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import random | ||
import struct | ||
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import pygame | ||
import zengl | ||
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pygame.init() | ||
pygame.display.set_mode((640, 480), flags=pygame.OPENGL | pygame.DOUBLEBUF) | ||
screen = pygame.surface.Surface((320, 240)) | ||
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ctx = zengl.context() | ||
image = ctx.image((320, 240), "rgba8unorm") | ||
pipeline = ctx.pipeline( | ||
vertex_shader=""" | ||
#version 300 es | ||
precision highp float; | ||
vec2 vertices[4] = vec2[]( | ||
vec2(-1.0, -1.0), | ||
vec2(-1.0, 1.0), | ||
vec2(1.0, -1.0), | ||
vec2(1.0, 1.0) | ||
); | ||
out vec2 vertex; | ||
void main() { | ||
gl_Position = vec4(vertices[gl_VertexID], 0.0, 1.0); | ||
vertex = vertices[gl_VertexID]; | ||
} | ||
""", | ||
fragment_shader=""" | ||
#version 300 es | ||
precision highp float; | ||
uniform float time; | ||
uniform vec2 screen_size; | ||
uniform sampler2D Texture; | ||
in vec2 vertex; | ||
out vec4 out_color; | ||
float hash13(vec3 p3) { | ||
p3 = fract(p3 * 0.1031); | ||
p3 += dot(p3, p3.zyx + 31.32); | ||
return fract((p3.x + p3.y) * p3.z); | ||
} | ||
vec2 hash23(vec3 p3) { | ||
p3 = fract(p3 * vec3(0.1031, 0.1030, 0.0973)); | ||
p3 += dot(p3, p3.yzx + 33.33); | ||
return fract((p3.xx + p3.yz) * p3.zy); | ||
} | ||
vec3 sample_screen(vec2 uv) { | ||
return vec3( | ||
texture(Texture, uv - vec2(0.002, 0.0)).r, | ||
texture(Texture, uv).g, | ||
texture(Texture, uv + vec2(0.002, 0.0)).b | ||
); | ||
} | ||
vec3 screen(vec2 vertex) { | ||
if (abs(vertex.x) > 1.001 || abs(vertex.y) > 1.001) { | ||
return vec3(0.0); | ||
} | ||
vec2 uv = vertex * 0.5 + 0.5; | ||
vec3 color = sample_screen(uv); | ||
float noise = hash13(floor(vec3(uv * screen_size, floor(time)))); | ||
float scanline = sin(uv.y * screen_size.y * 3.141592 + time * 0.05) * 0.1 + 0.9; | ||
color *= 1.0 + (noise - 0.5) * 0.1; | ||
color = color * scanline * 1.05 + 0.05; | ||
return color; | ||
} | ||
void main() { | ||
vec2 v = vertex * (1.0 + pow(abs(vertex.yx), vec2(2.0)) * 0.1); | ||
vec3 color = vec3(0.0); | ||
for (int i = 0; i < 16; ++i) { | ||
vec2 offset = hash23(vec3(v * screen_size, float(i))) - 0.5; | ||
color += screen(v * 1.01 + offset / screen_size); | ||
} | ||
color /= 16.0; | ||
out_color = vec4(color, 1.0); | ||
} | ||
""", | ||
layout=[ | ||
{ | ||
"name": "Texture", | ||
"binding": 0, | ||
}, | ||
], | ||
resources=[ | ||
{ | ||
"type": "sampler", | ||
"binding": 0, | ||
"image": image, | ||
"min_filter": "nearest", | ||
"mag_filter": "nearest", | ||
"wrap_x": "clamp_to_edge", | ||
"wrap_y": "clamp_to_edge", | ||
}, | ||
], | ||
uniforms={ | ||
"time": 0.0, | ||
"screen_size": (320.0, 240.0), | ||
}, | ||
framebuffer=None, | ||
viewport=(0, 0, 640, 480), | ||
topology="triangle_strip", | ||
vertex_count=4, | ||
) | ||
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def make_square(size, color): | ||
surface = pygame.surface.Surface((size, size), pygame.SRCALPHA) | ||
surface.fill(color) | ||
return surface | ||
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squares = [] | ||
for _ in range(20): | ||
size = random.randint(20, 80) | ||
color = (random.randint(0, 255), random.randint(0, 255), random.randint(0, 255)) | ||
square = make_square(size, color) | ||
squares.append({ | ||
"position": (random.randint(0, 320), random.randint(0, 240)), | ||
"rotation": random.randint(0, 360), | ||
"surface": square, | ||
}) | ||
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clock = pygame.Clock() | ||
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space_down = False | ||
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while True: | ||
for event in pygame.event.get(): | ||
if event.type == pygame.QUIT: | ||
pygame.quit() | ||
quit() | ||
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if event.type in (pygame.KEYDOWN, pygame.KEYUP) and event.key == pygame.K_SPACE: | ||
space_down = event.type == pygame.KEYDOWN | ||
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screen.fill((0, 0, 0)) | ||
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for square in squares: | ||
square["rotation"] += 1 | ||
if square["rotation"] > 360: | ||
square["rotation"] = 0 | ||
rotated_surface = pygame.transform.rotate(square["surface"], square["rotation"]) | ||
width, height = rotated_surface.get_size() | ||
position = (square["position"][0] - width // 2, square["position"][1] - height // 2) | ||
screen.blit(rotated_surface, position) | ||
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ctx.new_frame() | ||
image.write(pygame.image.tobytes(screen, "RGBA", flipped=True)) | ||
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if not space_down: | ||
pipeline.uniforms["time"][:] = struct.pack("f", pygame.time.get_ticks()) | ||
pipeline.render() | ||
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else: | ||
image.blit(size=(640, 480)) | ||
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ctx.end_frame() | ||
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pygame.display.flip() | ||
clock.tick(60) |