Example #1
0
    def setup(self):
        self.va = glGenVertexArrays(1)
        glBindVertexArray(self.va)

        self.vbuf = glGenBuffers(1)
        glBindBuffer(GL_ARRAY_BUFFER, self.vbuf)

        self.shader = Shader.default_shader()
Example #2
0
    in vec4 vertex_colors;
    in vec4 vertex_normals;
    in vec2 texture_coords;
    out vec4 final_colors;

    uniform sampler2D our_texture;

    void main()
    {
        // TODO: implement lighting, and do something with normals and materials.
        vec4 nothing = vertex_normals - vec4(1.0, 1.0, 1.0, 1.0);
        final_colors = texture(our_texture, texture_coords) + vertex_colors * nothing;
    }
"""

_default_vert_shader = Shader(vertex_source, 'vertex')
_default_frag_shader = Shader(fragment_source, 'fragment')
default_shader_program = ShaderProgram(_default_vert_shader, _default_frag_shader)


class TexturedMaterialGroup(graphics.Group):

    def __init__(self, material, texture):
        super().__init__()
        self.material = material
        self.texture = texture
        self.program = default_shader_program
        self.rotation = 0, 0, 0
        self.translation = 0, 0, 0

    def set_state(self):
Example #3
0
class TexturedMaterialGroup(BaseMaterialGroup):
    _default_vert_shader = Shader(
        """#version 330 core
    in vec3 vertices;
    in vec3 normals;
    in vec2 tex_coords;
    in vec4 colors;

    out vec4 vertex_colors;
    out vec3 vertex_normals;
    out vec2 texture_coords;
    out vec3 vertex_position;

    uniform WindowBlock
    {
        mat4 projection;
        mat4 view;
    } window;

    void main()
    {
        vec4 pos = window.view * vec4(vertices, 1.0);
        gl_Position = window.projection * pos;
        mat3 normal_matrix = transpose(inverse(mat3(window.view)));

        vertex_position = pos.xyz;
        vertex_colors = colors;
        texture_coords = tex_coords;
        vertex_normals = normal_matrix * normals;
    }
    """, 'vertex')
    _default_frag_shader = Shader(
        """#version 330 core
    in vec4 vertex_colors;
    in vec3 vertex_normals;
    in vec2 texture_coords;
    in vec3 vertex_position;
    out vec4 final_colors;

    uniform sampler2D our_texture;

    void main()
    {
        float l = dot(normalize(-vertex_position), normalize(vertex_normals));
        final_colors = (texture(our_texture, texture_coords) * vertex_colors) * l * 1.2;
    }
    """, 'fragment')
    _default_program = ShaderProgram(_default_vert_shader,
                                     _default_frag_shader)

    def __init__(self, material, texture):
        super().__init__(material)
        self.texture = texture

    def set_state(self):
        glActiveTexture(GL_TEXTURE0)
        glBindTexture(self.texture.target, self.texture.id)
        self.program.use()
        self._set_modelview_matrix()

    def unset_state(self):
        glBindTexture(self.texture.target, 0)

    def __eq__(self, other):
        return False

    def __hash__(self):
        return hash((id(self.parent), self.texture.id, self.texture.target))
Example #4
0
if TYPE_CHECKING:
    from konkyo.asset.image import ImageAsset

vert = Shader(
    """#version 420 core
    in vec4 position;
    in vec4 color;
    in vec2 uv;

    out vec4 frag_color;
    out vec2 frag_uv;

    layout(binding = 0) uniform WindowBlock
    {
        mat4 projection;
        mat4 view;
    } window;

    void main()
    {
        gl_Position = window.projection * window.view * position;
        //gl_Position = projection * view * position;

        frag_color = color;
        frag_uv = uv;
    }
""", 'vertex')

frag = Shader(
    """#version 420 core
    in vec4 frag_color;
Example #5
0
    }
"""

_fragment_source = """#version 330 core
    in vec3 texture_coords;
    out vec4 final_colors;

    uniform sampler2D our_texture;

    void main()
    {
        final_colors = texture(our_texture, texture_coords.xy);
    }
"""

vert_shader = Shader(_vertex_source, 'vertex')
frag_shader = Shader(_fragment_source, 'fragment')
shader_program = ShaderProgram(vert_shader, frag_shader)


#####################################################
# Define a custom `Group` to encapsulate OpenGL state
#####################################################
class RenderGroup(Group):
    """A Group that enables and binds a Texture and ShaderProgram.

    RenderGroups are equal if their Texture and ShaderProgram
    are equal.
    """
    def __init__(self, texture, program, order=0, parent=None):
        """Create a RenderGroup.