import numpy
import moderngl
from moderngl_window.opengl.vao import VAO
from moderngl_window.geometry.attributes import AttributeNames
[docs]def quad_fs(attr_names=AttributeNames, normals=True, uvs=True, name=None) -> VAO:
"""
Creates a screen aligned quad using two triangles with normals and texture coordinates.
Keyword Args:
attr_names (AttributeNames): Attrib name config
normals (bool): Include normals in VAO
uvs (bool): Include normals in VAO
name (str): Optional name for the VAO
Returns:
A :py:class:`~moderngl_window.opengl.vao.VAO` instance.
"""
return quad_2d(
size=(2.0, 2.0), normals=normals, uvs=uvs, attr_names=attr_names, name=name,
)
[docs]def quad_2d(
size=(1.0, 1.0),
pos=(0.0, 0.0),
normals=True,
uvs=True,
attr_names=AttributeNames,
name=None,
) -> VAO:
"""
Creates a 2D quad VAO using 2 triangles with normals and texture coordinates.
Keyword Args:
size (tuple): width and height
pos (float): Center position x and y
normals (bool): Include normals in VAO
uvs (bool): Include normals in VAO
attr_names (AttributeNames): Attrib name config
name (str): Optional name for the VAO
Returns:
A :py:class:`~moderngl_window.opengl.vao.VAO` instance.
"""
width, height = size
xpos, ypos = pos
# fmt: off
pos_data = numpy.array([
xpos - width / 2.0, ypos + height / 2.0, 0.0,
xpos - width / 2.0, ypos - height / 2.0, 0.0,
xpos + width / 2.0, ypos - height / 2.0, 0.0,
xpos - width / 2.0, ypos + height / 2.0, 0.0,
xpos + width / 2.0, ypos - height / 2.0, 0.0,
xpos + width / 2.0, ypos + height / 2.0, 0.0,
], dtype=numpy.float32)
normal_data = numpy.array([
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
], dtype=numpy.float32)
uv_data = numpy.array([
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
], dtype=numpy.float32)
# fmt: on
vao = VAO(name or "geometry:quad", mode=moderngl.TRIANGLES)
vao.buffer(pos_data, "3f", [attr_names.POSITION])
if normals:
vao.buffer(normal_data, "3f", [attr_names.NORMAL])
if uvs:
vao.buffer(uv_data, "2f", [attr_names.TEXCOORD_0])
return vao