def __init__(self, attributes, bone_nodes, bone_offsets, index=None): self.vertex_array = VertexArrayObject(attributes, index) self.skinning_shader = Shader(SKINNING_VERT, COLOR_FRAG) self.bone_nodes = bone_nodes self.bone_offsets = bone_offsets
def __init__(self, OBJname, MATname): #loads .obj and .mat files self.meshData = [] self.materialData = [] self.count = 0 self.VBOs = [] self.VAOs = [] self.shader = Shader("./shaders/diffuseSpec") #loads the master shader self.textures = [] self.loadMesh(OBJname) self.loadMaterial(MATname) self.loadDataInGPU()
def setup_prim(self): self.va = VertexArray() self.vbo = VertexBuffer(self.vertices) self.layout = VertexBufferLayout() self.layout.push_float(3) self.layout.push_float(2) self.layout.push_float(3) self.va.add_buffer(self.vbo, self.layout) self.ib = IndexBuffer(self.indices) self.shader = Shader('resources/shaders/BasicTextureMVP.glsl') self.material.textures.basecolor.setup_texture()
def __init__(self, points, sizes, mass): ''' Constructor ''' self._window = 0 self._first = True self._sizes = np.array(sizes) self._points = points self._pointmasses = mass self._pointsGL = None self._cornerX = None self._cornerY = None self._shader = Shader.Shader("Billboard") self._texture = 0
def __init__(self , fname): self.shader = Shader(fname) self.mat = MaterialData() self.identityMat = pyrr.matrix44.create_identity() vertices = [-1 , 1 , -1 , -1 , 1 , 1 , 1 , -1] vertices = np.array(vertices, dtype='float32') self.vao = glGenVertexArrays(1) glBindVertexArray(self.vao) self.vbo = glGenBuffers(1) glBindBuffer(GL_ARRAY_BUFFER, self.vbo); glBufferData(GL_ARRAY_BUFFER,8*4 , vertices, GL_STATIC_DRAW) glEnableVertexAttribArray(0); glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, None); glBindVertexArray(0);
def __init__(self, step, cell_size): self.step = step self.cell_size = cell_size self.grid = [] self.grid_sdr = Shader('resources/shaders/Grid.glsl') self.grid_sdr.bind() self.layout = VertexBufferLayout() self.layout.push_float(2) self.VA = VertexArray() self.VA.unbind() self.grid_sdr.unbind() distance = cell_size * step grid_array = [] if step == 0: xline = [cell_size, 0.0, -cell_size, 0.0] yline = [0.0, cell_size, 0.0, -cell_size] else: xline = [distance, 0.0, -distance, 0.0] yline = [0.0, distance, 0.0, -distance] grid_array.extend(xline) grid_array.extend(yline) if step > 0: for i in range(step): i = i + 1 grid_array.extend( [distance, i * cell_size, -distance, i * cell_size]) grid_array.extend( [distance, -i * cell_size, -distance, -i * cell_size]) grid_array.extend( [i * cell_size, distance, i * cell_size, -distance]) grid_array.extend( [-i * cell_size, distance, -i * cell_size, -distance]) else: print("Grid step count can't be negative.") self.grid = numpy.array(grid_array, 'f') self.VB = VertexBuffer(self.get_grid_array()) self.VA.add_buffer(self.VB, self.layout)
def __init__(self, attributes, index=None): self.vertex_array = VertexArrayObject(attributes, index) self.shader = Shader(COLOR_VERT, COLOR_FRAG)
y=1010) # Map m, inter_map, inter_map_obj, shadow_map = loadmap("map\\draconis") #m.check_unsigned_data(tile_dictionary, obj_dictionary) # Lightning Lightning.propagate_all(inter_map, inter_map_obj, shadow_map) DLconf = DaylightConfigurator() # Areas shader_area_1 = ShaderArea([[30, 30], [30, 40], [40, 30], [40, 40]], (0, 0, 100, 255), 50) # Shader shader_layer = Shader() # Start LAN LAN_SERVER = Popen("python src\\LAN.py") # Entities p = Player(DISC_POS, OFFSET, "src\\Char\\Lianna.png") entity_dict = {} # Socket Connection context = zmq.Context() socket = context.socket(zmq.DEALER) HOST = "127.0.0.1" PORT = 33000 receive_string = "tcp://" + HOST + ":" + str(PORT) timer_string = "tcp://" + HOST + ":" + str(PORT + 1)
def __init__(self, P): sf.Drawable.__init__(self) self.quad = Quad() self.shader = Shader(P) self.states = sf.RenderStates(shader=self.shader)