def loadTextures(self): texture_binders = [] for i,t in enumerate(self._textures): if t is not None: binder = R.loadTexture(t).getBinder(i,self._shader.getUniformPos("texture%s"%i)) texture_binders.append(binder) # replace the texture name with the binder self._textures = texture_binders
def toCompiled(self, shader=None): if shader is None: shader = self.getShader() assert(shader) code = "" # items made up of 3 floats for what in ("diffuse_color","specular_color","ambient_color"): loc = shader.getUniformPos(what) if loc!=-1: code += "\tglUniform3fv(%s, 1, mat._%s)\n"%(loc,what) # items made up of 1 float for what in ("specular_exp","alpha"): loc = shader.getUniformPos(what) if loc!=-1: code += "\tglUniform1f(%s, mat._%s)\n"%(loc,what) # textures for i in xrange(3): loc = shader.getUniformPos("texture%s"%i) if loc!=-1: try: # see if the texture is already loaded self._texture[i].id() except: if self._texture[i] is None: self._texture[i] = Texture.getNullTexture() else: self._texture[i] = R.loadTexture(self._texture[i]) code += "\tmat._texture[%s].bind(%s,%s)\n"%(i,i,loc) if not code: code = "def binder(): pass" else: code = "def binder():\n"+code c = compile(code, "<compiled material>", "exec") ns = dict(mat = self, glUniform3fv=glUniform3fv, glUniform1f=glUniform1f) exec c in ns return ns['binder']
def __init__(self, shader_name, texture_name): self._shader_name = shader_name self._texture_name = texture_name self._shader = R.getShaderProgram(shader_name) self._tbinder = None self._texture = None if texture_name: self._texture = R.loadTexture(texture_name) if texture_name else None if self._texture: tloc = self._shader.getUniformPos("texture0") self._tbinder = self._texture.getBinder(0, tloc) if tloc>-1 else None self._tot_vert_gl = 0 self._ofs_gl = None for uni in self._uniforms: setattr(self, "_"+uni+"_uni", self._shader.getUniformPos(uni)) self.reset()