cubeBg][cubeAttrs][cubeChar]
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# Top Right, Top Left
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vertices += curPos
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vertices += artCell[0:2]
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vertices += [curPos[0] - cubeSize[0], curPos[1], curPos[2]]
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vertices += artCell[2:4]
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# Bottom Left, Bottom Right
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vertices += [curPos[0] - cubeSize[0], curPos[1] - cubeSize[1], curPos[2]]
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vertices += artCell[4:6]
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vertices += [curPos[0], curPos[1] - cubeSize[1], curPos[2]]
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vertices += artCell[6:8]
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curPos[0], numVertices = curPos[0] + cubeSize[0], numVertices + 4
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curPos[0], curPos[1] = 0, curPos[1] - cubeSize[1]
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artVbo = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, artVbo)
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glBufferData(GL_ARRAY_BUFFER,
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(ctypes.c_float*len(vertices))(*vertices),
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GL_STATIC_DRAW)
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return artVbo, len(vertices), -curPos[1], numVertices
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# }}}
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# {{{ __init__(self, parent, size, defaultPos=(24,24)): initialisation method
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def __init__(self, parent, size, defaultPos=(24,24)):
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super().__init__(parent, pos=defaultPos, size=size)
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self.curPos = list(defaultPos); self.curSize = list(size);
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# }}}
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# vim:expandtab foldmethod=marker sw=4 ts=4 tw=120
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