a library to easily intergrate shaders into your new or existing pygame projects
Project description
Pygame Shaders
Easily intergrate shaders into your new or existing pygame projects
This project allows for GLSL shaders to easily be intergrated with either your new or existing Pygame projects without having to touch OpenGL.
import pygame
import pygame_shaders
pygame.init()
screen = pygame.display.set_mode((600, 600), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE) #Create an opengl renderable display.
display = pygame.Surface((600, 600)) #Create a new surface, this will be where you do all your pygame rendering
display.set_colorkey((0, 0, 0)) #Make all black on the display transparent
shader = pygame_shaders.Shader(size=(600, 600), display=(600, 600),
pos=(0, 0), vertex_path="shaders/vertex.txt",
fragment_path="shaders/default_frag.txt") #Load your shader!
while True:
pygame_shaders.clear((100, 100, 100)) #Fill with the color you would like in the background
display.fill((0, 0, 0)) #Fill with the color you set in the colorkey
#Your pygame code here.
pygame.draw.rect(display, (255, 0, 0), (20, 20, 20, 20)) #Draw a red rectangle to the display at (20, 20)
shader.render(display) #Render the display onto the OpenGL display with the shaders!
pygame.display.flip()
Overview
pygame_shaders.Shader
-> Initializes a new shader.
pygame_shaders.Shader(shader_size: Tuple[int], window_size: Tuple[int], position: Tuple[int], vertex_shader_path: str, fragment_shader_path: str)
pygame_shaders.Shader.render
-> Renders a shader to the display. If a surface is passed the shader will be rendered onto that Surface before being rendered onto the main display.
pygame_shaders.Shader.render(surface: Optional[pygame.Surface])
pygame_shaders.Shader.send
-> Allows for uniforms to be passed to a shader.
pygame_shaders.Shader.send(variable_name: str, data: List[float])
pygame_shaders.clear
-> Clears the display with a color.
pygame_shaders.clear(color: Tuple[int])
Tutorial
Installation
Guide coming soon!
Your First Shader
Once you have pygame_shaders installed, creating a shader is simple:
shader = pygame_shaders.Shader(shader_size: Tuple[int], window_size: Tuple[int], position: Tuple[int], vertex_shader_path: str, fragment_shader_path: str)
However before we can create any shaders. We must create our Pygame display. For this tutorial I will create a (600, 600) display. It is important for this display to contain the pygame.OPENGL, pygame.DOUBLEBUF and pygame.HWSURFACE flags. As this will allow us to render to the display using OpenGL.
screen = pygame.display.set_mode((600, 600), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)
Now that this display has been marked as an OpenGL display, we will no longer be able to use any of Pygame's rendering functionality on this display. So lets create a regular Pygame surface. We will use this for all of our games rendering. For this tutorial ill keep the Surface the same size as the display but you could make it smaller or larger if you like.
display = pygame.Surface((600, 600))
Note: When using pygame_shaders. Its good practice to set a transparent color for the surface so we can apply a background shader later. To do this I will set the color key to black.
display.set_colorkey((0, 0, 0))
Finally! Lets create our shader. For this tutorial our shader will simpily take our Surface we created above and render it to the OpenGL display. The vertex and fragment shader will look like this.
vertex.glsl:
#version 330 core
layout (location=0) in vec3 vertexPos;
layout (location=1) in vec2 vertexTexCoord;
out vec3 fragmentColor;
out vec2 fragmentTexCoord;
void main()
{
gl_Position = vec4(vertexPos, 1.0);
fragmentColor = vertexColor;
fragmentTexCoord = vertexTexCoord;
}
fragment.glsl:
#version 330 core
in vec3 fragmentColor;
in vec2 fragmentTexCoord;
out vec4 color;
uniform sampler2D imageTexture;
void main() {
color = texture(imageTexture, fragmentTexCoord);
}
Note: All vertex shaders require layout (location=0) in vec3 vertexPos;
and layout (location=1) in vec3 vertexTexCoord;
if you would like to access texture coordinates.
Now lets create our Pygame shader! Ill give it a size the same as our display (600, 600) and a position of (0, 0) Note: (0, 0) in a shader = middle of the screen.
shader = pygame_shaders.Shader(size=(600, 600), display=(600, 600),
pos=(0, 0), vertex_path="shaders/vertex.txt",
fragment_path="shaders/default_frag.txt")
Congrats! You have created your first shader using pygame_shaders!
Using the shader
Now that you have created your shader. Its time to use it. Right now our code looks something like this:
import pygame
import pygame_shaders
screen = pygame.display.set_mode((600, 600), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)
display = pygame.Surface((600, 600))
display.set_colorkey((0, 0, 0))
shader = pygame_shaders.Shader(size=(600, 600), display=(600, 600),
pos=(0, 0), vertex_path="shaders/vertex.txt",
fragment_path="shaders/default_frag.txt")
This is all the setup the shader requires. Now you can continue with your Pygame project as normal. With the exception of a few things. A typical project using pygame_shaders looks like this:
import pygame
import pygame_shaders
pygame.init()
screen = pygame.display.set_mode((600, 600), pygame.OPENGL | pygame.DOUBLEBUF | pygame.HWSURFACE)
display = pygame.Surface((600, 600))
display.set_colorkey((0, 0, 0))
shader = pygame_shaders.Shader(size=(600, 600), display=(600, 600),
pos=(0, 0), vertex_path="shaders/vertex.txt",
fragment_path="shaders/default_frag.txt")
while True:
pygame_shaders.clear((100, 100, 100)) #Fill with the color you would like in the background
display.fill((0, 0, 0)) #Fill with the color you set in the colorkey
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
pygame.draw.rect(display, (255, 0, 0), (20, 20, 20, 20)) #Draw a red rectangle to the display at (20, 20)
shader.render(display) #Render the display onto the OpenGL display with the shaders!
pygame.display.flip()
Congratulations! You have created your first shader using pygame_shaders!
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