basilisk-engine 0.1.17__py3-none-any.whl → 0.1.18__py3-none-any.whl

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Files changed (87) hide show
  1. basilisk/__init__.py +15 -15
  2. basilisk/audio/sound.py +27 -27
  3. basilisk/bsk_assets/cube.obj +48 -48
  4. basilisk/collisions/broad/broad_aabb.py +102 -102
  5. basilisk/collisions/broad/broad_bvh.py +137 -137
  6. basilisk/collisions/collider.py +95 -95
  7. basilisk/collisions/collider_handler.py +224 -224
  8. basilisk/collisions/narrow/contact_manifold.py +95 -95
  9. basilisk/collisions/narrow/dataclasses.py +34 -34
  10. basilisk/collisions/narrow/deprecated.py +46 -46
  11. basilisk/collisions/narrow/epa.py +91 -91
  12. basilisk/collisions/narrow/gjk.py +66 -66
  13. basilisk/collisions/narrow/graham_scan.py +24 -24
  14. basilisk/collisions/narrow/helper.py +29 -29
  15. basilisk/collisions/narrow/line_intersections.py +106 -106
  16. basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
  17. basilisk/config.py +2 -2
  18. basilisk/draw/draw.py +100 -100
  19. basilisk/draw/draw_handler.py +179 -179
  20. basilisk/draw/font_renderer.py +28 -28
  21. basilisk/engine.py +206 -206
  22. basilisk/generic/abstract_bvh.py +15 -15
  23. basilisk/generic/abstract_custom.py +133 -133
  24. basilisk/generic/collisions.py +72 -72
  25. basilisk/generic/input_validation.py +66 -66
  26. basilisk/generic/math.py +6 -6
  27. basilisk/generic/matrices.py +35 -35
  28. basilisk/generic/meshes.py +72 -72
  29. basilisk/generic/quat.py +142 -142
  30. basilisk/generic/quat_methods.py +7 -7
  31. basilisk/generic/raycast_result.py +26 -26
  32. basilisk/generic/vec3.py +143 -143
  33. basilisk/input/mouse.py +61 -61
  34. basilisk/input/path.py +14 -14
  35. basilisk/mesh/cube.py +33 -33
  36. basilisk/mesh/mesh.py +230 -230
  37. basilisk/mesh/mesh_from_data.py +130 -130
  38. basilisk/mesh/model.py +271 -271
  39. basilisk/mesh/narrow_aabb.py +89 -89
  40. basilisk/mesh/narrow_bvh.py +91 -91
  41. basilisk/mesh/narrow_primative.py +23 -23
  42. basilisk/nodes/helper.py +28 -28
  43. basilisk/nodes/node.py +684 -684
  44. basilisk/nodes/node_handler.py +96 -95
  45. basilisk/particles/particle_handler.py +64 -64
  46. basilisk/particles/particle_renderer.py +92 -92
  47. basilisk/physics/impulse.py +112 -112
  48. basilisk/physics/physics_body.py +43 -43
  49. basilisk/physics/physics_engine.py +35 -35
  50. basilisk/render/batch.py +105 -105
  51. basilisk/render/camera.py +211 -211
  52. basilisk/render/chunk.py +106 -106
  53. basilisk/render/chunk_handler.py +165 -165
  54. basilisk/render/frame.py +101 -101
  55. basilisk/render/framebuffer.py +130 -130
  56. basilisk/render/image.py +87 -87
  57. basilisk/render/image_handler.py +122 -122
  58. basilisk/render/light.py +96 -96
  59. basilisk/render/light_handler.py +58 -58
  60. basilisk/render/material.py +219 -219
  61. basilisk/render/material_handler.py +135 -135
  62. basilisk/render/post_process.py +132 -132
  63. basilisk/render/shader.py +110 -110
  64. basilisk/render/shader_handler.py +80 -80
  65. basilisk/render/sky.py +120 -120
  66. basilisk/scene.py +276 -276
  67. basilisk/shaders/batch.frag +276 -276
  68. basilisk/shaders/batch.vert +115 -115
  69. basilisk/shaders/crt.frag +31 -31
  70. basilisk/shaders/draw.frag +21 -21
  71. basilisk/shaders/draw.vert +21 -21
  72. basilisk/shaders/filter.frag +22 -22
  73. basilisk/shaders/frame.frag +12 -12
  74. basilisk/shaders/frame.vert +13 -13
  75. basilisk/shaders/geometry.frag +8 -8
  76. basilisk/shaders/geometry.vert +41 -41
  77. basilisk/shaders/normal.frag +59 -59
  78. basilisk/shaders/normal.vert +96 -96
  79. basilisk/shaders/particle.frag +71 -71
  80. basilisk/shaders/particle.vert +84 -84
  81. basilisk/shaders/sky.frag +9 -9
  82. basilisk/shaders/sky.vert +13 -13
  83. {basilisk_engine-0.1.17.dist-info → basilisk_engine-0.1.18.dist-info}/METADATA +45 -38
  84. basilisk_engine-0.1.18.dist-info/RECORD +103 -0
  85. {basilisk_engine-0.1.17.dist-info → basilisk_engine-0.1.18.dist-info}/WHEEL +1 -1
  86. basilisk_engine-0.1.17.dist-info/RECORD +0 -103
  87. {basilisk_engine-0.1.17.dist-info → basilisk_engine-0.1.18.dist-info}/top_level.txt +0 -0
@@ -1,166 +1,166 @@
1
- import numpy as np
2
- import moderngl as mgl
3
- from .chunk import Chunk
4
- from ..nodes.node import Node
5
-
6
-
7
- class ChunkHandler():
8
- engine: ...
9
- """Back reference to the parent engine"""
10
- scene: ...
11
- """Back reference to the parent scene"""
12
- ctx: mgl.Context
13
- """Back reference to the parent context"""
14
- program: mgl.Program
15
- """Reference to the shader program used by batches"""
16
- chunks: list[dict]
17
- """List containing two dictionaries for dynamic and static chunks repsectivly"""
18
- updated_chunks: set
19
- """Set containing recently updated chunks"""
20
-
21
- def __init__(self, scene) -> None:
22
- # Reference to the scene hadlers and variables
23
- """
24
- Handles all the chunking of all the nodes in the scene
25
- """
26
-
27
- # Back references
28
- self.scene = scene
29
- self.engine = scene.engine
30
- self.ctx = scene.engine.ctx
31
- self.program = scene.engine.shader.program
32
-
33
- # List for the dynamic and static chunk dictionaries | [dyanmic: dict, static: dict]
34
- self.shader_groups = {None : ({}, {})}
35
- # self.chunks = [{}, {}]
36
- self.updated_chunks = set()
37
-
38
-
39
- def render(self) -> None:
40
- """
41
- Renders all the chunk batches in the camera's range
42
- Includes some view culling, but not frustum culling.
43
- """
44
-
45
- # Gets a rectanglur prism of chunks in the cameras view
46
- render_range_x, render_range_y, render_range_z = self.get_render_range()
47
-
48
- chunk_keys = [(x, y, z) for x in range(*render_range_x) for y in range(*render_range_y) for z in range(*render_range_z)]
49
-
50
- # Loop through all chunks in view and render
51
- for shader, group in self.shader_groups.items():
52
- if shader == None: shader = self.engine.shader
53
- for chunk in chunk_keys:
54
- # Render the chunk if it exists
55
- if chunk in group[0]: group[0][chunk].render()
56
- if chunk in group[1]: group[1][chunk].render()
57
-
58
-
59
- def update(self) -> None:
60
- """
61
- Updates all the chunks that have been updated since the last frame.
62
- """
63
-
64
- self.program = self.scene.engine.shader.program
65
-
66
- # Loop through the set of updated chunk keys and update the chunk
67
- removes = []
68
-
69
- for chunk in self.updated_chunks:
70
- if chunk.update(): continue
71
- removes.append(chunk)
72
-
73
- # Remove any empty chunks
74
- for chunk in removes:
75
- del self.shader_groups[chunk.shader][chunk.static][chunk.position]
76
-
77
- # Clears the set of updated chunks so that they are not updated unless they are updated again
78
- self.updated_chunks.clear()
79
-
80
- def update_all(self):
81
- self.program = self.scene.engine.shader.program
82
- for shader in self.shader_groups.values():
83
- for chunk in shader[0].values():
84
- self.updated_chunks.add(chunk)
85
- for chunk in shader[1].values():
86
- self.updated_chunks.add(chunk)
87
-
88
- def add(self, node: Node) -> Node:
89
- """
90
- Adds an existing node to its chunk. Updates the node's chunk reference
91
- """
92
-
93
- # The key of the chunk the node will be added to
94
- chunk_size = self.engine.config.chunk_size
95
- chunk_key = (int(node.x // chunk_size), int(node.y // chunk_size), int(node.z // chunk_size))
96
- shader = node.shader
97
-
98
- if shader not in self.shader_groups:
99
- self.shader_groups[shader] = ({}, {})
100
-
101
- # Ensure that the chunk exists
102
- if chunk_key not in self.shader_groups[shader][node.static]:
103
- chunk = Chunk(self, chunk_key, node.static, shader)
104
- self.shader_groups[shader][node.static][chunk_key] = chunk
105
-
106
- # Add the node to the chunk
107
- self.shader_groups[shader][node.static][chunk_key].add(node)
108
-
109
- # Update the chunk
110
- self.updated_chunks.add(self.shader_groups[shader][node.static][chunk_key])
111
-
112
- return Node
113
-
114
- def remove(self, node: Node) -> None:
115
- """
116
- Removes a node from the its chunk
117
- """
118
-
119
- if node == None: return
120
-
121
- # Remove the node
122
- chunk = node.chunk
123
- chunk.remove(node)
124
- node.chunk = None
125
-
126
- # Update the chunk
127
- self.updated_chunks.add(chunk)
128
-
129
- def get_render_range(self) -> tuple:
130
- """
131
- Returns a rectangluar prism of chunks that are in the camera's view.
132
- Tuple return is in form ((x1, x2), (y1, y2), (z1, z2))
133
- """
134
-
135
- cam_position = self.scene.camera.position # glm.vec3(x, y, z)
136
- fov = 40 # The range in which a direction will not be culled
137
-
138
- # Default to a cube of chunks around the camera extending view_distance chunks in each direction
139
- chunk_size = self.engine.config.chunk_size
140
- render_distance = self.engine.config.render_distance
141
- render_range_x = [int(cam_position.x // chunk_size - render_distance), int(cam_position.x // chunk_size + render_distance + 1)]
142
- render_range_y = [int(cam_position.y // chunk_size - render_distance), int(cam_position.y // chunk_size + render_distance + 1)]
143
- render_range_z = [int(cam_position.z // chunk_size - render_distance), int(cam_position.z // chunk_size + render_distance + 1)]
144
-
145
- # Remove chunks that the camera is facing away from
146
- render_range_x[1] -= render_distance * (180 - fov < self.scene.camera.yaw < 180 + fov) - 1
147
- render_range_x[0] += render_distance * (-fov < self.scene.camera.yaw < fov or self.scene.camera.yaw > 360 - fov) - 1
148
-
149
- render_range_y[0] += render_distance * (self.scene.camera.pitch > 25) - 1
150
- render_range_y[1] -= render_distance * (self.scene.camera.pitch < -25) - 1
151
-
152
- render_range_z[1] -= render_distance * (270 - fov < self.scene.camera.yaw < 270 + fov) - 1
153
- render_range_z[0] += render_distance * (90 - fov < self.scene.camera.yaw < 90 + fov) - 1
154
-
155
- return (render_range_x, render_range_y, render_range_z)
156
-
157
- def swap_default(self, shader):
158
- """
159
- Swaps the shader of the default chunks
160
- """
161
-
162
- group = self.shader_groups[None]
163
- for chunk in group[0].values():
164
- chunk.swap_shader(shader)
165
- for chunk in group[1].values():
1
+ import numpy as np
2
+ import moderngl as mgl
3
+ from .chunk import Chunk
4
+ from ..nodes.node import Node
5
+
6
+
7
+ class ChunkHandler():
8
+ engine: ...
9
+ """Back reference to the parent engine"""
10
+ scene: ...
11
+ """Back reference to the parent scene"""
12
+ ctx: mgl.Context
13
+ """Back reference to the parent context"""
14
+ program: mgl.Program
15
+ """Reference to the shader program used by batches"""
16
+ chunks: list[dict]
17
+ """List containing two dictionaries for dynamic and static chunks repsectivly"""
18
+ updated_chunks: set
19
+ """Set containing recently updated chunks"""
20
+
21
+ def __init__(self, scene) -> None:
22
+ # Reference to the scene hadlers and variables
23
+ """
24
+ Handles all the chunking of all the nodes in the scene
25
+ """
26
+
27
+ # Back references
28
+ self.scene = scene
29
+ self.engine = scene.engine
30
+ self.ctx = scene.engine.ctx
31
+ self.program = scene.engine.shader.program
32
+
33
+ # List for the dynamic and static chunk dictionaries | [dyanmic: dict, static: dict]
34
+ self.shader_groups = {None : ({}, {})}
35
+ # self.chunks = [{}, {}]
36
+ self.updated_chunks = set()
37
+
38
+
39
+ def render(self) -> None:
40
+ """
41
+ Renders all the chunk batches in the camera's range
42
+ Includes some view culling, but not frustum culling.
43
+ """
44
+
45
+ # Gets a rectanglur prism of chunks in the cameras view
46
+ render_range_x, render_range_y, render_range_z = self.get_render_range()
47
+
48
+ chunk_keys = [(x, y, z) for x in range(*render_range_x) for y in range(*render_range_y) for z in range(*render_range_z)]
49
+
50
+ # Loop through all chunks in view and render
51
+ for shader, group in self.shader_groups.items():
52
+ if shader == None: shader = self.engine.shader
53
+ for chunk in chunk_keys:
54
+ # Render the chunk if it exists
55
+ if chunk in group[0]: group[0][chunk].render()
56
+ if chunk in group[1]: group[1][chunk].render()
57
+
58
+
59
+ def update(self) -> None:
60
+ """
61
+ Updates all the chunks that have been updated since the last frame.
62
+ """
63
+
64
+ self.program = self.scene.engine.shader.program
65
+
66
+ # Loop through the set of updated chunk keys and update the chunk
67
+ removes = []
68
+
69
+ for chunk in self.updated_chunks:
70
+ if chunk.update(): continue
71
+ removes.append(chunk)
72
+
73
+ # Remove any empty chunks
74
+ for chunk in removes:
75
+ del self.shader_groups[chunk.shader][chunk.static][chunk.position]
76
+
77
+ # Clears the set of updated chunks so that they are not updated unless they are updated again
78
+ self.updated_chunks.clear()
79
+
80
+ def update_all(self):
81
+ self.program = self.scene.engine.shader.program
82
+ for shader in self.shader_groups.values():
83
+ for chunk in shader[0].values():
84
+ self.updated_chunks.add(chunk)
85
+ for chunk in shader[1].values():
86
+ self.updated_chunks.add(chunk)
87
+
88
+ def add(self, node: Node) -> Node:
89
+ """
90
+ Adds an existing node to its chunk. Updates the node's chunk reference
91
+ """
92
+
93
+ # The key of the chunk the node will be added to
94
+ chunk_size = self.engine.config.chunk_size
95
+ chunk_key = (int(node.x // chunk_size), int(node.y // chunk_size), int(node.z // chunk_size))
96
+ shader = node.shader
97
+
98
+ if shader not in self.shader_groups:
99
+ self.shader_groups[shader] = ({}, {})
100
+
101
+ # Ensure that the chunk exists
102
+ if chunk_key not in self.shader_groups[shader][node.static]:
103
+ chunk = Chunk(self, chunk_key, node.static, shader)
104
+ self.shader_groups[shader][node.static][chunk_key] = chunk
105
+
106
+ # Add the node to the chunk
107
+ self.shader_groups[shader][node.static][chunk_key].add(node)
108
+
109
+ # Update the chunk
110
+ self.updated_chunks.add(self.shader_groups[shader][node.static][chunk_key])
111
+
112
+ return Node
113
+
114
+ def remove(self, node: Node) -> None:
115
+ """
116
+ Removes a node from the its chunk
117
+ """
118
+
119
+ if node == None: return
120
+
121
+ # Remove the node
122
+ chunk = node.chunk
123
+ chunk.remove(node)
124
+ node.chunk = None
125
+
126
+ # Update the chunk
127
+ self.updated_chunks.add(chunk)
128
+
129
+ def get_render_range(self) -> tuple:
130
+ """
131
+ Returns a rectangluar prism of chunks that are in the camera's view.
132
+ Tuple return is in form ((x1, x2), (y1, y2), (z1, z2))
133
+ """
134
+
135
+ cam_position = self.scene.camera.position # glm.vec3(x, y, z)
136
+ fov = 40 # The range in which a direction will not be culled
137
+
138
+ # Default to a cube of chunks around the camera extending view_distance chunks in each direction
139
+ chunk_size = self.engine.config.chunk_size
140
+ render_distance = self.engine.config.render_distance
141
+ render_range_x = [int(cam_position.x // chunk_size - render_distance), int(cam_position.x // chunk_size + render_distance + 1)]
142
+ render_range_y = [int(cam_position.y // chunk_size - render_distance), int(cam_position.y // chunk_size + render_distance + 1)]
143
+ render_range_z = [int(cam_position.z // chunk_size - render_distance), int(cam_position.z // chunk_size + render_distance + 1)]
144
+
145
+ # Remove chunks that the camera is facing away from
146
+ render_range_x[1] -= render_distance * (180 - fov < self.scene.camera.yaw < 180 + fov) - 1
147
+ render_range_x[0] += render_distance * (-fov < self.scene.camera.yaw < fov or self.scene.camera.yaw > 360 - fov) - 1
148
+
149
+ render_range_y[0] += render_distance * (self.scene.camera.pitch > 25) - 1
150
+ render_range_y[1] -= render_distance * (self.scene.camera.pitch < -25) - 1
151
+
152
+ render_range_z[1] -= render_distance * (270 - fov < self.scene.camera.yaw < 270 + fov) - 1
153
+ render_range_z[0] += render_distance * (90 - fov < self.scene.camera.yaw < 90 + fov) - 1
154
+
155
+ return (render_range_x, render_range_y, render_range_z)
156
+
157
+ def swap_default(self, shader):
158
+ """
159
+ Swaps the shader of the default chunks
160
+ """
161
+
162
+ group = self.shader_groups[None]
163
+ for chunk in group[0].values():
164
+ chunk.swap_shader(shader)
165
+ for chunk in group[1].values():
166
166
  chunk.swap_shader(shader)
basilisk/render/frame.py CHANGED
@@ -1,102 +1,102 @@
1
- import numpy as np
2
- import moderngl as mgl
3
- from .shader import Shader
4
- from .framebuffer import Framebuffer
5
-
6
- from .post_process import PostProcess
7
-
8
- class Frame:
9
- shader: Shader=None
10
- vbo: mgl.Buffer=None
11
- vao: mgl.VertexArray=None
12
- framebuffer: mgl.Framebuffer=None
13
-
14
- def __init__(self, scene, resolution=1, filter=(mgl.LINEAR, mgl.LINEAR)) -> None:
15
- """
16
- Basilisk render destination.
17
- Can be used to render to the screen or for headless rendering
18
- """
19
-
20
- self.scene = scene
21
- self.engine = scene.engine
22
- self.ctx = scene.ctx
23
-
24
- # Load framebuffer
25
- self.resolution = resolution
26
- self.filter = filter
27
- size = tuple(map(lambda x: int(x * self.resolution), self.engine.win_size))
28
- self.framebuffer = Framebuffer(self.engine, size=size, filter=self.filter)
29
- self.ping_pong_buffer = Framebuffer(self.engine, size=size, filter=self.filter)
30
-
31
- # Load Shaders
32
- self.shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/frame.frag')
33
- self.scene.shader_handler.add(self.shader)
34
-
35
- # Load VAO
36
- self.vbo = self.ctx.buffer(np.array([[-1, -1, 0, 0, 0], [1, -1, 0, 1, 0], [1, 1, 0, 1, 1], [-1, 1, 0, 0, 1], [-1, -1, 0, 0, 0], [1, 1, 0, 1, 1]], dtype='f4'))
37
- self.vao = self.ctx.vertex_array(self.shader.program, [(self.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
38
-
39
- # TEMP TESTING
40
- self.post_processes = []
41
-
42
-
43
- def render(self) -> None:
44
- """
45
- Renders the current frame to the screen
46
- """
47
-
48
- for process in self.post_processes:
49
- self.ping_pong_buffer = process.apply(self.framebuffer, self.ping_pong_buffer)
50
-
51
- temp = self.framebuffer
52
- self.framebuffer = self.ping_pong_buffer
53
- self.ping_pong_buffer = temp
54
-
55
- self.ctx.screen.use()
56
- self.shader.program['screenTexture'] = 0
57
- self.framebuffer.texture.use(location=0)
58
- self.vao.render()
59
-
60
-
61
- def use(self) -> None:
62
- """
63
- Uses the frame as a render target
64
- """
65
-
66
- self.framebuffer.use()
67
- self.clear()
68
-
69
- def add_post_process(self, post_process: PostProcess) -> PostProcess:
70
- """
71
- Add a post process to the frames post process stack
72
- """
73
-
74
- self.post_processes.append(post_process)
75
- return post_process
76
-
77
- def save(self, destination: str=None) -> None:
78
- """
79
- Saves the frame as an image to the given file destination
80
- """
81
-
82
- self.framebuffer.save(destination)
83
-
84
- def clear(self):
85
- self.framebuffer.clear()
86
-
87
- def resize(self, size: tuple[int]=None) -> None:
88
- """
89
- Resize the frame to the given size. None for window size
90
- """
91
-
92
- size = tuple(map(lambda x: int(x * self.resolution), self.engine.win_size))
93
- self.framebuffer.resize(size)
94
- self.ping_pong_buffer.resize(size)
95
-
96
- def __del__(self) -> None:
97
- """
98
- Releases memory used by the frame
99
- """
100
-
101
- if self.vbo: self.vbo.release()
1
+ import numpy as np
2
+ import moderngl as mgl
3
+ from .shader import Shader
4
+ from .framebuffer import Framebuffer
5
+
6
+ from .post_process import PostProcess
7
+
8
+ class Frame:
9
+ shader: Shader=None
10
+ vbo: mgl.Buffer=None
11
+ vao: mgl.VertexArray=None
12
+ framebuffer: mgl.Framebuffer=None
13
+
14
+ def __init__(self, scene, resolution=1, filter=(mgl.LINEAR, mgl.LINEAR)) -> None:
15
+ """
16
+ Basilisk render destination.
17
+ Can be used to render to the screen or for headless rendering
18
+ """
19
+
20
+ self.scene = scene
21
+ self.engine = scene.engine
22
+ self.ctx = scene.ctx
23
+
24
+ # Load framebuffer
25
+ self.resolution = resolution
26
+ self.filter = filter
27
+ size = tuple(map(lambda x: int(x * self.resolution), self.engine.win_size))
28
+ self.framebuffer = Framebuffer(self.engine, size=size, filter=self.filter)
29
+ self.ping_pong_buffer = Framebuffer(self.engine, size=size, filter=self.filter)
30
+
31
+ # Load Shaders
32
+ self.shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/frame.frag')
33
+ self.scene.shader_handler.add(self.shader)
34
+
35
+ # Load VAO
36
+ self.vbo = self.ctx.buffer(np.array([[-1, -1, 0, 0, 0], [1, -1, 0, 1, 0], [1, 1, 0, 1, 1], [-1, 1, 0, 0, 1], [-1, -1, 0, 0, 0], [1, 1, 0, 1, 1]], dtype='f4'))
37
+ self.vao = self.ctx.vertex_array(self.shader.program, [(self.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
38
+
39
+ # TEMP TESTING
40
+ self.post_processes = []
41
+
42
+
43
+ def render(self) -> None:
44
+ """
45
+ Renders the current frame to the screen
46
+ """
47
+
48
+ for process in self.post_processes:
49
+ self.ping_pong_buffer = process.apply(self.framebuffer, self.ping_pong_buffer)
50
+
51
+ temp = self.framebuffer
52
+ self.framebuffer = self.ping_pong_buffer
53
+ self.ping_pong_buffer = temp
54
+
55
+ self.ctx.screen.use()
56
+ self.shader.program['screenTexture'] = 0
57
+ self.framebuffer.texture.use(location=0)
58
+ self.vao.render()
59
+
60
+
61
+ def use(self) -> None:
62
+ """
63
+ Uses the frame as a render target
64
+ """
65
+
66
+ self.framebuffer.use()
67
+ self.clear()
68
+
69
+ def add_post_process(self, post_process: PostProcess) -> PostProcess:
70
+ """
71
+ Add a post process to the frames post process stack
72
+ """
73
+
74
+ self.post_processes.append(post_process)
75
+ return post_process
76
+
77
+ def save(self, destination: str=None) -> None:
78
+ """
79
+ Saves the frame as an image to the given file destination
80
+ """
81
+
82
+ self.framebuffer.save(destination)
83
+
84
+ def clear(self):
85
+ self.framebuffer.clear()
86
+
87
+ def resize(self, size: tuple[int]=None) -> None:
88
+ """
89
+ Resize the frame to the given size. None for window size
90
+ """
91
+
92
+ size = tuple(map(lambda x: int(x * self.resolution), self.engine.win_size))
93
+ self.framebuffer.resize(size)
94
+ self.ping_pong_buffer.resize(size)
95
+
96
+ def __del__(self) -> None:
97
+ """
98
+ Releases memory used by the frame
99
+ """
100
+
101
+ if self.vbo: self.vbo.release()
102
102
  if self.vao: self.vao.release()