from libs import * from OpenGL.GL import shaders import os VS = f""" #version 120 {"\n".join([f"attribute {a};" for a in VERTEX_ATTRS])} {"\n".join([f"varying {a}F;" for a in VERTEX_ATTRS])} {"\n".join([ f"uniform {v[1]} {k};" for (k, v) in UNIFORMS.items() if v[0] == "vert" ])} void main() {{ gl_Position = MVP * vec4(position, 1.0); {"\n".join([f" {a.split()[1]}F = {a.split()[1]};" for a in VERTEX_ATTRS])} }} """ FS = f""" #version 120 {"\n".join([f"varying {a}F;" for a in VERTEX_ATTRS])} {"\n".join([ f"uniform {v[1]} {k};" for (k, v) in UNIFORMS.items() if v[0] == "frag" ])} void main() {{ float ambient = reflsF.x; vec3 lightDir = normalize(lightPos.xyz - positionF); float diffuse = reflsF.y * lightPos.w * dot(normalF, lightDir) / pow(distance(lightPos.xyz, positionF), 2); float specular = reflsF.z * lightPos.w * pow(max(dot( normalize(camPos - positionF), reflect(-lightDir, normalF) ), 0.0), reflsF.w); gl_FragColor = vec4((ambient + diffuse + specular) * colF.xyz, colF.w); }} """ def init_display(): pygame.init() full = os.environ.get("FULLSCREEN") pygame.display.set_mode((640, 480), pygame.DOUBLEBUF | pygame.OPENGL | (pygame.FULLSCREEN | pygame.SCALED if full else pygame.RESIZABLE), vsync=1) pygame.event.set_allowed([ pygame.KEYDOWN, pygame.KEYUP, pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP, pygame.MOUSEMOTION, pygame.QUIT, pygame.WINDOWRESIZED, pygame.WINDOWSIZECHANGED ]) pygame.display.set_caption("Voxels") sp = shaders.compileProgram( shaders.compileShader(VS, GL_VERTEX_SHADER), shaders.compileShader(FS, GL_FRAGMENT_SHADER) ) for (k, v) in UNIFORMS.items(): v[2] = glGetUniformLocation(sp, k) glUseProgram(sp) glEnable(GL_DEPTH_TEST) glEnable(GL_BLEND) glEnable(GL_CULL_FACE) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glClearColor(0.1, 0.1, 0.1, 1.0)