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)
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
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