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Simple python app setting up SDL2 & OpenGL.
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#!/usr/bin/env python | |
# The MIT License (MIT) | |
# | |
# Copyright (c) 2014 Richard Hawkins | |
# | |
# Permission is hereby granted, free of charge, to any person obtaining a copy | |
# of this software and associated documentation files (the "Software"), to deal | |
# in the Software without restriction, including without limitation the rights | |
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
# copies of the Software, and to permit persons to whom the Software is | |
# furnished to do so, subject to the following conditions: | |
# | |
# The above copyright notice and this permission notice shall be included in | |
# all copies or substantial portions of the Software. | |
# | |
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
# THE SOFTWARE. | |
import ctypes | |
import numpy | |
import sys | |
import sdl2 | |
from gameobjects.matrix44 import Matrix44 | |
from OpenGL import GL as gl | |
from OpenGL.GL import shaders | |
WINDOW_WIDTH = 1024 | |
WINDOW_HEIGHT = 768 | |
VERT_SOURCE = """ | |
#version 330 | |
uniform mat4 model_matrix; | |
uniform mat4 view_matrix; | |
uniform mat4 proj_matrix; | |
in vec4 mc_vertex; | |
void main() | |
{ | |
mat4 mv_matrix = view_matrix * model_matrix; | |
vec4 cc_vertex = mv_matrix * mc_vertex; | |
gl_Position = proj_matrix * cc_vertex; | |
}""" | |
FRAG_SOURCE = """ | |
#version 330 | |
out vec4 frag_color; | |
void main() | |
{ | |
frag_color = vec4(1.0, 0.0, 0.0, 1.0); | |
}""" | |
VERTICES = [0.0, 0.0, 0.0, 1.0, | |
1.0, 0.0, 0.0, 1.0, | |
1.0, 1.0, 0.0, 1.0, | |
0.0, 1.0, 0.0, 1.0, | |
0.0, 0.0, 0.0, 1.0, | |
1.0, 1.0, 0.0, 1.0] | |
VERTICES = numpy.array(VERTICES, dtype=numpy.float32) | |
def get_4x4_transform(scale_x, scale_y, trans_x, trans_y, trans_z): | |
"""Transform the from local coordinates to world coordinates. | |
@return: transformation matrix used to transform from local coords | |
to world coords. | |
@rtype: Matrix44 | |
""" | |
transform = Matrix44() | |
transform.set_row(0, [scale_x, 0.0, 0.0, trans_x]) | |
transform.set_row(1, [0.0, scale_y, 0.0, trans_y]) | |
transform.set_row(2, [0.0, 0.0, 1.0, trans_z]) | |
transform.set_row(3, [0.0, 0.0, 0.0, 1.0]) | |
return transform.to_opengl() | |
def _get_projection_matrix(left, right, bottom, top): | |
"""Create a orthographic projection matrix. | |
U{Modern glOrtho2d<http://stackoverflow.com/questions/21323743/ | |
modern-equivalent-of-gluortho2d>} | |
U{Orthographic Projection<http://en.wikipedia.org/wiki/ | |
Orthographic_projection_(geometry)>} | |
@param left: position of the left side of the display | |
@type left: int | |
@param right: position of the right side of the display | |
@type right: int | |
@param bottom: position of the bottom side of the display | |
@type bottom: int | |
@param top: position of the top side of the display | |
@type top: int | |
@return: orthographic projection matrix | |
@rtype: Matrix44 | |
""" | |
zNear = -25.0 | |
zFar = 25.0 | |
inv_z = 1.0 / (zFar - zNear) | |
inv_y = 1.0 / (top - bottom) | |
inv_x = 1.0 / (right - left) | |
mat = Matrix44() | |
mat.set_row(0, [(2.0 * inv_x), 0.0, 0.0, (-(right + left) * inv_x)]) | |
mat.set_row(1, [0.0, (2.0 * inv_y), 0.0, (-(top + bottom) * inv_y)]) | |
mat.set_row(2, [0.0, 0.0, (-2.0 * inv_z), (-(zFar + zNear) * inv_z)]) | |
mat.set_row(3, [0.0, 0.0, 0.0, 1.0]) | |
return mat.to_opengl() | |
def _get_view_matrix(x, y): | |
scale_x = 1.0 | |
scale_y = 1.0 | |
trans_x = x | |
trans_y = y | |
layer = 1.0 | |
return get_4x4_transform(scale_x, scale_y, trans_x, trans_y, layer) | |
if __name__ == "__main__": | |
# Init | |
sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) | |
sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MAJOR_VERSION, 3) | |
sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MINOR_VERSION, 2) | |
sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_PROFILE_MASK, | |
sdl2.SDL_GL_CONTEXT_PROFILE_CORE) | |
sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) | |
sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DEPTH_SIZE, 24) | |
sdl2.SDL_GL_SetSwapInterval(1) | |
window = sdl2.SDL_CreateWindow( | |
"Python/SDL2/OpenGL", sdl2.SDL_WINDOWPOS_CENTERED, | |
sdl2.SDL_WINDOWPOS_CENTERED, WINDOW_WIDTH, WINDOW_HEIGHT, | |
sdl2.SDL_WINDOW_OPENGL | sdl2.SDL_WINDOW_SHOWN) | |
if not window: | |
sys.stderr.write("Error: Could not create window\n") | |
exit(1) | |
glcontext = sdl2.SDL_GL_CreateContext(window) | |
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) | |
gl.glEnable(gl.GL_DEPTH_TEST) | |
gl.glEnable(gl.GL_CULL_FACE) | |
gl.glEnable(gl.GL_BLEND) | |
gl.glClearColor(0.3, 0.3, 0.3, 1.0) | |
# Load Shader | |
attrib_locs = { | |
"mc_vertex": -1, | |
} | |
uniform_locs = { | |
"model_matrix": -1, | |
"view_matrix": -1, | |
"proj_matrix": -1, | |
} | |
vert_prog = shaders.compileShader(VERT_SOURCE, gl.GL_VERTEX_SHADER) | |
if not gl.glGetShaderiv(vert_prog, gl.GL_COMPILE_STATUS): | |
sys.stderr.write("Error: Could not compile vertex shader.\n") | |
exit(2) | |
frag_prog = shaders.compileShader(FRAG_SOURCE, gl.GL_FRAGMENT_SHADER) | |
if not gl.glGetShaderiv(frag_prog, gl.GL_COMPILE_STATUS): | |
sys.stderr.write("Error: Could not compile fragment shader.\n") | |
exit(3) | |
shader = gl.glCreateProgram() | |
gl.glAttachShader(shader, vert_prog) | |
gl.glAttachShader(shader, frag_prog) | |
gl.glLinkProgram(shader) | |
if gl.glGetProgramiv(shader, gl.GL_LINK_STATUS) != gl.GL_TRUE: | |
sys.stderr.write("Error: {0}\n".format(gl.glGetProgramInfoLog(shader))) | |
exit(4) | |
for name in ['mc_vertex']: | |
attrib_locs[name] = gl.glGetAttribLocation(shader, name) | |
for name in ['model_matrix', 'view_matrix', 'proj_matrix']: | |
uniform_locs[name] = gl.glGetUniformLocation(shader, name) | |
# Load Object | |
vao = gl.glGenVertexArrays(1) | |
gl.glBindVertexArray(vao) | |
vertex_buffer = gl.glGenBuffers(1) | |
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vertex_buffer) | |
gl.glBufferData(gl.GL_ARRAY_BUFFER, len(VERTICES) * 4, VERTICES, | |
gl.GL_STATIC_DRAW) | |
gl.glVertexAttribPointer(attrib_locs['mc_vertex'], 4, gl.GL_FLOAT, False, | |
0, ctypes.c_void_p(0)) | |
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) | |
gl.glBindVertexArray(0) | |
# Loop | |
running = True | |
event = sdl2.SDL_Event() | |
while running: | |
while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0: | |
if event.type == sdl2.SDL_QUIT: | |
running = False | |
if event.type == sdl2.events.SDL_KEYDOWN: | |
print("SDL_KEYDOWN") | |
if event.key.keysym.sym == sdl2.SDLK_ESCAPE: | |
running = False | |
if (event.type == sdl2.SDL_MOUSEMOTION): | |
print("SDL_MOUSEMOTION") | |
if (event.type == sdl2.SDL_MOUSEBUTTONDOWN): | |
print("SDL_MOUSEBUTTONDOWN") | |
# Update model_matrix | |
object_w = 100 | |
object_h = 100 | |
object_x = WINDOW_WIDTH / 2 - object_w / 2 | |
object_y = WINDOW_HEIGHT / 2 - object_h / 2 | |
model_matrix = get_4x4_transform(scale_x=object_w, scale_y=object_h, | |
trans_x=object_x, trans_y=object_y, | |
trans_z=1.0) | |
# Update proj_matrix | |
proj_matrix = _get_projection_matrix(0.0, WINDOW_WIDTH, | |
0.0, WINDOW_HEIGHT) | |
# Update view_matrix | |
view_matrix = _get_view_matrix(1.0, 1.0) | |
# Start Rendering | |
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) | |
gl.glUseProgram(shader) | |
# Draw object | |
gl.glBindVertexArray(vao) | |
gl.glEnableVertexAttribArray(attrib_locs['mc_vertex']) | |
gl.glUniformMatrix4fv(uniform_locs['model_matrix'], 1, gl.GL_TRUE, | |
model_matrix) | |
gl.glUniformMatrix4fv(uniform_locs['view_matrix'], 1, gl.GL_TRUE, | |
view_matrix) | |
gl.glUniformMatrix4fv(uniform_locs['proj_matrix'], 1, gl.GL_TRUE, | |
proj_matrix) | |
gl.glDrawArrays(gl.GL_TRIANGLES, 0, int(len(VERTICES) / 4.0)) | |
gl.glBindVertexArray(0) | |
# Stop Rendering | |
gl.glUseProgram(0) | |
sdl2.SDL_GL_SwapWindow(window) | |
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numpy | |
pysdl2 | |
https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/gameobjects/gameobjects-0.0.3.zip | |
pyOpenGL |
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