Esempio n. 1
0
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)
Esempio n. 2
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 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")
Esempio n. 3
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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()
Esempio n. 4
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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()
Esempio n. 5
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	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")
Esempio n. 6
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	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)