def gfx_init(self): if self.is_inited: return try: self.prog = sh.compile_program("shad/bspline_base") except ValueError as ve: print "Shader compilation failed: " + str(ve) sys.exit(0) self.loc_mmv = self.get_loc(self.prog, 'modelview') self.loc_mp = self.get_loc(self.prog, 'projection') pointsid = self.get_loc(self.prog, 'points') self.l_color = self.get_loc(self.prog, 'color') self.l_screen = self.get_loc(self.prog, 'screen') self.l_base = self.get_loc(self.prog, 'base') self.bid = glGenBuffers(1) self.btex = glGenTextures(1) glUseProgram(self.prog) glUniform1i(pointsid, 0) glUniform1fv(self.l_base, 256, self.base) glUseProgram(0) self.is_inited = True
def gfx_init( self ) : if self.is_inited : return try: self.prog = sh.compile_program("shad/bspline_base") except ValueError as ve: print "Shader compilation failed: " + str(ve) sys.exit(0) self.loc_mmv = self.get_loc(self.prog,'modelview' ) self.loc_mp = self.get_loc(self.prog,'projection') pointsid = self.get_loc(self.prog,'points' ) self.l_color = self.get_loc(self.prog,'color' ) self.l_screen= self.get_loc(self.prog,'screen' ) self.l_base = self.get_loc(self.prog,'base' ) self.bid = glGenBuffers(1) self.btex = glGenTextures(1) glUseProgram( self.prog ) glUniform1i( pointsid , 0 ); glUniform1fv( self.l_base , 256 , self.base ) glUseProgram( 0 ) self.is_inited = True
def _mk_shaders( self ) : try : self.prog = sh.compile_program('shad/water') self.loc_mmv = sh.get_loc(self.prog,'modelview' ) self.loc_mp = sh.get_loc(self.prog,'projection') self.loc_norms = sh.get_loc(self.prog,'normalmap' ) self.loc_cube = sh.get_loc(self.prog,'cubemap' ) self.loc_cam = sh.get_loc(self.prog,'campos' ) except ValueError as ve : print "Shader compilation failed: " + str(ve) sys.exit(0)
def _load_shader( self , path ) : try : self.prog = sh.compile_program(path) self.loc_mmv = sh.get_loc(self.prog,'modelview' ) self.loc_mp = sh.get_loc(self.prog,'projection') self.loc_tex = sh.get_loc(self.prog,'texture' ) self.loc_light = sh.get_loc(self.prog,'light' ) self.loc_anix = sh.get_loc(self.prog,'xdir' ) except ValueError as ve : print "Shader compilation failed: " + str(ve) sys.exit(0)
def init_volumes_shader( self ) : print 'Loading shaders' try : self.prog = sh.compile_program("volume") self.loc_mmv = sh.get_loc(self.prog,'modelview' ) self.loc_mp = sh.get_loc(self.prog,'projection') self.loc_lpos= sh.get_loc(self.prog,'lpos' ) self.loc_cull= sh.get_loc(self.prog,'culling' ) except ValueError as ve : print "Shader compilation failed: " + str(ve) sys.exit(0) print 'Create adjacency data' self.adj = self.create_adjacency( self.et , self.t , self.vidx , self.pts_len ) self.adj = np.array( self.adj , np.uint32 )
def init_volumes_shader(self): print 'Loading shaders' try: self.prog = sh.compile_program("volume") self.loc_mmv = sh.get_loc(self.prog, 'modelview') self.loc_mp = sh.get_loc(self.prog, 'projection') self.loc_lpos = sh.get_loc(self.prog, 'lpos') self.loc_cull = sh.get_loc(self.prog, 'culling') except ValueError as ve: print "Shader compilation failed: " + str(ve) sys.exit(0) print 'Create adjacency data' self.adj = self.create_adjacency(self.et, self.t, self.vidx, self.pts_len) self.adj = np.array(self.adj, np.uint32)