def __init__(self, mapfile, no_gl=False): #height_map = None, textures = None, shader = None): self._dimensions = (0,0) self._map_locations = {} self._marker_colors = {} self._no_gl = no_gl self._player_initial_position = (0,0) self._bases_positions = [] self._drop_point_positions = [] self._target_point_positions = [] self._enemy_start_positions = [] self._map = None self._normals = None self._indices_vbo = None self._map_positions_vbo = None self._patch_index_offsets = [] self._total_patches = 0 self._vao = 0 self.loadConfig(mapfile) self._shader = None if not no_gl: if self._shader_name: self._shader = R.getShaderProgram(self._shader_name) self._map_world_scale_loc = self._shader.getUniformPos("world_scale") else: self._map_world_scale_loc = -1 if self._height_map is not None: self.loadMap()
def __init__(self, shader_name, texture_name): self._shader_name = shader_name self._texture_name = texture_name self._shader = R.getShaderProgram(shader_name) self._tbinder = None self._texture = None if texture_name: self._texture = R.loadTexture(texture_name) if texture_name else None if self._texture: tloc = self._shader.getUniformPos("texture0") self._tbinder = self._texture.getBinder(0, tloc) if tloc>-1 else None self._tot_vert_gl = 0 self._ofs_gl = None for uni in self._uniforms: setattr(self, "_"+uni+"_uni", self._shader.getUniformPos(uni)) self.reset()