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Modern GL and frame buffer work
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import numpy as np | |
import moderngl | |
from moderngl_window import geometry | |
from ported._example import Example | |
from pathlib import Path | |
import os | |
class SimpleColorTriangle(Example): | |
gl_version = (3, 3) | |
aspect_ratio = 16 / 9 | |
title = "Simple Color Triangle" | |
resource_dir = os.path.dirname(os.path.abspath(__file__)) | |
def __init__(self, **kwargs): | |
super().__init__(**kwargs) | |
self.prog = self.ctx.program( | |
vertex_shader=''' | |
#version 330 | |
in vec2 in_vert; | |
in vec3 in_color; | |
out vec3 v_color; // Goes to the fragment shader | |
void main() { | |
gl_Position = vec4(in_vert, 0.0, 1.0); | |
v_color = in_color; | |
} | |
''', | |
fragment_shader=''' | |
#version 330 | |
in vec3 v_color; | |
out vec4 f_color; | |
void main() { | |
// We're not interested in changing the alpha value | |
f_color = vec4(v_color, 1.0); | |
} | |
''', | |
) | |
# Point coordinates are put followed by the vec3 color values | |
vertices = np.array([ | |
# x, y, red, green, blue | |
0.0, 0.8, 1.0, 0.0, 0.0, | |
-0.6, -0.8, 0.0, 1.0, 0.0, | |
0.6, -0.8, 0.0, 0.0, 1.0, | |
], dtype='f4') | |
self.vbo = self.ctx.buffer(vertices) | |
# We control the 'in_vert' and `in_color' variables | |
self.vao = self.ctx.vertex_array( | |
self.prog, | |
[ | |
# Map in_vert to the first 2 floats | |
# Map in_color to the next 3 floats | |
(self.vbo, '2f 3f', 'in_vert', 'in_color') | |
], | |
) | |
self.offscreen_color = self.ctx.texture(self.wnd.buffer_size, 4) | |
self.offscreen = self.ctx.framebuffer(color_attachments=[self.offscreen_color]) | |
self.texture_prog = self.load_program('texture.glsl') | |
self.quad_fs = geometry.quad_fs() | |
def render(self, time: float, frame_time: float): | |
self.offscreen.use() | |
self.offscreen.clear(1.0, 1.0, 1.0) | |
self.vao.render() | |
self.wnd.use() | |
self.offscreen_color.use(location=0) | |
self.quad_fs.render(self.texture_prog) | |
if __name__ == '__main__': | |
SimpleColorTriangle.run() |
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