Merge branch 'master' into sdl

# Conflicts:
#	version.py
This commit is contained in:
Richard Smith 2024-10-24 17:43:45 +01:00
commit 96d620382c
4 changed files with 416 additions and 2 deletions

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# An OO wrapper around the Vector2 struct, by @Emtyloc
from pyray import *
class Vector2Ex(list):
def __init__(self, x, y):
super(Vector2Ex, self).__init__([x, y])
@property
def x(self):
return self[0]
@x.setter
def x(self, value):
self[0]= value
@property
def y(self):
return self[1]
@y.setter
def y(self, value):
self[1]= value
@staticmethod
def to_Vec2(v: Vector2):
"""
Cast Vector2 to Vec2.
"""
return Vector2Ex(v.x, v.y)
def __repr__(self) -> str:
return f"{self.x}, {self.y}"
def __eq__(self, other):
if isinstance(other, Vector2Ex):
return self.x == other.x and self.y == other.y
return False
def __add__(self, other):
if isinstance(other, Vector2Ex):
return Vector2Ex(self.x + other.x, self.y + other.y)
return Vector2Ex(self.x + other, self.y + other)
def __iadd__(self, other):
if isinstance(other, Vector2Ex):
self.x += other.x
self.y += other.y
else:
res = vector2_add_value(self, other)
self.x = res.x
self.y = res.y
return self
def __radd__(self, other):
return self + other
def __sub__(self, other):
if isinstance(other, Vector2Ex):
return Vector2Ex(self.x - other.x, self.y - other.y)
return Vector2Ex(self.x - other, self.y - other)
def __isub__(self, other):
if isinstance(other, Vector2Ex):
self.x -= other.x
self.y -= other.y
else:
self.x -= other
self.y -= other
return self
def __rsub__(self, other):
return Vector2Ex(other - self.x, other - self.y)
def __mul__(self, other):
if isinstance(other, Vector2Ex):
res = vector2_multiply(self, other)
return self.to_Vec2(res)
return Vector2Ex(self.x * other, self.y * other)
def __imul__(self, other):
if isinstance(other, Vector2Ex):
res = vector2_multiply(self, other)
else:
res = vector2_scale(self, other)
self.x = res.x
self.y = res.y
return self
def __truediv__(self, other):
if isinstance(other, Vector2Ex):
res = vector_2divide(self, other)
return self.to_Vec2(res)
return Vector2Ex(self.x / other, self.y / other)
def __itruediv__(self, other):
if isinstance(other, Vector2Ex):
res = vector_2divide(self, other)
else:
res = vector2_scale(self, 1/other)
self.x = res.x
self.y = res.y
return self
def __neg__(self):
return Vector2Ex(-self.x, -self.y)
def __pos__(self):
return Vector2Ex(self.x, self.y)
def __pow__(self, exponent):
return Vector2Ex(self.x ** exponent, self.y ** exponent)
# PyRay mapped vector2 functions
def angle(self, vec2):
return vector2_angle(self, vec2)
def clamp(self, min_vec2, max_vec2):
res = vector2_clamp(self, min_vec2, max_vec2)
return self.to_Vec2(res)
def clamp_value(self, min_val: float, max_val: float):
res = vector2_clamp_value(self, min_val, max_val)
return self.to_Vec2(res)
def distance(self, vec2):
return vector_2distance(self, vec2)
def distance_sqr(self, vec2) -> float:
return vector_2distance_sqr(self, vec2)
def dot_product(self, vec2) -> float:
return vector_2dot_product(self, vec2)
def invert(self):
res = vector2_invert(self)
return self.to_Vec2(res)
def length(self):
return vector2_length(self)
def length_sqr(self) -> float:
return vector2_length_sqr(self)
def lerp(self, vec2, amount: float):
res = vector2_lerp(self, vec2, amount)
return self.to_Vec2(res)
def move_towards(self, target_vec2, max_distance: float):
res = vector2_move_towards(self, target_vec2, max_distance)
return self.to_Vec2(res)
def negate(self):
res = vector2_negate(self)
return self.to_Vec2(res)
def normalize(self):
res = vector2_normalize(self)
return self.to_Vec2(res)
def reflect(self, normal_vec2):
res = vector2_reflect(self, normal_vec2)
return self.to_Vec2(res)
def rotate(self, angle: float):
res = vector2_rotate(self, angle)
return self.to_Vec2(res)
def transform(self, mat: Matrix):
res = vector2_transform(self, mat)
return self.to_Vec2(res)
@staticmethod
def line_angle(start_vec2, end_vec2) -> float:
return vector2_line_angle(start_vec2, end_vec2)
@staticmethod
def one():
return Vector2Ex(1, 1)
@staticmethod
def zero():
return Vector2Ex(0, 0)
if __name__ == "__main__":
# Arithmetic ops
v1 = Vector2Ex(5, 5)
v2 = Vector2Ex(10, 10)
print(v1 + v2) # 15, 15
print(v1 - v2) # -5, -5
print(v1 * v2) # 50.0, 50.0
print(v1 / v2) # 0.5, 0.5
print(v1 * 2) # 10, 10
print(v2 / 2) # 5.0, 5.0
v1+=v2
print(v1) #15, 15
v2-=v1
print(v2) #-5, -5
v1/=-v2
print(v1) #3.0, 3.0
v2*=v1
print(v2) #-15.0, -15.0
v3 = Vector2Ex(3, 5)
print(v3 ** 2) #9, 25
v1 = Vector2Ex.one()
print(v1)
v0 = Vector2Ex.zero()
print(v0)
# Vector2 pyray methods
v1 = Vector2Ex(3, 4)
v2 = Vector2Ex(1, 2)
v_min = Vector2Ex(0, 0)
v_max = Vector2Ex(5, 5)
print("Angle:", v1.angle(v2))
print("Clamp:", v1.clamp(v_min, v_max))
print("Clamp value:", v1.clamp_value(1.5, 3.5))
print("Distance:", v1.distance(v2))
print("Distance Sqr:", v1.distance_sqr(v2))
print("Dot Product:", v1.dot_product(v2))
print("Invert:", v1.invert())
print("Length:", v1.length())
print("Length Sqr:", v1.length_sqr())
print("Lerp:", v1.lerp(v2, 0.5))
print("Line Angle:", Vector2Ex.line_angle(v1, v2))
print("Move Towards:", v1.move_towards(v2, 0.5))
print("Negate:", v1.negate())
print("Normalize:", v1.normalize())
print("Reflect:", v1.reflect(v2))
print("Rotate:", v1.rotate(45))
# I don't know why this not work
# mat = Matrix2x2(1, 0, 0, 1)
# print("Transform:", v1.transform(mat))

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = texelColor*colDiffuse*fragColor;
gl_FragDepth = 1.0 - finalColor.z;
}

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from pyray import *
import raylib as rl
#------------------------------------------------------------------------------------
# Define custom functions required for the example
#------------------------------------------------------------------------------------
# Load custom render texture, create a writable depth texture buffer
def LoadRenderTextureDepthTex(width, height):
target = RenderTexture()
target.id = rl_load_framebuffer(width, height) # Load an empty framebuffer
if target.id > 0:
rl_enable_framebuffer(target.id)
# Create color texture (default to RGBA)
target.texture.id = rl_load_texture(None, width, height, PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1)
target.texture.width = width
target.texture.height = height
target.texture.format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
target.texture.mipmaps = 1
# Create depth texture buffer (instead of raylib default renderbuffer)
target.depth.id = rl_load_texture_depth(width, height, False)
target.depth.width = width
target.depth.height = height
target.depth.format = 19 #DEPTH_COMPONENT_24BIT?
target.depth.mipmaps = 1
# Attach color texture and depth texture to FBO
rl_framebuffer_attach(target.id, target.texture.id, rl.RL_ATTACHMENT_COLOR_CHANNEL0, rl.RL_ATTACHMENT_TEXTURE2D, 0)
rl_framebuffer_attach(target.id, target.depth.id, rl.RL_ATTACHMENT_DEPTH, rl.RL_ATTACHMENT_TEXTURE2D, 0)
# Check if fbo is complete with attachments (valid)
if rl_framebuffer_complete(target.id):
print(f"FBO: [{target.id}] Framebuffer object created successfully")
rl_disable_framebuffer()
else:
print("FBO: Framebuffer object can not be created")
return target
# Unload render texture from GPU memory (VRAM)
def UnloadRenderTextureDepthTex(target):
if target.id > 0:
# Color texture attached to FBO is deleted
rl_unload_texture(target.texture.id)
rl_unload_texture(target.depth.id)
# NOTE: Depth texture is automatically
# queried and deleted before deleting framebuffer
rl_unload_framebuffer(target.id)
screenWidth = 800
screenHeight = 450
init_window(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer")
# The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z`
shader = load_shader("","resources/shaders/glsl330/write_depth.fs")
# Use Customized function to create writable depth texture buffer
target = LoadRenderTextureDepthTex(screenWidth, screenHeight)
# Define the camera to look into our 3d world
camera = Camera3D()
camera.position = (2.0, 2.0, 3.0) # Camera position
camera.target = (0.0, 0.5, 0.0) # Camera looking at point
camera.up = (0.0, 1.0, 0.0) # Camera up vector (rotation towards target)
camera.fovy = 45.0 # Camera field-of-view Y
camera.projection = CameraProjection.CAMERA_PERSPECTIVE # Camera projection type
set_target_fps(60) # Set our game to run at 60 frames-per-second
#--------------------------------------------------------------------------------------
# Main game loop
while not window_should_close(): # Detect window close button or ESC key
# Update
#----------------------------------------------------------------------------------
update_camera(camera, CameraMode.CAMERA_ORBITAL)
#----------------------------------------------------------------------------------
# Draw
#----------------------------------------------------------------------------------
# Draw into our custom render texture (framebuffer)
begin_texture_mode(target)
clear_background(WHITE)
begin_mode_3d(camera)
begin_shader_mode(shader)
draw_cube_wires_v((0.0, 0.5, 1.0) , (1.0,1.0, 1.0), RED)
draw_cube_v((0.0, 0.5, 1.0) , (1.0, 1.0, 1.0) , PURPLE)
draw_cube_wires_v((0.0, 0.5, -1.0), (1.0, 1.0, 1.0) , DARKGREEN)
draw_cube_v((0.0, 0.5, -1.0) , (1.0, 1.0, 1.0) , YELLOW)
draw_grid(10, 1.0)
end_shader_mode()
end_mode_3d()
end_texture_mode()
# Draw into screen our custom render texture
begin_drawing()
clear_background(RAYWHITE)
draw_texture_rec(target.texture, Rectangle(0, 0, screenWidth, -screenHeight) , (0, 0) , WHITE)
draw_fps(10, 10)
end_drawing()
# De-Initialization
#--------------------------------------------------------------------------------------
UnloadRenderTextureDepthTex(target)
unload_shader(shader)
close_window() # Close window and OpenGL context

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#
# SPDX-License-Identifier: EPL-2.0 OR GPL-2.0 WITH Classpath-exception-2.0
from ._raylib_cffi import ffi, lib as rl
import sys
try:
from ._raylib_cffi import ffi, lib as rl
except ModuleNotFoundError:
print("\n*** ERROR LOADING NATIVE CODE ***\n")
print("See https://github.com/electronstudio/raylib-python-cffi/issues/142\n", file=sys.stderr)
print("Your Python is: "+str(sys.implementation)+"\n", file=sys.stderr)
raise
from raylib._raylib_cffi.lib import *
from raylib.colors import *
from raylib.defines import *
import cffi
import sys
from .version import __version__
print("RAYLIB STATIC "+__version__+" LOADED", file=sys.stderr)