def __init__(self, textures, arrayBuffer, elementBuffer, numElements, shader, scaleuv= N.array((1,1),dtype=N.float32), fade = 1.0): Frame.__init__(self) self.textures = textures self.shader = shader self.scaleuv = scaleuv self.fade = fade # send data to opengl context: self.elementSize = numElements*sizeOfInt self.arrayBuffer = arrayBuffer self.elementBuffer = elementBuffer # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.uvAttrib = glGetAttribLocation(shader, "uv") # find the uniform locations: self.s0Unif = glGetUniformLocation(shader, "s0") self.s1Unif = glGetUniformLocation(shader, "s1") self.s2Unif = glGetUniformLocation(shader, "s2") self.s3Unif = glGetUniformLocation(shader, "s3") self.s4Unif = glGetUniformLocation(shader, "s4") self.s5Unif = glGetUniformLocation(shader, "s5") self.s6Unif = glGetUniformLocation(shader, "s6") self.s7Unif = glGetUniformLocation(shader, "s7") self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv") self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection")
def __init__(self, color, color2, scaleCoords, arrayBuffer, elementBuffer, numElements, shader): Frame.__init__(self) self.color = color self.color2 = color2 self.scaleCoords = scaleCoords self.shader = shader # send data to opengl context: self.elementSize = numElements*sizeOfInt self.arrayBuffer = arrayBuffer self.elementBuffer = elementBuffer # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.normalAttrib = glGetAttribLocation(shader, "normal") self.tangentAttrib = glGetAttribLocation(shader, "tangent") self.bitangentAttrib = glGetAttribLocation(shader, "bitangent") self.uvAttrib = glGetAttribLocation(shader, "uv") # find the uniform locations: self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection") self.lightUnif = glGetUniformLocation(shader, "light") self.scaleCoordsUnif = glGetUniformLocation(shader, "scalecoords") self.colorUnif = glGetUniformLocation(shader, "color") self.color2Unif = glGetUniformLocation(shader, "color2")
def __init__(self, colortexture, normaltexture, arrayBuffer, elementBuffer, numElements, shader): Frame.__init__(self) self.useNormals = 1 self.colorTexture = colortexture self.normalTexture = normaltexture self.shader = shader # send data to opengl context: self.elementSize = numElements*sizeOfInt self.arrayBuffer = arrayBuffer self.elementBuffer = elementBuffer # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.normalAttrib = glGetAttribLocation(shader, "normal") self.tangentAttrib = glGetAttribLocation(shader, "tangent") self.bitangentAttrib = glGetAttribLocation(shader, "bitangent") self.uvAttrib = glGetAttribLocation(shader, "uv") # find the uniform locations: self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler") self.normalSamplerUnif = glGetUniformLocation(shader, "normalsampler") self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection") self.lightUnif = glGetUniformLocation(shader, "light") self.useNormalsUnif = glGetUniformLocation(shader, "usenormals")
def __init__(self, colortexture, vertexArray, shader): Frame.__init__(self) self.useNormals = 1 self.colorTexture = colortexture self.shader = shader # send data to opengl context: vertices = vertexArray[0] elements = vertexArray[1] self.elementSize = len(elements)*sizeOfShort self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER) self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER) # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.normalAttrib = glGetAttribLocation(shader, "normal") self.tangentAttrib = glGetAttribLocation(shader, "tangent") self.bitangentAttrib = glGetAttribLocation(shader, "bitangent") self.uvAttrib = glGetAttribLocation(shader, "uv") # find the uniform locations: self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler") self.normalSamplerUnif = glGetUniformLocation(shader, "normalsampler") self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection") self.lightUnif = glGetUniformLocation(shader, "light") self.useNormalsUnif = glGetUniformLocation(shader, "usenormals")
def __init__(self, texture, arrayBuffer, elementBuffer, numElements, shader, scaleuv= N.array((1,1),dtype=N.float32), fade = 1.0): Frame.__init__(self) self.texture = texture self.shader = shader self.scaleuv = scaleuv self.fade = fade # send data to opengl context: self.elementSize = numElements*sizeOfShort self.arrayBuffer = arrayBuffer self.elementBuffer = elementBuffer # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.uvAttrib = glGetAttribLocation(shader, "uv") # find the uniform locations: self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler") self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv") self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection") self.fadeUnif = glGetUniformLocation(shader, "fade")
def __init__(self, posxTexture, negxTexture, posyTexture, negyTexture, poszTexture, negzTexture, arrayBuffer, elementBuffer, numElements, shader): Frame.__init__(self) self.posxTexture = posxTexture self.negxTexture = negxTexture self.posyTexture = posyTexture self.negyTexture = negyTexture self.poszTexture = poszTexture self.negzTexture = negzTexture self.shader = shader # send data to opengl context: self.elementSize = numElements*sizeOfInt self.arrayBuffer = arrayBuffer self.elementBuffer = elementBuffer # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.normalAttrib = glGetAttribLocation(shader, "normal") self.tangentAttrib = glGetAttribLocation(shader, "tangent") self.bitangentAttrib = glGetAttribLocation(shader, "bitangent") # find the uniform locations: self.posxUnif = glGetUniformLocation(shader, "posxsampler") self.negxUnif = glGetUniformLocation(shader, "negxsampler") self.posyUnif = glGetUniformLocation(shader, "posysampler") self.negyUnif = glGetUniformLocation(shader, "negysampler") self.poszUnif = glGetUniformLocation(shader, "poszsampler") self.negzUnif = glGetUniformLocation(shader, "negzsampler") self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection") self.lightUnif = glGetUniformLocation(shader, "light") self.colorUnif = glGetUniformLocation(shader, "color")
def __init__(self, posxTexture, negxTexture, posyTexture, negyTexture, poszTexture, negzTexture, vertexArray, shader): Frame.__init__(self) self.posxTexture = posxTexture self.negxTexture = negxTexture self.posyTexture = posyTexture self.negyTexture = negyTexture self.poszTexture = poszTexture self.negzTexture = negzTexture self.shader = shader # send data to opengl context: vertices = vertexArray[0] elements = vertexArray[1] self.elementSize = len(elements)*sizeOfShort self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER) self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER) # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.normalAttrib = glGetAttribLocation(shader, "normal") self.tangentAttrib = glGetAttribLocation(shader, "tangent") self.bitangentAttrib = glGetAttribLocation(shader, "bitangent") # find the uniform locations: self.posxUnif = glGetUniformLocation(shader, "posxsampler") self.negxUnif = glGetUniformLocation(shader, "negxsampler") self.posyUnif = glGetUniformLocation(shader, "posysampler") self.negyUnif = glGetUniformLocation(shader, "negysampler") self.poszUnif = glGetUniformLocation(shader, "poszsampler") self.negzUnif = glGetUniformLocation(shader, "negzsampler") self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection") self.lightUnif = glGetUniformLocation(shader, "light") self.colorUnif = glGetUniformLocation(shader, "color")
def __init__(self, texture, vertexArray, shader, scaleuv): Frame.__init__(self) self.texture = texture self.shader = shader self.scaleuv = scaleuv # send data to opengl context: vertices = vertexArray[0] elements = vertexArray[1] self.elementSize = len(elements)*sizeOfShort self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER) self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER) # find attribute locations: self.positionAttrib = glGetAttribLocation(shader, "position") self.uvAttrib = glGetAttribLocation(shader, "uv") # find the uniform locations: self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler") self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv") self.modelUnif = glGetUniformLocation(shader, "model") self.viewUnif = glGetUniformLocation(shader, "view") self.projectionUnif = glGetUniformLocation(shader, "projection")