mirror of
https://github.com/quantum5/punyverse.git
synced 2025-04-24 05:01:57 -04:00
Turn the circle thing to use shaders.
It's for tiny things like that that immediate mode is useful.
This commit is contained in:
parent
7023ed83ea
commit
674289a8b3
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@ -11,32 +11,8 @@ from six.moves import range
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TWOPI = pi * 2
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__all__ = ['compile', 'ortho', 'frustrum', 'crosshair', 'circle', 'belt',
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'glSection', 'glRestore', 'glContext', 'progress_bar',
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'FontEngine', 'Matrix4f', 'Disk', 'OrbitVBO', 'SimpleSphere', 'TangentSphere', 'Cube']
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class glContext(object):
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def __init__(self, context):
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self.new_context = context
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def __enter__(self):
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self.old_context = get_current_context()
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self.new_context.set_current()
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def __exit__(self, exc_type, exc_val, exc_tb):
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self.old_context.set_current()
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class glSection(object):
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def __init__(self, type):
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self.type = type
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def __enter__(self):
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glBegin(self.type)
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def __exit__(self, exc_type, exc_val, exc_tb):
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glEnd()
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__all__ = ['compile', 'belt', 'glRestore', 'FontEngine', 'Matrix4f', 'Disk', 'OrbitVBO',
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'SimpleSphere', 'TangentSphere', 'Cube', 'Circle']
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class glRestore(object):
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@ -143,42 +119,20 @@ def compile(pointer, *args, **kwargs):
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return display
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def ortho(width, height):
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glDisable(GL_LIGHTING)
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glDisable(GL_DEPTH_TEST)
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glMatrixMode(GL_PROJECTION)
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glPushMatrix()
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glLoadIdentity()
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glOrtho(0, width, 0, height, -1, 1)
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glMatrixMode(GL_MODELVIEW)
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glPushMatrix()
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glLoadIdentity()
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class Circle(object):
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type = GL_FLOAT
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stride = 2 * 4
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position_offset = 0
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position_size = 2
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def frustrum():
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glMatrixMode(GL_PROJECTION)
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glPopMatrix()
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glMatrixMode(GL_MODELVIEW)
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glPopMatrix()
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glEnable(GL_LIGHTING)
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glEnable(GL_DEPTH_TEST)
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def crosshair(size, coords):
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cx, cy = coords
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with glSection(GL_LINES):
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glVertex2f(cx - size, cy)
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glVertex2f(cx + size, cy)
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glVertex2f(cx, cy - size)
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glVertex2f(cx, cy + size)
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def circle(r, seg, coords):
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cx, cy = coords
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with glSection(GL_LINE_LOOP):
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for i in range(seg):
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theta = TWOPI * i / seg
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glVertex2f(cx + cos(theta) * r, cy + sin(theta) * r)
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def __init__(self, r, segs):
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self.vertex_count = segs
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buffer = segs * 2 * [0]
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delta = 2 * pi / segs
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for i in range(segs):
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theta = delta * i
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buffer[2*i:2*i+2] = [cos(theta) * r, sin(theta) * r]
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self.vbo = array_to_gl_buffer(buffer)
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class Disk(object):
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@ -384,39 +338,3 @@ def belt(radius, cross, object, count):
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glScalef(scale, scale, scale)
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choice(object).draw()
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glPopMatrix()
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def progress_bar(x, y, width, height, filled):
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with glRestore(GL_ENABLE_BIT):
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glDisable(GL_TEXTURE_2D)
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glDisable(GL_BLEND)
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x1 = x
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x2 = x + width
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y1 = y
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y2 = y - height
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y3 = 0.65 * y1 + 0.35 * y2
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y4 = 0.25 * y1 + 0.75 * y2
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glColor3f(0.6, 0.6, 0.6)
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with glSection(GL_LINE_LOOP):
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glVertex2f(x1, y1)
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glVertex2f(x1, y2)
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glVertex2f(x2, y2)
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glVertex2f(x2, y1)
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x1 += 1
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y1 -= 1
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x2 = x + width * filled - 1
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with glSection(GL_TRIANGLE_STRIP):
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glColor3f(0.81, 1, 0.82)
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glVertex2f(x1, y1)
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glVertex2f(x2, y1)
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glColor3f(0, 0.83, 0.16)
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glVertex2f(x1, y3)
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glVertex2f(x2, y3)
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glVertex2f(x1, y4)
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glVertex2f(x2, y4)
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glColor3f(0.37, 0.92, 0.43)
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glVertex2f(x1, y2)
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glVertex2f(x2, y2)
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@ -8,10 +8,69 @@ import pyglet
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from pyglet.gl import *
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from six.moves import zip_longest
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from punyverse.glgeom import glContext, progress_bar
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from punyverse.glgeom import glRestore
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from punyverse.world import World
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class glContext(object):
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def __init__(self, context):
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self.new_context = context
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def __enter__(self):
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self.old_context = get_current_context()
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self.new_context.set_current()
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def __exit__(self, exc_type, exc_val, exc_tb):
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self.old_context.set_current()
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class glSection(object):
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def __init__(self, type):
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self.type = type
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def __enter__(self):
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glBegin(self.type)
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def __exit__(self, exc_type, exc_val, exc_tb):
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glEnd()
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def progress_bar(x, y, width, height, filled):
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with glRestore(GL_ENABLE_BIT):
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glDisable(GL_TEXTURE_2D)
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glDisable(GL_BLEND)
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x1 = x
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x2 = x + width
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y1 = y
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y2 = y - height
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y3 = 0.65 * y1 + 0.35 * y2
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y4 = 0.25 * y1 + 0.75 * y2
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glColor3f(0.6, 0.6, 0.6)
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with glSection(GL_LINE_LOOP):
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glVertex2f(x1, y1)
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glVertex2f(x1, y2)
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glVertex2f(x2, y2)
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glVertex2f(x2, y1)
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x1 += 1
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y1 -= 1
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x2 = x + width * filled - 1
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with glSection(GL_TRIANGLE_STRIP):
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glColor3f(0.81, 1, 0.82)
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glVertex2f(x1, y1)
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glVertex2f(x2, y1)
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glColor3f(0, 0.83, 0.16)
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glVertex2f(x1, y3)
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glVertex2f(x2, y3)
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glVertex2f(x1, y4)
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glVertex2f(x2, y4)
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glColor3f(0.37, 0.92, 0.43)
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glVertex2f(x1, y2)
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glVertex2f(x2, y2)
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def get_context_info(context):
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info = [' %-22s %s' % (key + ':', value)
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for key, value in context.config.get_gl_attributes()]
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@ -109,6 +109,9 @@ class Program(object):
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def uniform_vec3(self, name, a, b, c):
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glUniform3f(self.uniforms[name], a, b, c)
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def uniform_vec4(self, name, a, b, c, d):
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glUniform4f(self.uniforms[name], a, b, c, d)
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def _variable_locations(self, count_type, get_func, loc_func):
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variables = {}
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count = GLint()
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8
punyverse/shaders/line.fragment.glsl
Normal file
8
punyverse/shaders/line.fragment.glsl
Normal file
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@ -0,0 +1,8 @@
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#version 130
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out vec4 o_fragColor;
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uniform vec4 u_color;
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void main() {
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o_fragColor = u_color;
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}
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8
punyverse/shaders/line.vertex.glsl
Normal file
8
punyverse/shaders/line.vertex.glsl
Normal file
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@ -0,0 +1,8 @@
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#version 130
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in vec2 a_position;
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uniform mat4 u_mvpMatrix;
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void main() {
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gl_Position = u_mvpMatrix * vec4(a_position, 0, 1);
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}
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@ -144,6 +144,7 @@ class Punyverse(pyglet.window.Window):
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glLightfv(GL_LIGHT1, GL_SPECULAR, fv4(1, 1, 1, 1))
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self.info_engine = FontEngine()
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self.circle = Circle(10, 20)
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pyglet.clock.schedule(self.update)
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self.on_resize(self.width, self.height) # On resize handler does nothing unless it's loaded
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@ -297,13 +298,19 @@ class Punyverse(pyglet.window.Window):
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glDrawArrays(GL_TRIANGLES, 0, self.info_engine.vertex_count)
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self.info_engine.end()
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self.world.activate_shader(None)
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glDisable(GL_BLEND)
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ortho(width, height)
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with glRestore(GL_CURRENT_BIT | GL_LINE_BIT):
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glLineWidth(2)
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cx, cy = width / 2, height / 2
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glColor4f(0, 1, 0, 1)
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circle(10, 20, (cx, cy))
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frustrum()
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mvp = projection * Matrix4f.from_angles((width / 2, height /2, 0))
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shader = self.world.activate_shader('line')
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shader.uniform_vec4('u_color', 0, 1, 0, 1)
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shader.uniform_mat4('u_mvpMatrix', mvp)
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glBindBuffer(GL_ARRAY_BUFFER, self.circle.vbo)
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shader.vertex_attribute('a_position', self.circle.position_size, self.circle.type, GL_FALSE,
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self.circle.stride, self.circle.position_offset)
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glDrawArrays(GL_LINE_LOOP, 0, self.circle.vertex_count)
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glBindBuffer(GL_ARRAY_BUFFER, 0)
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glLineWidth(1)
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self.world.activate_shader(None)
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@ -25,6 +25,7 @@ class World(object):
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'ring': ('ring.vertex.glsl', 'ring.fragment.glsl'),
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'atmosphere': ('atmosphere.vertex.glsl', 'atmosphere.fragment.glsl'),
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'text': ('text.vertex.glsl', 'text.fragment.glsl'),
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'line': ('line.vertex.glsl', 'line.fragment.glsl'),
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}
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def __init__(self, file, callback):
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