Esempio n. 1
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 def draw(self):
     #print(str(self.pos))
     if self.crouching:
         glCommands.changeUniform(self.pos, self.crouchScale)
     else:
         glCommands.changeUniform(self.pos)
     #super().draw(Player.tex)
     glCommands.drawElement(glCommands.GL_TRIANGLES, len(Player.ibuff),
                            Player.vao, Player.tex, 0, 0)
Esempio n. 2
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 def draw(self, position, scale, texture, slice):
     glCommands.changeUniform(position, scale)  #setPosition and Scale
     glCommands.drawElement(
         glCommands.GL_TRIANGLES,  #Mode
         Entity.ibuffSize,  #number of indicies
         Entity.vao,  #vao
         texture,  #texture passed
         Entity.ibuffStart,  #start in indicies
         slice)  #slice of image
Esempio n. 3
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    def draw(self):
        if self.alive():
            oldprog = ParticleSystem.prog.current
            ParticleSystem.prog.use()
            alpha = 1 - (self.currentTime / self.life)

            Program.setUniform("totalElapsed", self.currentTime)
            Program.setUniform("pointSize", globs.particleSize)
            Program.setUniform("worldMatrix", self.worldMatrix)
            Program.setUniform("speedDivisor", globs.speedDivisor)
            Program.setUniform("alpha", alpha)
            Program.updateUniforms()

            glEnable(GL_BLEND)
            glCommands.drawElement(glCommands.GL_POINTS, ParticleSystem.vSize, ParticleSystem.vao, ParticleSystem.tex)
            glDisable(GL_BLEND)

            if oldprog != None:
                oldprog.use()
Esempio n. 4
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    def draw(self, position, scale, texture, slice):
        if self.alive():
            alpha = 1 - (self.fadeTime / self.deathFadeT)

            Entity.prog.use()
            Program.setUniform("alpha", alpha)
            Program.updateUniforms()

            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
            glCommands.changeUniform(position, scale)  #setPosition and Scale
            glCommands.drawElement(
                glCommands.GL_TRIANGLES,  #Mode
                Entity.ibuffSize,  #number of indicies
                Entity.vao,  #vao
                texture,  #texture passed
                Entity.ibuffStart,  #start in indicies
                slice)  #slice of image
            glDisable(GL_BLEND)
Esempio n. 5
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    def draw(self, texture, slice=0, drawPoint=False):
        if self.alive():
            self.setProgUniforms()

            glEnable(GL_BLEND)
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
            if not drawPoint:
                if not self.centered:

                    glCommands.drawElement(
                        glCommands.GL_TRIANGLES,  # Mode
                        Entity.ibuffSize,  # number of indicies
                        Entity.vao,  # vao
                        texture,  # texture passed
                        Entity.ibuffStart,  # start in indicies
                        slice)  # slice of image
                else:
                    glCommands.drawElement(
                        glCommands.GL_TRIANGLES,  # Mode
                        Entity.ibuffCenterSize,  # number of indicies
                        Entity.centerVao,  # vao
                        texture,  # texture passed
                        Entity.ibuffStart,  # start in indicies
                        slice)  # slice of image
            else:
                glCommands.drawElement(glCommands.GL_POINT, 1,
                                       Entity.centerVao, None)

            glDisable(GL_BLEND)
    def draw(self):
        StarBackground.prog.use()

        glCommands.changeUniform(self.pos)
        glCommands.drawElement(glCommands.GL_POINTS, len(StarBackground.vbuff), StarBackground.vao, StarBackground.tex)
Esempio n. 7
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 def draw(self):
     glCommands.changeUniform(self.pos)
     glCommands.drawElement(glCommands.GL_TRIANGLES, len(Bullet.ibuff),
                            Bullet.vao, self.tex, 0, 0)
Esempio n. 8
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 def draw(self, texture):
     glCommands.drawElement(glCommands.GL_TRIANGLES, Entity.ibuffSize, Entity.vao, texture, 0, 0)