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72ef7a2
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master
voxels
main.py
Single multicoloured cube demo
dkl9
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72ef7a2
at 2025-170 16:55:37
main.py
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from OpenGL.GL import shaders from libs import * from player import Player from entity import Entity from mesh import SquareMesh VS = """ #version 120 attribute vec3 position; attribute vec4 colIn; varying vec4 colOut; uniform mat4 MVP; void main() { gl_Position = MVP * vec4(position, 1.0); colOut = colIn; } """ FS = """ #version 120 varying vec4 colOut; void main() { gl_FragColor = colOut; } """ def build_scene(): box = SquareMesh() box.add_cube(2, [0, 0, 0]) return [box] def main(): pygame.init() pygame.display.set_mode((640, 480), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE) pygame.display.set_caption("OpenGL") sp = shaders.compileProgram( shaders.compileShader(VS, GL_VERTEX_SHADER), shaders.compileShader(FS, GL_FRAGMENT_SHADER) ) glUseProgram(sp) glEnable(GL_DEPTH_TEST) loc_mvp = glGetUniformLocation(sp, "MVP") glClearColor(0.1, 0.1, 0.1, 1.0) scene = build_scene() clock = pygame.time.Clock() cam = Player() cam.set_focus(True) n = 0 while True: glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) for ent in scene: cam.draw(ent, loc_mvp) for ev in pygame.event.get(): if ev.type == pygame.QUIT or ev.type == pygame.KEYUP and ev.unicode == "q": pygame.quit() return cam.handle_event(ev, scene) cam.update_pos() pygame.display.flip() clock.tick(240) n += 1 if n % 120 == 0: pygame.display.set_caption(f"fps {round(clock.get_fps())}") main()