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glutil.py
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import pygame
from pygame.locals import *
import ctypes as ct
from OpenGL.GL import *
from OpenGL.GL import shaders
from numpy import array
#autoconfigures locations and attribute locations, provides setters
class prog:
id= -1
unis= {}
ulocs= {}
def bind(self):
glUseProgram(self.id)
class prog_vf(prog):
def __init__(self, vert,frag):
super(prog,self).__init__()
self.vert= "#version 450\n#line 1\n"+vert
self.frag= "#version 450\n#line 1\n"+frag
self.ivert= shaders.compileShader(self.vert, GL_VERTEX_SHADER)
self.ifrag= shaders.compileShader(self.frag, GL_FRAGMENT_SHADER)
self.id= shaders.compileProgram(self.ivert,self.ifrag)
class vbao:
vbo= -1
vao= -1
n= -1
primitive_type= GL_TRIANGLE_STRIP
def __init__(self):
self.vao= glGenVertexArrays(1)
self.vbo= glGenBuffers(1)
def bind_vbo(self):
glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
def bind_vao(self):
glBindVertexArray(self.vao)
#def alloc(self, type, size, use='GL_STATIC_DRAW')
# bind_vbo()
# glbuffer
#def assign(self, dat):
# bind_vbo()
def draw(self):
self.bind_vao()
n= self.n
assert(n>=0)
glDrawArrays(self.primitive_type, 0, n)
def genFrameBuffer():
frame = glGenFramebuffers(1)
glBindFramebuffer(GL_FRAMEBUFFER, frame)
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
w, h = resolution
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, None)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NONE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0)
assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
return frame, texture
def genTexture_2D_R8(w,h):
ret= glGenTextures(1)
glBindTexture(GL_TEXTURE_2D,ret)
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, w,h, 0, GL_RED, GL_FLOAT, None)#uninitialized
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
return ret
#fullscreen quad
#function generator to allow init-time control
def fsq_gen():
square= array([
-1,-1,
-1, 1,
1,-1,
1, 1
],
dtype='float32')
fsqv= vbao()
fsqv.bind_vbo()
fsqv.n= 4
glBufferData(GL_ARRAY_BUFFER, fsqv.n*4*2, square, GL_STATIC_DRAW)
fsqv.bind_vao()
glEnableVertexAttribArray(0)
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, None)
return lambda: fsqv.draw()