Пример #1
0
    def loadShaders(self):
        ## generate the glsl code
        #self.shader_substitutions.update(args)
        # print('scalar tracker subs')
        # print(self.shader_substitutions)

        self.shaders = glsl_utils.loadShaders('graph_renderer.glsl',
                                              self.shader_substitutions)

        # # ## set the meshes shaders to the generated glsl code
        self.render_context.shader.vs = self.shaders['vs']
        self.render_context.shader.fs = self.shaders['fs']

        ## replace any previous mesh with the new mesh
        if hasattr(self, 'curve_mesh'):
            self.render_context.remove(self.curve_mesh)
        fmt = [(b'v_pos', 2, 'float')]
        self.curve_mesh = Mesh(mode='line_strip', fmt=fmt)
        self.render_context['color'] = [1.0, 0.1, 0.0, 1.0]
        self.render_context.add(self.curve_mesh)

        if hasattr(self, 'fill_mesh'):
            self.render_context.remove(self.fill_mesh)
        fmt = [(b'v_pos', 2, 'float')]

        self.fill_mesh = Mesh(mode='triangles', fmt=fmt)
        self.render_context.add(self.fill_mesh)
Пример #2
0
    def loadShaders(self, mesh_mode, subs={}):
        ## generate the glsl code
        self.shaders = glsl_utils.loadShaders(self.shader_fn, {
            **subs,
            **self.shader_substitutions
        })
        #self.shaders = glsl_utils.loadShaders(self.shader_fn,self.shader_substitutions)
        ## set the meshes shaders to the generated glsl code
        self.render_context.shader.vs = self.shaders['vs']
        self.render_context.shader.fs = self.shaders['fs']

        ## replace any previous mesh with the new mesh
        if hasattr(self, 'mesh'):
            self.render_context.remove(self.mesh)
        self.mesh = Mesh(mode=mesh_mode, fmt=self.fmt)
        self.render_context.add(self.mesh)
        self.format_has_changed = True
Пример #3
0
    def loadShaders(self, subs = {}):
        subs.update(
            {'sprite_size': 1.0 * self.sprite_size }#/ min(Window.width, Window.height),
        )
        
        ## generate the glsl code
        self.shaders = glsl_utils.loadShaders(self.shader_fn,
                                              {**subs,**self.shader_substitutions})
        ## set the meshes shaders to the generated glsl code
        self.render_context.shader.vs = self.shaders['vs']
        self.render_context.shader.fs = self.shaders['fs']

        ## replace any previous mesh with the new mesh
        if hasattr(self,'mesh'):
            self.render_context.remove(self.mesh)            
        self.mesh = Mesh(mode='triangles', fmt=self.fmt)
        # print(self.fmt)
        self.render_context.add(self.mesh)
        if hasattr(self,'texture'):
            self.mesh.texture = self.texture