step_01.py Diff

start.py to step_01.py diff
--- /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/development/doc/tutorials/raycasting/start.py
+++ /home/docs/checkouts/readthedocs.org/user_builds/arcade-library/checkouts/development/doc/tutorials/raycasting/step_01.py
@@ -1,5 +1,8 @@
 import random
+from pathlib import Path
+
 import arcade
+from arcade.experimental import Shadertoy
 
 # Do the math to figure out our screen dimensions
 SCREEN_WIDTH = 800
@@ -22,6 +25,12 @@
     def __init__(self, width, height, title):
         super().__init__(width, height, title, resizable=True)
 
+        # The shader toy and 'channels' we'll be using
+        self.shadertoy = None
+        self.channel0 = None
+        self.channel1 = None
+        self.load_shader()
+
         # Sprites and sprite lists
         self.player_sprite = None
         self.wall_list = arcade.SpriteList()
@@ -31,6 +40,29 @@
 
         self.generate_sprites()
         arcade.set_background_color(arcade.color.ARMY_GREEN)
+
+    def load_shader(self):
+        # Where is the shader file? Must be specified as a path.
+        shader_file_path = Path("step_01.glsl")
+
+        # Size of the window
+        window_size = self.get_size()
+
+        # Create the shader toy
+        self.shadertoy = Shadertoy.create_from_file(window_size, shader_file_path)
+
+        # Create the channels 0 and 1 frame buffers.
+        # Make the buffer the size of the window, with 4 channels (RGBA)
+        self.channel0 = self.shadertoy.ctx.framebuffer(
+            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
+        )
+        self.channel1 = self.shadertoy.ctx.framebuffer(
+            color_attachments=[self.shadertoy.ctx.texture(window_size, components=4)]
+        )
+
+        # Assign the frame buffers to the channels
+        self.shadertoy.channel_0 = self.channel0.color_attachments[0]
+        self.shadertoy.channel_1 = self.channel1.color_attachments[0]
 
     def generate_sprites(self):
         # -- Set up several columns of walls
@@ -65,11 +97,17 @@
         self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.wall_list)
 
     def on_draw(self):
-        arcade.start_render()
+        # Select the channel 0 frame buffer to draw on
+        self.channel0.use()
+        # Draw the walls
+        self.wall_list.draw()
 
-        self.wall_list.draw()
-        self.bomb_list.draw()
-        self.player_list.draw()
+        # Select this window to draw on
+        self.use()
+        # Clear to background color
+        self.clear()
+        # Run the shader and render to the window
+        self.shadertoy.render()
 
     def on_key_press(self, key, modifiers):
         """Called whenever a key is pressed. """