Source code for main


"""
This module initializes the main graphics application
"""

# Import Python modules
if __name__ == '__main__':
    import moderngl as mgl
    import pygame as pg
    import sys

# Import application modules
from camera import Camera
from light import Light
from mesh import Mesh
from model import *
from scene import Scene
from scene_renderer import SceneRenderer

[docs] class GraphicsEngine(): """ Main graphics engine that initializes OpenGL context, manages game loop, and coordinates all rendering components. Handles window creation, input processing, and rendering pipeline execution. """ def __init__(self, win_size=(1600, 900)): """ Initialize graphics engine with specified window size, OpenGL context, and core components. Args: win_size: Tuple containing window width and height in pixels (default: 1600x900) """ # Initialize PyGame modules pg.init() # Initialize window size self.WIN_SIZE = win_size # Set OpenGL attributes # NOTE: This application uses OpenGL 3.3 Core pg.display.gl_set_attribute(pg.GL_CONTEXT_MAJOR_VERSION, 3) pg.display.gl_set_attribute(pg.GL_CONTEXT_MINOR_VERSION, 3) pg.display.gl_set_attribute(pg.GL_CONTEXT_PROFILE_MASK, pg.GL_CONTEXT_PROFILE_CORE) # Create OpenGL context pg.display.set_mode(self.WIN_SIZE, flags=pg.OPENGL | pg.DOUBLEBUF) # Mouse settings pg.event.set_grab(True) pg.mouse.set_visible(False) # Detect and use existing OpenGL context # NOTE: Contexts provides API functions such renderstates, buffers, etc. self.ctx = mgl.create_context() self.ctx.enable(flags=mgl.DEPTH_TEST | mgl.CULL_FACE) # Create an object to help track time self.clock = pg.time.Clock() self.time = 0 self.delta_time = 0 # Create light data (positions, transformation) self.light = Light() # Create camera data (positions, transformations) self.camera = Camera(self) # Create mesh data (VBOs, VAOs, shader programs, textures) self.mesh = Mesh(self) # Accumulate required objects into a Scene self.scene = Scene(self) # Render the accumulated objects from the Scene self.scene_renderer = SceneRenderer(self)
[docs] def get_time(self): """ Update current time in seconds since application start. Converts milliseconds to seconds for consistent time units. """ self.time = pg.time.get_ticks() * 0.001
[docs] def check_events(self): """ Process PyGame events and handle window close/escape key. Cleans up resources and exits application when quit event occurs. """ for event in pg.event.get(): if event.type == pg.QUIT or (event.type == pg.KEYDOWN and event.key == pg.K_ESCAPE): # Release everything from memory self.mesh.destroy() self.scene_renderer.destroy() pg.quit() sys.exit()
[docs] def render(self): """ Clear framebuffer, render scene, and swap buffers. Sets background color and executes complete rendering pipeline. """ # Clear framebuffer self.ctx.clear(color=(0.08, 0.16, 0.18)) # Render scene self.scene_renderer.render() # Swap buffers pg.display.flip()
[docs] def run(self): """ Main game loop that updates time, processes events, updates camera, and renders scene. Runs at 60 FPS and maintains consistent delta time for smooth animations. """ while True: self.get_time() self.check_events() self.camera.update() self.render() self.delta_time = self.clock.tick(60)
if __name__ == '__main__': app = GraphicsEngine() app.run()