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Python Shader.set_uniformi方法代码示例

本文整理汇总了Python中shader.Shader.set_uniformi方法的典型用法代码示例。如果您正苦于以下问题:Python Shader.set_uniformi方法的具体用法?Python Shader.set_uniformi怎么用?Python Shader.set_uniformi使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在shader.Shader的用法示例。


在下文中一共展示了Shader.set_uniformi方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: GrayScott

# 需要导入模块: from shader import Shader [as 别名]
# 或者: from shader.Shader import set_uniformi [as 别名]
class GrayScott(pyglet.window.Window):
    """
    ----------------------------------------------------------
    | This simulation uses mouse and keyboard to control the |
    | patterns and colors. At any time you may click or drag |
    | your mouse to draw on the screen.                      |
    |                                                        |
    | Keyboad control:                                       |
    |   1. press 'space' to clear the window to blank.       |
    |   2. press 'p' to change to a random palette.          |
    |   3. press 's' to change to another pattern.           |
    |   4. press 'Ctrl + r' to reset to default.             |
    |   5. press 'Ctrl + s' to save current config.          |
    |   6. press 'Ctrl + o' to load config from json file.   |
    |   7. press 'Enter' to take screenshots.                |
    |   8. press 'Esc' to exit.                              |
    ----------------------------------------------------------
    """

    def __init__(self, width, height, scale=2):
        """
        width, height:
            size of the window in pixels.
        scale:
            the size of the texture is (width//scale) x (height//scale).
        """
        pyglet.window.Window.__init__(self, width, height, caption='GrayScott Simulation',
                                      visible=False, vsync=False)
        self.reaction_shader = Shader('./glsl/default.vert', './glsl/reaction.frag')
        self.render_shader = Shader('./glsl/default.vert', './glsl/render.frag')
        self.pattern = DEFAULT_PATTERN
        self.palette = DEFAULT_PALETTE
        self.tex_width = width // scale
        self.tex_height = height // scale
        self.uv_texture = create_uv_texture(width//scale, height//scale)
        gl.glActiveTexture(gl.GL_TEXTURE0)
        gl.glBindTexture(self.uv_texture.target, self.uv_texture.id)

        # use an invisible buffer to do the computation.
        with FrameBuffer() as self.fbo:
            self.fbo.attach_texture(self.uv_texture)

        # why do we need this? the reason is in the 'on_mouse_drag' function.
        self.mouse_down = False

        # put all patterns in a list for iterating over them.
        self._species = list(SPECIES.keys())

        # set the uniforms and attributes in the two shaders.
        self.init_reaction_shader()
        self.init_render_shader()

    def set_viewport(self, width, height):
        gl.glViewport(0, 0, width, height)
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glLoadIdentity()
        gl.glOrtho(0, 1, 0, 1, -1, 1)
        gl.glMatrixMode(gl.GL_MODELVIEW)

    def on_draw(self):
        gl.glClearColor(0, 0, 0, 0)
        self.clear()

        # since we are rendering to the invisible framebuffer,
        # the size is the texture's size.
        self.set_viewport(self.tex_width, self.tex_height)
        with self.fbo:
            with self.reaction_shader:
                gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)

        # now we render to the actual window, hence the size is window's size.
        self.set_viewport(self.width, self.height)
        with self.render_shader:
            gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)

    def use_pattern(self, pattern):
        self.pattern = pattern
        rU, rV, feed, kill = SPECIES[pattern]
        with self.reaction_shader:
            self.reaction_shader.set_uniformf('feed', feed)
            self.reaction_shader.set_uniformf('kill', kill)
            self.reaction_shader.set_uniformf('rU', rU)
            self.reaction_shader.set_uniformf('rV', rV)

    def use_palette(self, palette):
        self.palette = palette
        color1, color2, color3, color4, color5 = palette
        with self.render_shader:
            self.render_shader.set_uniformf('color1', *color1)
            self.render_shader.set_uniformf('color2', *color2)
            self.render_shader.set_uniformf('color3', *color3)
            self.render_shader.set_uniformf('color4', *color4)
            self.render_shader.set_uniformf('color5', *color5)

    def init_reaction_shader(self):
        with self.reaction_shader:
            self.reaction_shader.set_uniformi('uv_texture', 0)
            self.reaction_shader.set_uniformf('dx', 1.0/self.tex_width)
            self.reaction_shader.set_uniformf('dy', 1.0/self.tex_height)
            # the order of the vertices and texcoords matters,
#.........这里部分代码省略.........
开发者ID:biddy,项目名称:pywonderland,代码行数:103,代码来源:main.py


注:本文中的shader.Shader.set_uniformi方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。