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#!/usr/bin/env python
"""Demonstrates one way of fixing the display resolution to a certain
size, but rendering to the full screen.
The method used in this example is:
1. Create a Framebuffer object, a Texture, and a depth buffer.
2. Attach the Texture and depth buffer to the Framebuffer.
3. Bind the Framebuffer as the current render target.
4. Render the scene using any OpenGL functions (here, just a shape).
5. Unbind the Framebuffer, and blit the Texture scaled to fill the screen.
"""
import pyglet
from pyglet.gl import *
class FixedResolution:
def __init__(self, window, width, height):
self.window = window
self.window.set_minimum_size(width, height)
self.width = width
self.height = height
self._target_area = 0, 0, 0, 0, 0
self.framebuffer = pyglet.image.Framebuffer()
self._color_buffer = pyglet.image.Texture.create(width, height, min_filter=GL_NEAREST, mag_filter=GL_NEAREST)
self._depth_buffer = pyglet.image.buffer.Renderbuffer(width, height, GL_DEPTH_COMPONENT)
self.framebuffer.attach_texture(self._color_buffer)
self.framebuffer.attach_renderbuffer(self._depth_buffer, attachment=GL_DEPTH_ATTACHMENT)
self.window.push_handlers(self)
def on_resize(self, width, height):
self._target_area = self._calculate_area(*self.window.get_framebuffer_size())
def _calculate_area(self, new_screen_width, new_screen_height):
aspect_ratio = self.width / self.height
aspect_width = new_screen_width
aspect_height = aspect_width / aspect_ratio + 0.5
if aspect_height > new_screen_height:
aspect_height = new_screen_height
aspect_width = aspect_height * aspect_ratio + 0.5
return (int((new_screen_width / 2) - (aspect_width / 2)), # x
int((new_screen_height / 2) - (aspect_height / 2)), # y
0, # z
int(aspect_width), # width
int(aspect_height)) # height
def __enter__(self):
self.framebuffer.bind()
self.window.clear()
def __exit__(self, *unused):
self.framebuffer.unbind()
self._color_buffer.blit(*self._target_area)
def begin(self):
self.__enter__()
def end(self):
self.__exit__()
###################################
# Simple program using the Viewport:
###################################
if __name__ == '__main__':
window = pyglet.window.Window(960, 540, resizable=True)
# Create an instance of the FixedResolution class. Use
# 320x180 resolution to make the effect completely obvious:
fixed_res = FixedResolution(window, width=320, height=180)
@window.event
def on_draw():
window.clear()
# The FixedResolution instance can be used as a context manager:
with fixed_res:
rectangle.draw()
# # Alternatively, you can do it manually:
# fixed_res.begin()
# rectangle.draw()
# fixed_res.end()
# Create a simple Rectangle to show the effect
rectangle = pyglet.shapes.Rectangle(x=160, y=90, color=(200, 50, 50), width=100, height=100)
rectangle.anchor_position = 50, 50
def update(dt):
global rectangle
rectangle.rotation += dt * 10
# Schedule the update function at 60fps
pyglet.clock.schedule_interval(update, 1 / 60)
pyglet.app.run()
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