def InitSystem(self): self.Resources = Resources self.windowWidth = int( GetAttribute(self.ConfigPath, "Window", "windowWidth")) self.windowHeight = int( GetAttribute(self.ConfigPath, "Window", "windowHeight")) self.windowTitle = GetAttribute(self.ConfigPath, "Window", "windowTitle") self.window = window.CreateWindow(self.windowWidth, self.windowHeight, "Title") self.InputManager = InputManager() self.InputManager.SetCallback(self.window) Resources.LoadShader("/Shaders/VS2D2.vs", "/Shaders/FS2D.fs", "Shader") Resources.LoadShader("/Shaders/VS2D2.vs", "/Shaders/FS2D2.fs", "ShaderV2") Resources.LoadShader("/Shaders/ParticleVS.vs", "/Shaders/ParticleFS.fs", "ParticleShader") # Resources.LoadShader("/Shaders/BatchRenderVS2D.vs", # "/Shaders/BatchRenderFS2D.fs", "BatchShader") self.SpriteRenderer = SpriteRender(Resources.Shaders["Shader"]) self.SpriteRenderer.initRenderer() self.Camera = Camera2D(0.0, self.windowWidth, self.windowHeight, 0.0) self.Camera.update(0.0, 0.0, 0.0) # projection = glm.ortho(0.0, self.windowWidth, self.windowHeight, 0.0, -1.0, 1.0) glUniformMatrix4fv( glGetUniformLocation(Resources.Shaders["Shader"].ID, "projection"), 1, GL_FALSE, glm.value_ptr(self.Camera.VP))
def LoadShaderToResources(VertexShaderFile, FragmentShaderFile, key): if key in Resources.Shaders: pass else: Resources.LoadShader(VertexShaderFile, FragmentShaderFile, key)