Last active
October 1, 2018 10:17
-
-
Save mousetail/7ac16bad2be2cc27b5ec69f0bd66b4f8 to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
import OpenGL.GL as GL | |
import OpenGL.GL.shaders | |
import pygame | |
import math | |
import random | |
import PIL | |
import colorsys | |
vertex_shader = """ | |
#version 330 | |
uniform float angle; | |
uniform float aspect; | |
in vec4 position; | |
in vec4 normal; | |
in vec2 tex_coord; | |
out vec2 texCoordV; | |
out vec4 pos; | |
void main() | |
{ | |
mat4 matrix = mat4(vec4(cos(angle),sin(angle),0,0),vec4(-sin(angle),cos(angle),0,0), | |
vec4(0,0,1,0),vec4(0,0,0,1)); | |
matrix *= mat4(vec4(1,0,0,0),vec4(0,aspect,0,0),vec4(0,0,1,0),vec4(0,0,1,1)); | |
pos = position * matrix; | |
gl_Position = pos; | |
texCoordV=tex_coord; | |
} | |
""" | |
FADE_START = 00 | |
FADE_END = 30 | |
fragment_shader = """ | |
#version 330 | |
uniform sampler2D tex; | |
in vec2 texCoordV; | |
in vec4 pos; | |
uniform vec4 col; | |
void main() | |
{ | |
float fac = 1 - clamp((pos.z - """+str(FADE_START)+""") / """+str(FADE_END-FADE_START)+""", 0, 1); | |
gl_FragColor = texture2D(tex, texCoordV) * 0.6 * col * fac; | |
} | |
""" | |
class OrangeObject(object): | |
def __init__(self, angle, length, z, locations): | |
self.angle = angle | |
self.length = length | |
self.width = 1 | |
self.z = z | |
self.locations = locations | |
self.speed=0.1 | |
self.rotspeed=0.1 | |
def draw(self): | |
GL.glUniform1f(self.locations[b'angle'], self.angle) | |
GL.glVertexAttrib2fv(self.locations[b'tex_coord'], (0.95,(self.angle/2)/math.pi)) | |
GL.glBegin(GL.GL_TRIANGLES) | |
rect((((-self.width/2, 1, self.z),(0.0,0.0)), | |
((self.width/2, 1, self.z),(0.0,1)), | |
((-self.width/2, 1, self.z+self.width),(0.128,0.0)), | |
((self.width/2, 1, self.z+self.width),(0.128,1)) | |
), locations=self.locations) | |
rect((((-self.width/2, 1, self.z+self.width),(0.128,0.0)), | |
((self.width/2, 1, self.z+self.width),(0.128,1)), | |
((-self.width/2, 1, self.z+self.width+self.length),(1-0.128,0.0)), | |
((self.width/2, 1, self.z+self.width+self.length),(1-0.128,1)) | |
), locations=self.locations) | |
rect((((-self.width/2, 1, self.z+self.width+self.length),(1-0.128,0.0)), | |
((self.width/2, 1, self.z+self.width+self.length),(1-0.128,1)), | |
((-self.width/2, 1, self.z+self.width*2+self.length),(1,0.0)), | |
((self.width/2, 1, self.z+self.width*2+self.length),(1,1)) | |
), locations=self.locations) | |
GL.glEnd() | |
def update(self): | |
self.z-=self.speed | |
if self.z + self.width * 2 + self.length < 0: | |
self.z = 30 | |
self.angle=random.random() * 2 * math.pi | |
self.width=random.random() * 0.25 + 0.128 | |
self.length=random.random() * 4 + 1 | |
self.speed=random.random() * 0.05 + 0.05 | |
self.rotspeed=random.random() * 0.025 + 0.0128 | |
self.angle+=self.rotspeed | |
def vertex(v, locations): | |
#print(locations) | |
GL.glVertexAttrib2fv(locations[b'tex_coord'], v[1]) | |
GL.glVertex(v[0][0],v[0][1],v[0][2],1) | |
def rect(r, locations): | |
vertex(r[0], locations) | |
vertex(r[1], locations) | |
vertex(r[2], locations) | |
vertex(r[2], locations) | |
vertex(r[1], locations) | |
vertex(r[3], locations) | |
def load_image(name): | |
img = pygame.image.load(name) | |
textureData = pygame.image.tostring(img, "RGBA", 1) | |
width = img.get_width() | |
height = img.get_height() | |
print(len(textureData)/width/height) | |
im = GL.glGenTextures(1) | |
GL.glBindTexture(GL.GL_TEXTURE_2D, im) | |
GL.glTexParameteri(GL.GL_TEXTURE_2D, GL.GL_TEXTURE_MIN_FILTER, GL.GL_LINEAR) | |
GL.glTexImage2D(GL.GL_TEXTURE_2D, 0, GL.GL_RGBA, width, height, 0, GL.GL_RGBA, | |
GL.GL_UNSIGNED_BYTE, textureData) | |
GL.glEnable(GL.GL_TEXTURE_2D) | |
return im | |
def main(): | |
pygame.init() | |
DISPLAY_DIMENSIONS = (640 * 2, 480 * 2) | |
display = pygame.display.set_mode(DISPLAY_DIMENSIONS, pygame.DOUBLEBUF | pygame.OPENGL) | |
clock = pygame.time.Clock() | |
FPS = 60 | |
GL.glClearColor(0.5, 0.5, 0.5, 1.0) | |
GL.glEnable(GL.GL_DEPTH_TEST) | |
shader = OpenGL.GL.shaders.compileProgram( | |
OpenGL.GL.shaders.compileShader(vertex_shader, GL.GL_VERTEX_SHADER), | |
OpenGL.GL.shaders.compileShader(fragment_shader, GL.GL_FRAGMENT_SHADER) | |
) | |
img = load_image('rounded_line.png') | |
print(img) | |
attribs = [b"aspect",b"angle",b"tex",b"col"] | |
vertex_attribs=[b"tex_coord",b"position"] | |
locations = {k:GL.glGetUniformLocation(shader, k) for k in attribs} | |
locations = {**locations, **{k:GL.glGetAttribLocation(shader, k) for k in vertex_attribs}} | |
print(locations) | |
objects=[] | |
for i in range(96): | |
objects.append(OrangeObject(math.pi * i / 3,0, -40, locations=locations)) | |
GL.glEnable(GL.GL_BLEND) | |
GL.glDisable(GL.GL_DEPTH_TEST) | |
GL.glBlendFunc(GL.GL_SRC_ALPHA, GL.GL_ONE) #_MINUS_SRC_ALPHA | |
GL.glClearColor(0,0,0,1) | |
hue = 0 | |
while True: | |
clock.tick(FPS) | |
for e in pygame.event.get(): | |
if e.type == pygame.QUIT: | |
return | |
col = colorsys.hsv_to_rgb(hue, 0.8, 0.6) | |
GL.glClearColor(col[0], col[1], col[2], 1) | |
GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT) | |
GL.glUseProgram(shader) | |
GL.glBindTexture(GL.GL_TEXTURE_2D, img) | |
GL.glUniform1f(locations[b"aspect"], DISPLAY_DIMENSIONS[0]/DISPLAY_DIMENSIONS[1]) | |
GL.glUniform4f(locations[b"col"], *col, 1) | |
GL.glUniform1i(locations[b"tex"], 0) | |
for i in objects: | |
i.draw() | |
for i in objects: | |
i.update() | |
pygame.display.flip() | |
hue+=0.0005 | |
#if (1 < hue < 3): | |
# pygame.image.save(display, "glOutput/{0:.4f}.png".format(hue)) | |
if __name__ == '__main__': | |
try: | |
main() | |
finally: | |
pygame.quit() |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment