class Overlay: def __init__(self): self.quad = MeshQuad() self.texture = Texture("media/textures/border4.png") #self.texture = Texture("media/textures/flare.png") self.shader = Shader("media/shaders/overlay.vert", "media/shaders/overlay.frag", isFile=True) def on_beat(self, dt): pass def update(self, dt): pass def draw(self): glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #glBlendFunc(GL_SRC_ALPHA, GL_ONE) #glDepthMask(GL_FALSE) #glDisable(GL_DEPTH_TEST) self.texture.bind() self.shader.bind() glPushMatrix() glLoadIdentity() self.quad.draw() glPopMatrix() self.shader.release() self.texture.release() #glEnable(GL_DEPTH_TEST) #glDepthMask(GL_TRUE) glDisable(GL_BLEND)
def __init__(self, w=1024, h=1024): self.quad = MeshQuad() self.shader = Shader("media/shaders/postprocess.vert", "media/shaders/postprocess.frag", isFile=True) self.rt = RenderTarget(w, h, multisample=True) self.dt = 0 self.mode = 0 self.texture = Texture("media/textures/gradient.png")
class PostProcess: def __init__(self, w=1024, h=1024): self.quad = MeshQuad() self.shader = Shader("media/shaders/postprocess.vert", "media/shaders/postprocess.frag", isFile=True) self.rt = RenderTarget(w, h, multisample=True) self.dt = 0 self.mode = 0 self.texture = Texture("media/textures/gradient.png") def on_beat(self, beat): pass def switch(self, n): self.mode = n def current(self): return self.mode def num(self): return 6 def bind(self): if self.mode == 0: return self.rt.bind() def release(self): if self.mode == 0: return self.rt.release() def update(self, dt): self.dt += dt def draw(self): if self.mode == 0: return self.rt.texture.bind() self.shader.bind() self.shader["time"] = float(self.dt) self.shader["rt_w"] = float(self.rt.w) self.shader["rt_h"] = float(self.rt.h) self.shader["mode"] = float(self.mode) self.shader["texture2"] = int(1) self.texture.bind(1) self.quad.draw() self.texture.release() self.shader.release() self.rt.texture.release()
class PostProcess: def __init__(self, w=1024, h=1024): self.quad = MeshQuad() self.shader = Shader("media/shaders/postprocess.vert", "media/shaders/postprocess.frag", isFile=True) self.rt = RenderTarget(w,h,multisample=True) self.dt = 0 self.mode = 0 self.texture = Texture("media/textures/gradient.png") def on_beat(self, beat): pass def switch(self, n): self.mode = n def current(self): return self.mode def num(self): return 6 def bind(self): if self.mode == 0: return self.rt.bind() def release(self): if self.mode == 0: return self.rt.release() def update(self, dt): self.dt += dt def draw(self): if self.mode == 0: return self.rt.texture.bind() self.shader.bind() self.shader["time"] = float(self.dt) self.shader["rt_w"] = float(self.rt.w) self.shader["rt_h"] = float(self.rt.h) self.shader["mode"] = float(self.mode) self.shader["texture2"] = int(1) self.texture.bind(1) self.quad.draw() self.texture.release() self.shader.release() self.rt.texture.release()
def __init__(self, w=1024, h=1024): self.quad = MeshQuad() self.shader = Shader("media/shaders/postprocess.vert", "media/shaders/postprocess.frag", isFile=True) self.rt = RenderTarget(w,h,multisample=True) self.dt = 0 self.mode = 0 self.texture = Texture("media/textures/gradient.png")
def __init__(self): self.quad = MeshQuad() self.texture = Texture("media/textures/border4.png") #self.texture = Texture("media/textures/flare.png") self.shader = Shader("media/shaders/overlay.vert", "media/shaders/overlay.frag", isFile=True)