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My first time 3D graphics on Kivy
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from kivy.base import EventLoop, runTouchApp | |
from kivy.factory import Factory | |
from kivy.lang import Builder | |
from kivy.graphics import RenderContext | |
from kivy.properties import NumericProperty | |
from kivy.graphics.transformation import Matrix | |
from kivy.clock import Clock | |
EventLoop.ensure_window() | |
class CustomizedMesh(Factory.Mesh): | |
def __init__(self, *args, **kwargs): | |
kwargs['fmt'] = [(b'v_pos', 3, 'float'), ] | |
super().__init__(*args, **kwargs) | |
Factory.register('CustomizedMesh', cls=CustomizedMesh) | |
Builder.load_string(r''' | |
<Renderer>: | |
canvas: | |
PushMatrix: | |
Translate: | |
z: -2 | |
Rotate: | |
angle: root.angle | |
axis: 0.5, 0.7, 0 | |
CustomizedMesh: | |
vertices: | |
[ # 立方体 | |
.5, .5, .5, | |
.5, .5, -0.5, | |
-0.5, .5, -0.5, | |
-0.5, .5, .5, | |
.5, -0.5, .5, | |
.5, -0.5, -0.5, | |
-0.5, -0.5, -0.5, | |
-0.5, -0.5, .5, | |
] | |
indices: | |
[ | |
0, 1, 1, 2, 2, 3, 3, 0, | |
4, 5, 5, 6, 6, 7, 7, 4, | |
0, 4, 1, 5, 2, 6, 3, 7, | |
] | |
mode: 'lines' | |
PopMatrix: | |
''') | |
class Renderer(Factory.Widget): | |
angle = NumericProperty() | |
def __init__(self, **kwargs): | |
self.canvas = RenderContext() | |
self.canvas.shader.source = './simple.glsl' | |
super().__init__(**kwargs) | |
Clock.schedule_interval(self._update_angle, 0) | |
def _update_angle(self, dt): | |
self.angle += dt * 20 | |
def on_size(self, __, size): | |
aspect_ratio = self.width / float(self.height) | |
projection_mat = Matrix().view_clip( | |
-aspect_ratio, aspect_ratio, -1, 1, 1, 100, 1) | |
self.canvas['projection_mat'] = projection_mat | |
root = Renderer() | |
runTouchApp(root) | |
# root = Builder.load_string(r''' | |
# FloatLayout: | |
# RelativeLayout: | |
# pos: 100, 100 | |
# ''') | |
# renderer = Renderer() | |
# root.children[0].add_widget(renderer) | |
# runTouchApp(root) |
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---VERTEX SHADER--- | |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
attribute vec3 v_pos; | |
uniform mat4 modelview_mat; | |
uniform mat4 projection_mat; | |
void main (void) { | |
gl_Position = projection_mat * modelview_mat * vec4(v_pos, 1.0); | |
} | |
---FRAGMENT SHADER--- | |
#ifdef GL_ES | |
precision highp float; | |
#endif | |
void main(void) | |
{ | |
gl_FragColor = vec4(1.0); | |
} |
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