コード例 #1
0
 def addShaderAttributes(self, shaderFunc):
     VBOSegment.addShaderAttributes(self, shaderFunc)
     if self.hasFaceCol():
         shaderFunc.addAttribute(type="vec4", name="vertexColor")
     if self.hasFaceUV():
         shaderFunc.addAttribute(type="vec2", name="vertexUV")
     if self.hasFaceNor():
         shaderFunc.addAttribute(type="vec3", name="vertexNormal")
コード例 #2
0
 def createResources(self):
     """
     face array creates per vertex data.
     some vertices may occur multiple times in the resulting array,
     depending on the per face data.
     """
     
     VBOSegment.createResources(self)
     
     if not self.hasNor() and not self.hasFaceNor():
         # we need to generate normals now
         self.updateNormalsArray()
コード例 #3
0
ファイル: lines.py プロジェクト: daniel-/python-gl-engine
 def __init__(self, name, params):
     VBOSegment.__init__(self, name, params)
コード例 #4
0
 def createResourcesPost(self):
     """
     face array creates per vertex data.
     some vertices may occur multiple times in the resulting array,
     depending on the per face data.
     """
     
     VBOSegment.createResourcesPost(self)
     
     faceCol = self.hasFaceCol()
     faceUV  = self.hasFaceUV()
     faceNor = self.hasFaceNor()
     
     groupIndexes = []
     if faceNor:
         groupNormals = [None]*self.numVertices
     if faceUV:
         groupUV = [None]*self.numVertices
     if faceCol:
         groupColors = [None]*self.numVertices
     
     # remember processed vertices and per face data
     processedVertices = {}
     
     for f in self.faces:
         for i in range(len(f.indexes)):
             # get the index to per vertex lists
             j = f.indexes[i]
             
             # vertex index processed before?
             data = processedVertices.get(j)
             if data==None:
                 # if not set the data
                 processedVertices[j] = [(listGet(f.normals, i),
                                          listGet(f.uv, i),
                                          listGet(f.colors, i))]
                 if faceNor:
                     groupNormals[j] = f.normals[i]
                 if faceUV:
                     groupUV[j] = f.uv[i]
                 if faceCol:
                     groupColors[j] = f.colors[i]
             else:
                 # if this vertex index was processed before,
                 # check if per face data equals,
                 # else we need to add this vertex to the list.
                 # the vertex data will then be multiple times in the list.
                 (n0,u0,c0) = (listGet(f.normals, i),
                               listGet(f.uv, i),
                               listGet(f.colors, i))
                 
                 # check if face vertex equals saved vertex
                 isEqualVertex = True
                 for d in data:
                     (n1,u1,c1) = d
                     if almostEqual(n0,n1) and almostEqual(u0,u1) and almostEqual(c0,c1):
                         # if per face data is equal, do nothing
                         pass
                     else:
                         isEqualVertex = False
                         break
                 
                 if not isEqualVertex:
                     # let the class hierarchy push back one vertex attribute.
                     # for example a class may want to add a tangent now to the end of
                     # its tangent list.
                     self.duplicatePerVertexAttribute(j)
                     # face vertex index changed.
                     f.indexes[i] = self.numVertices-1
                     # remember this vertex.
                     processedVertices[j].append( (n0,u0,c0) )
                     if faceNor:
                         groupNormals.append( f.normals[i] )
                     if faceUV:
                         groupUV.append( f.uv[i] )
                     if faceCol:
                         groupColors.append( f.colors[i] )
         
         groupIndexes += list(f.indexes)
     
     self.indexes = groupIndexes
     if faceNor:
         self.normals.data = groupNormals
     if faceUV:
         self.uvs = uvAttribute(groupUV)
     if faceCol:
         self.colors = colorAttribute(groupColors)
コード例 #5
0
 def __init__(self, name, params):
     # list of segment faces
     (self.faces, self.faceType, self.numFaceVertices) = params['faces']
     
     VBOSegment.__init__(self, name, params)
コード例 #6
0
 def hasCol(self):
     # implement for shader generating
     return self.hasFaceCol() or VBOSegment.hasCol(self)