Пример #1
0
def write_norpos(con_mesh: shader.ShaderContext,
                 vert: shader.Shader,
                 declare=False,
                 write_nor=True):
    is_bone = con_mesh.is_elem('bone')
    if is_bone:
        make_skin.skin_pos(vert)
    if write_nor:
        prep = 'vec3 ' if declare else ''
        if is_bone:
            make_skin.skin_nor(vert, prep)
        else:
            vert.write_attrib(prep +
                              'wnormal = normalize(N * vec3(nor.xy, pos.w));')
    if con_mesh.is_elem('ipos'):
        make_inst.inst_pos(con_mesh, vert)
Пример #2
0
def write_norpos(con_mesh: ShaderContext,
                 vert: Shader,
                 declare=False,
                 write_nor=True):
    is_bone = con_mesh.is_elem('bone')
    is_morph = con_mesh.is_elem('morph')
    if is_morph:
        make_morph_target.morph_pos(vert)
    if is_bone:
        make_skin.skin_pos(vert)
    if write_nor:
        prep = 'vec3 ' if declare else ''
        if is_morph:
            make_morph_target.morph_nor(vert, is_bone, prep)
        if is_bone:
            make_skin.skin_nor(vert, is_morph, prep)
        if not is_morph and not is_bone:
            vert.write_attrib(prep +
                              'wnormal = normalize(N * vec3(nor.xy, pos.w));')
    if con_mesh.is_elem('ipos'):
        make_inst.inst_pos(con_mesh, vert)
Пример #3
0
def write_tex_coords(con_mesh: ShaderContext, vert: Shader, frag: Shader,
                     tese: Optional[Shader]):
    rpdat = arm.utils.get_rp()

    if con_mesh.is_elem('tex'):
        vert.add_out('vec2 texCoord')
        vert.add_uniform('float texUnpack', link='_texUnpack')
        if mat_state.material.arm_tilesheet_flag:
            if mat_state.material.arm_particle_flag and rpdat.arm_particles == 'On':
                make_particle.write_tilesheet(vert)
            else:
                vert.add_uniform('vec2 tilesheetOffset', '_tilesheetOffset')
                vert.write_attrib(
                    'texCoord = tex * texUnpack + tilesheetOffset;')
        else:
            vert.write_attrib('texCoord = tex * texUnpack;')

        if tese is not None:
            tese.write_pre = True
            make_tess.interpolate(tese,
                                  'texCoord',
                                  2,
                                  declare_out=frag.contains('texCoord'))
            tese.write_pre = False

    if con_mesh.is_elem('tex1'):
        vert.add_out('vec2 texCoord1')
        vert.add_uniform('float texUnpack', link='_texUnpack')
        vert.write_attrib('texCoord1 = tex1 * texUnpack;')
        if tese is not None:
            tese.write_pre = True
            make_tess.interpolate(tese,
                                  'texCoord1',
                                  2,
                                  declare_out=frag.contains('texCoord1'))
            tese.write_pre = False