Beispiel #1
0
    def render(self):
        GameObject.render(self)

        self.program.bind()

        view_location = glGetUniformLocation(self.program.get_handle(), "view")
        if view_location > -1:
            v = self.camera.view
            v = v[:]
            v_ctype = (GLfloat * len(v))(*v)
            glUniformMatrix4fv(view_location, 1, GL_FALSE, v_ctype)

        proj_location = glGetUniformLocation(self.program.get_handle(), "proj")
        if proj_location > -1:
            p = self.camera.projection
            p = p[:]
            p_ctype = (GLfloat * len(p))(*p)
            glUniformMatrix4fv(proj_location, 1, GL_FALSE, p_ctype)

        model_location = glGetUniformLocation(self.program.get_handle(), "model")
        if model_location > -1:
            self.matrix = Matrix4.new_translate(self.position.x, self.position.y, self.position.z)
            if self.parent:
                m = Matrix4().identity()
                m = self.parent.matrix * self.matrix
                m = m[:]
            else:
                m = self.matrix[:]
            m_ctype = (GLfloat * len(m))(*m)
            glUniformMatrix4fv(model_location, 1, GL_FALSE, m_ctype)

        # bind vao for use
        glBindVertexArray(self.vao)
        # Draw a rectangle from the 2 triangles using 6 indices
        if self.indices:
            glDrawElements(GL_TRIANGLES, len(self.indices), GL_UNSIGNED_INT, 0)
        elif self.vertices:
            pass #gldrawarray?
        # stop the vao
        glBindVertexArray(0)
Beispiel #2
0
 def render(self):
     GameObject.render(self)
     for row in self.enemies:
         for enemy in row:
             enemy.render()