Пример #1
0
 def __init__(self,
              textures,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader,
              scaleuv= N.array((1,1),dtype=N.float32),
              fade = 1.0):
     Frame.__init__(self)
     self.textures = textures
     self.shader = shader
     self.scaleuv = scaleuv
     self.fade = fade
     # send data to opengl context:
     self.elementSize = numElements*sizeOfInt
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.s0Unif = glGetUniformLocation(shader, "s0")
     self.s1Unif = glGetUniformLocation(shader, "s1")
     self.s2Unif = glGetUniformLocation(shader, "s2")
     self.s3Unif = glGetUniformLocation(shader, "s3")
     self.s4Unif = glGetUniformLocation(shader, "s4")
     self.s5Unif = glGetUniformLocation(shader, "s5")
     self.s6Unif = glGetUniformLocation(shader, "s6")
     self.s7Unif = glGetUniformLocation(shader, "s7")
     self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
Пример #2
0
 def __init__(self,
              color,
              color2,
              scaleCoords,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader):
     Frame.__init__(self)
     self.color = color
     self.color2 = color2
     self.scaleCoords = scaleCoords
     self.shader = shader
     # send data to opengl context:
     self.elementSize = numElements*sizeOfInt
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.normalAttrib = glGetAttribLocation(shader, "normal")
     self.tangentAttrib = glGetAttribLocation(shader, "tangent")
     self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.lightUnif = glGetUniformLocation(shader, "light")
     self.scaleCoordsUnif = glGetUniformLocation(shader, "scalecoords")
     self.colorUnif = glGetUniformLocation(shader, "color")
     self.color2Unif = glGetUniformLocation(shader, "color2")
Пример #3
0
 def __init__(self,
              colortexture,
              normaltexture,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader):
     Frame.__init__(self)
     self.useNormals = 1
     self.colorTexture = colortexture
     self.normalTexture = normaltexture
     self.shader = shader
     # send data to opengl context:
     self.elementSize = numElements*sizeOfInt
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.normalAttrib = glGetAttribLocation(shader, "normal")
     self.tangentAttrib = glGetAttribLocation(shader, "tangent")
     self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.normalSamplerUnif = glGetUniformLocation(shader, "normalsampler")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.lightUnif = glGetUniformLocation(shader, "light")
     self.useNormalsUnif = glGetUniformLocation(shader, "usenormals")
Пример #4
0
 def __init__(self, colortexture, vertexArray, shader):
     Frame.__init__(self)
     self.useNormals = 1
     self.colorTexture = colortexture
     self.shader = shader
     # send data to opengl context:
     vertices = vertexArray[0]
     elements = vertexArray[1]
     self.elementSize = len(elements)*sizeOfShort
     self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER)
     self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER)
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.normalAttrib = glGetAttribLocation(shader, "normal")
     self.tangentAttrib = glGetAttribLocation(shader, "tangent")
     self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.normalSamplerUnif = glGetUniformLocation(shader, "normalsampler")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.lightUnif = glGetUniformLocation(shader, "light")
     self.useNormalsUnif = glGetUniformLocation(shader, "usenormals")
Пример #5
0
 def __init__(self,
              texture,
              arrayBuffer,
              elementBuffer,
              numElements,
              shader,
              scaleuv= N.array((1,1),dtype=N.float32),
              fade = 1.0):
     Frame.__init__(self)
     self.texture = texture
     self.shader = shader
     self.scaleuv = scaleuv
     self.fade = fade
     # send data to opengl context:
     self.elementSize = numElements*sizeOfShort
     self.arrayBuffer = arrayBuffer
     self.elementBuffer = elementBuffer
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")
     self.fadeUnif = glGetUniformLocation(shader, "fade")
Пример #6
0
    def __init__(self,
                 posxTexture,
                 negxTexture,
                 posyTexture,
                 negyTexture,
                 poszTexture,
                 negzTexture,
                 arrayBuffer,
                 elementBuffer,
                 numElements,
                 shader):
        Frame.__init__(self)
        self.posxTexture = posxTexture
        self.negxTexture = negxTexture
        self.posyTexture = posyTexture
        self.negyTexture = negyTexture
        self.poszTexture = poszTexture
        self.negzTexture = negzTexture
        self.shader = shader
        # send data to opengl context:
        self.elementSize = numElements*sizeOfInt
        self.arrayBuffer = arrayBuffer
        self.elementBuffer = elementBuffer
        # find attribute locations:
        self.positionAttrib = glGetAttribLocation(shader, "position")
        self.normalAttrib = glGetAttribLocation(shader, "normal")
        self.tangentAttrib = glGetAttribLocation(shader, "tangent")
        self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")

        # find the uniform locations:
        self.posxUnif = glGetUniformLocation(shader, "posxsampler")
        self.negxUnif = glGetUniformLocation(shader, "negxsampler")
        self.posyUnif = glGetUniformLocation(shader, "posysampler")
        self.negyUnif = glGetUniformLocation(shader, "negysampler")
        self.poszUnif = glGetUniformLocation(shader, "poszsampler")
        self.negzUnif = glGetUniformLocation(shader, "negzsampler")

        self.modelUnif = glGetUniformLocation(shader, "model")
        self.viewUnif = glGetUniformLocation(shader, "view")
        self.projectionUnif = glGetUniformLocation(shader, "projection")
        self.lightUnif = glGetUniformLocation(shader, "light")
        self.colorUnif = glGetUniformLocation(shader, "color")
Пример #7
0
    def __init__(self,
                 posxTexture,
                 negxTexture,
                 posyTexture,
                 negyTexture,
                 poszTexture,
                 negzTexture,
                 vertexArray,
                 shader):
        Frame.__init__(self)
        self.posxTexture = posxTexture
        self.negxTexture = negxTexture
        self.posyTexture = posyTexture
        self.negyTexture = negyTexture
        self.poszTexture = poszTexture
        self.negzTexture = negzTexture
        self.shader = shader
        # send data to opengl context:
        vertices = vertexArray[0]
        elements = vertexArray[1]
        self.elementSize = len(elements)*sizeOfShort
        self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER)
        self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER)
        # find attribute locations:
        self.positionAttrib = glGetAttribLocation(shader, "position")
        self.normalAttrib = glGetAttribLocation(shader, "normal")
        self.tangentAttrib = glGetAttribLocation(shader, "tangent")
        self.bitangentAttrib = glGetAttribLocation(shader, "bitangent")

        # find the uniform locations:
        self.posxUnif = glGetUniformLocation(shader, "posxsampler")
        self.negxUnif = glGetUniformLocation(shader, "negxsampler")
        self.posyUnif = glGetUniformLocation(shader, "posysampler")
        self.negyUnif = glGetUniformLocation(shader, "negysampler")
        self.poszUnif = glGetUniformLocation(shader, "poszsampler")
        self.negzUnif = glGetUniformLocation(shader, "negzsampler")

        self.modelUnif = glGetUniformLocation(shader, "model")
        self.viewUnif = glGetUniformLocation(shader, "view")
        self.projectionUnif = glGetUniformLocation(shader, "projection")
        self.lightUnif = glGetUniformLocation(shader, "light")
        self.colorUnif = glGetUniformLocation(shader, "color")
Пример #8
0
 def __init__(self, texture, vertexArray, shader, scaleuv):
     Frame.__init__(self)
     self.texture = texture
     self.shader = shader
     self.scaleuv = scaleuv
     # send data to opengl context:
     vertices = vertexArray[0]
     elements = vertexArray[1]
     self.elementSize = len(elements)*sizeOfShort
     self.arrayBuffer = getBuffer(vertices, GL_ARRAY_BUFFER)
     self.elementBuffer = getBuffer(elements, GL_ELEMENT_ARRAY_BUFFER)
     # find attribute locations:
     self.positionAttrib = glGetAttribLocation(shader, "position")
     self.uvAttrib = glGetAttribLocation(shader, "uv")
     # find the uniform locations:
     self.colorSamplerUnif = glGetUniformLocation(shader, "colorsampler")
     self.scaleuvUnif = glGetUniformLocation(shader, "scaleuv")
     self.modelUnif = glGetUniformLocation(shader, "model")
     self.viewUnif = glGetUniformLocation(shader, "view")
     self.projectionUnif = glGetUniformLocation(shader, "projection")