Example #1
0
 def assign(self, varName, varValue):
     assert varName in self.shaderVars, 'Variable %s not found' % varName
     try:
         v = self.shaderVars[varName]
         q, l, t = v['qualifier'], v['location'], v['type']
         if l == -1:
             if not v['reported']:
                 dprint('ASSIGNING TO UNUSED ATTRIBUTE (%s): %s = %s' %
                        (self.name, varName, str(varValue)))
                 v['reported'] = True
             return
         if DEBUG_PRINT:
             print('%s (%s,%d,%s) = %s' % (varName, q, l, t, str(varValue)))
         if q in {'in', 'attribute'}:
             if t == 'float':
                 bgl.glVertexAttrib1f(l, varValue)
             elif t == 'int':
                 bgl.glVertexAttrib1i(l, varValue)
             elif t == 'vec2':
                 bgl.glVertexAttrib2f(l, *varValue)
             elif t == 'vec3':
                 bgl.glVertexAttrib3f(l, *varValue)
             elif t == 'vec4':
                 bgl.glVertexAttrib4f(l, *varValue)
             else:
                 assert False, 'Unhandled type %s for attrib %s' % (t,
                                                                    varName)
             if self.checkErrors:
                 self.drawing.glCheckError('assign attrib %s = %s' %
                                           (varName, str(varValue)))
         elif q in {'uniform'}:
             # cannot set bools with BGL! :(
             if t == 'float':
                 bgl.glUniform1f(l, varValue)
             elif t == 'vec2':
                 bgl.glUniform2f(l, *varValue)
             elif t == 'vec3':
                 bgl.glUniform3f(l, *varValue)
             elif t == 'vec4':
                 bgl.glUniform4f(l, *varValue)
             elif t == 'mat3':
                 bgl.glUniformMatrix3fv(l, 1, bgl.GL_TRUE, varValue)
             elif t == 'mat4':
                 bgl.glUniformMatrix4fv(l, 1, bgl.GL_TRUE, varValue)
             else:
                 assert False, 'Unhandled type %s for uniform %s' % (
                     t, varName)
             if self.checkErrors:
                 self.drawing.glCheckError(
                     'assign uniform %s (%s %d) = %s' %
                     (varName, t, l, str(varValue)))
         else:
             assert False, 'Unhandled qualifier %s for variable %s' % (
                 q, varName)
     except Exception as e:
         print('ERROR Shader.assign(%s, %s)): %s' %
               (varName, str(varValue), str(e)))
Example #2
0
def draw_vertex_array(key, mode, dimensions, color):
    if key in VAO and VAO[key] and program:
        vao = VAO[key]

        bgl.glUseProgram(program)
        bgl.glUniform4f(bgl.glGetUniformLocation(program, "color"), *color)

        bgl.glEnableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glVertexPointer(dimensions, bgl.GL_FLOAT, 0, vao)
        bgl.glDrawArrays(mode, 0, int(len(vao) / dimensions))

        bgl.glDisableClientState(bgl.GL_VERTEX_ARRAY)
        bgl.glUseProgram(0)
Example #3
0
 def assign(self, varName, varValue):
     assert varName in self.shaderVars, 'Variable %s not found' % varName
     try:
         v = self.shaderVars[varName]
         q,l,t = v['qualifier'],v['location'],v['type']
         if l == -1:
             if not v['reported']:
                 dprint('ASSIGNING TO UNUSED ATTRIBUTE (%s): %s = %s' % (self.name, varName,str(varValue)))
                 v['reported'] = True
             return
         if DEBUG_PRINT:
             print('%s (%s,%d,%s) = %s' % (varName, q, l, t, str(varValue)))
         if q in {'in','attribute'}:
             if t == 'float':
                 bgl.glVertexAttrib1f(l, varValue)
             elif t == 'int':
                 bgl.glVertexAttrib1i(l, varValue)
             elif t == 'vec2':
                 bgl.glVertexAttrib2f(l, *varValue)
             elif t == 'vec3':
                 bgl.glVertexAttrib3f(l, *varValue)
             elif t == 'vec4':
                 bgl.glVertexAttrib4f(l, *varValue)
             else:
                 assert False, 'Unhandled type %s for attrib %s' % (t, varName)
             if self.checkErrors:
                 self.drawing.glCheckError('assign attrib %s = %s' % (varName, str(varValue)))
         elif q in {'uniform'}:
             # cannot set bools with BGL! :(
             if t == 'float':
                 bgl.glUniform1f(l, varValue)
             elif t == 'vec2':
                 bgl.glUniform2f(l, *varValue)
             elif t == 'vec3':
                 bgl.glUniform3f(l, *varValue)
             elif t == 'vec4':
                 bgl.glUniform4f(l, *varValue)
             elif t == 'mat3':
                 bgl.glUniformMatrix3fv(l, 1, bgl.GL_TRUE, varValue)
             elif t == 'mat4':
                 bgl.glUniformMatrix4fv(l, 1, bgl.GL_TRUE, varValue)
             else:
                 assert False, 'Unhandled type %s for uniform %s' % (t, varName)
             if self.checkErrors:
                 self.drawing.glCheckError('assign uniform %s (%s %d) = %s' % (varName, t, l, str(varValue)))
         else:
             assert False, 'Unhandled qualifier %s for variable %s' % (q, varName)
     except Exception as e:
         print('ERROR (assign): ' + str(e))