Пример #1
0
	def toCompiled(self, shader=None):

		if shader is None:
			shader = self.getShader()

		assert(shader)

		code = ""

		# items made up of 3 floats
		for what in ("diffuse_color","specular_color","ambient_color"):
			loc = shader.getUniformPos(what)
			if loc!=-1:
				code += "\tglUniform3fv(%s, 1, mat._%s)\n"%(loc,what)

		# items made up of 1 float
		for what in ("specular_exp","alpha"):
			loc = shader.getUniformPos(what)
			if loc!=-1:
				code += "\tglUniform1f(%s, mat._%s)\n"%(loc,what)

		# textures
		for i in xrange(3):
			loc = shader.getUniformPos("texture%s"%i)
			if loc!=-1:
				try: # see if the texture is already loaded
					self._texture[i].id()
				except:
					if self._texture[i] is None:
						self._texture[i] = Texture.getNullTexture()
					else:
						self._texture[i] = R.loadTexture(self._texture[i])

				code += "\tmat._texture[%s].bind(%s,%s)\n"%(i,i,loc)

		if not code:
			code = "def binder(): pass"
		else:
			code = "def binder():\n"+code


		c = compile(code, "<compiled material>", "exec")

		ns = dict(mat = self, glUniform3fv=glUniform3fv, glUniform1f=glUniform1f)
	
		exec c in ns

		return ns['binder']