def setupShaders(self): self.programA = gl.glCreateProgram() gl.glAttachShader( self.programA, pyglet_helper.compile_shader(gl.GL_VERTEX_SHADER, self.vertex_source)) if args["operation"] == "similar": gl.glAttachShader( self.programA, pyglet_helper.compile_shader(gl.GL_FRAGMENT_SHADER, self.fragment_source_a)) elif args["operation"] == "intersect": gl.glAttachShader( self.programA, pyglet_helper.compile_shader( gl.GL_FRAGMENT_SHADER, self.fragment_source_intersection)) elif args["operation"] == "union": gl.glAttachShader( self.programA, pyglet_helper.compile_shader(gl.GL_FRAGMENT_SHADER, self.fragment_source_union)) elif args["operation"] == "difference": gl.glAttachShader( self.programA, pyglet_helper.compile_shader( gl.GL_FRAGMENT_SHADER, self.fragment_source_difference)) else: print("not a valid operation") pyglet_helper.link_program(self.programA)
def setupShaders(self): self.programA = gl.glCreateProgram() gl.glAttachShader( self.programA, pyglet_helper.compile_shader(gl.GL_VERTEX_SHADER, self.vertex_source)) gl.glAttachShader( self.programA, pyglet_helper.compile_shader(gl.GL_FRAGMENT_SHADER, self.fragment_source_a)) pyglet_helper.link_program(self.programA)
def setupShaders(self): self.programA = gl.glCreateProgram() gl.glAttachShader( self.programA, pyglet_helper.compile_shader(gl.GL_VERTEX_SHADER, self.vertex_source)) if args["shape"] == "sphere": gl.glAttachShader( self.programA, pyglet_helper.compile_shader(gl.GL_FRAGMENT_SHADER, self.fragment_source_a)) elif args["shape"] == "cylinder": gl.glAttachShader( self.programA, pyglet_helper.compile_shader( gl.GL_FRAGMENT_SHADER, self.fragment_source_cylinder)) pyglet_helper.link_program(self.programA)