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import math
import os
import sys
import glm
import moderngl
import pygame
os.environ['SDL_WINDOWS_DPI_AWARENESS'] = 'permonitorv2'
pygame.init()
pygame.display.set_mode((800, 800), flags=pygame.OPENGL | pygame.DOUBLEBUF, vsync=True)
class Scene:
def __init__(self):
self.ctx = moderngl.get_context()
self.program = self.ctx.program(
vertex_shader='''
#version 330 core
uniform mat4 camera;
vec3 vertices[3] = vec3[](
vec3(0.0, 0.4, 0.0),
vec3(-0.4, -0.3, 0.0),
vec3(0.4, -0.3, 0.0)
);
void main() {
gl_Position = camera * vec4(vertices[gl_VertexID], 1.0);
}
''',
fragment_shader='''
#version 330 core
layout (location = 0) out vec4 out_color;
void main() {
out_color = vec4(1.0, 1.0, 1.0, 1.0);
}
''',
)
self.vao = self.ctx.vertex_array(self.program, [])
self.vao.vertices = 3
def camera_matrix(self):
now = pygame.time.get_ticks() / 1000.0
eye = (math.cos(now), math.sin(now), 0.5)
proj = glm.perspective(45.0, 1.0, 0.1, 1000.0)
look = glm.lookAt(eye, (0.0, 0.0, 0.0), (0.0, 0.0, 1.0))
return proj * look
def render(self):
camera = self.camera_matrix()
self.ctx.clear()
self.ctx.enable(self.ctx.DEPTH_TEST)
self.program['camera'].write(camera)
self.vao.render()
scene = Scene()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
scene.render()
pygame.display.flip()
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