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import moderngl as mgl
from pathlib import Path
import moderngl_window as mglw
from moderngl_window import geometry
class ComputeRenderToTexture(mglw.WindowConfig):
"""Simple example rendering to a texture with a compute shader"""
title = "Render Texture Using Compute Shader"
resource_dir = (Path(__file__) / '../../resources').resolve()
gl_version = 4, 3
aspect_ratio = 1.0
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.compute_shader = self.load_compute_shader('programs/compute/render_to_texture.glsl')
self.compute_shader['destTex'] = 0
self.texture_program = self.load_program('programs/texture.glsl')
self.quad_fs = geometry.quad_fs()
self.texture = self.ctx.texture((256, 256), 4)
self.texture.filter = mgl.NEAREST, mgl.NEAREST
def render(self, time, frame_time):
self.ctx.clear(0.3, 0.3, 0.3)
w, h = self.texture.size
gw, gh = 16, 16
nx, ny, nz = int(w / gw), int(h / gh), 1
try:
self.compute_shader['time'] = time
except Exception:
pass
# Automatically binds as a GL_R32F / r32f (read from the texture)
self.texture.bind_to_image(0, read=False, write=True)
self.compute_shader.run(nx, ny, nz)
# Render texture
self.texture.use(location=0)
self.quad_fs.render(self.texture_program)
if __name__ == '__main__':
mglw.run_window_config(ComputeRenderToTexture)
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