Example #1
0
    def _render_borders(self):
        """
        renders a texture containing the borders
        of all shapes.
        """

        # XXX
        # - read the old glBlendFunc value and restore it if neccessary.
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        self.border_program.use()
        for shape_object_id, instances in self._instances.items():
            self._shape_vaos[shape_object_id].bind()
            for instance in instances:
                border_size = instance.border['size']
                if len(instance.border) > 0:
                    glEnable(GL_BLEND)
                    # XXX
                    # - cache the modelview matrix
                    modelview = ModelView()
                    modelview.set_scaling(instance.size[0]+2*border_size, instance.size[1]+2*border_size)
                    modelview.set_position(instance.position[0]-border_size, instance.position[1]-border_size)
                    self.border_program.uniform('mat_modelview', modelview.mat4)
                    self.border_program.uniform('color', instance.border['color'])
                    glDrawArrays(GL_TRIANGLES, 0, 6)

                    glDisable(GL_BLEND)
                    # XXX
                    # - cache the modelview matrix
                    modelview = ModelView()
                    modelview.set_scaling(*instance.size)
                    modelview.set_position(*instance.position)
                    self.border_program.uniform('color', [0,0,0,0])
                    self.border_program.uniform('mat_modelview', modelview.mat4)
                    glDrawArrays(GL_TRIANGLES, 0, 6)

            self._shape_vaos[shape_object_id].unbind()
        self.border_program.unuse()

        glEnable(GL_BLEND)
Example #2
0
    def render(self):
        # Render border texture
        # XXX
        # - only do if neccessary.
        self._borderframe.use()
        self._render_borders()
        self._borderframe.unuse()

        self.program.use()
        glActiveTexture(GL_TEXTURE0);
        for shape_object_id, instances in self._instances.items():
            self._shape_vaos[shape_object_id].bind()
            for instance in instances:
                # XXX
                # - define the exact behavior of mix_texture.
                if instance.texture is not None:
                    self.program.uniform('mix_texture', 1)
                    self.program.uniform('tex', 0)
                    glBindTexture(GL_TEXTURE_2D, instance.texture.gl_texture_id)
                else:
                    self.program.uniform('mix_texture', 0)
                    glBindTexture(GL_TEXTURE_2D, 0)

                # XXX
                # - cache the modelview matrix
                modelview = ModelView()
                modelview.set_scaling(*instance.size)
                modelview.set_position(*instance.position)
                self.program.uniform('color', instance.color)
                self.program.uniform('mat_modelview', modelview.mat4)
                glDrawArrays(GL_TRIANGLES, 0, 6)
            self._shape_vaos[shape_object_id].unbind()
        self.program.unuse()

        # render borders
        # XXX
        # - only if neccessary
        self._borderframe.render()