本文整理汇总了Python中OpenGL.GL.glGetUniformLocation方法的典型用法代码示例。如果您正苦于以下问题:Python GL.glGetUniformLocation方法的具体用法?Python GL.glGetUniformLocation怎么用?Python GL.glGetUniformLocation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类OpenGL.GL
的用法示例。
在下文中一共展示了GL.glGetUniformLocation方法的10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: _init_shaders
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def _init_shaders(self):
"""Initializes the shaders used to render the textures fullscreen quad."""
vs = shaders.compileShader(_VERTEX_SHADER, GL.GL_VERTEX_SHADER)
fs = shaders.compileShader(_FRAGMENT_SHADER, GL.GL_FRAGMENT_SHADER)
self._shader = shaders.compileProgram(vs, fs)
stride = _FLOATS_PER_VERTEX * _SIZE_OF_FLOAT
var_position = GL.glGetAttribLocation(self._shader, _VAR_POSITION)
GL.glVertexAttribPointer(
var_position, 2, GL.GL_FLOAT, GL.GL_FALSE, stride, None)
GL.glEnableVertexAttribArray(var_position)
var_uv = GL.glGetAttribLocation(self._shader, _VAR_UV)
uv_offset = ctypes.c_void_p(_FLOATS_PER_XY * _SIZE_OF_FLOAT)
GL.glVertexAttribPointer(
var_uv, 2, GL.GL_FLOAT, GL.GL_FALSE, stride, uv_offset)
GL.glEnableVertexAttribArray(var_uv)
self._var_texture_sampler = GL.glGetUniformLocation(
self._shader, _VAR_TEXTURE_SAMPLER)
示例2: uniformf
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def uniformf(self, name, *values):
{1 : gl.glUniform1f,
2 : gl.glUniform2f,
3 : gl.glUniform3f,
4 : gl.glUniform4f
}[len(values)](gl.glGetUniformLocation(self.handle, name), *values)
示例3: uniformi
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def uniformi(self, name, *values):
{1 : gl.glUniform1i,
2 : gl.glUniform2i,
3 : gl.glUniform3i,
4 : gl.glUniform4i
}[len(values)](gl.glGetUniformLocation(self.handle, name), *values)
示例4: uniformMatrix4f
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def uniformMatrix4f(self, name, matrix):
loc = gl.glGetUniformLocation(self.handle, name)
gl.glUniformMatrix4fv(loc, 1, False, (ctypes.c_float * 16)(*matrix))
示例5: uniformMatrix4fArray
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def uniformMatrix4fArray(self, name, values):
loc = gl.glGetUniformLocation(self.handle, name)
count = len(values) / 16
gl.glUniformMatrix4fv(loc, count, False, (ctypes.c_float * len(values))(*values))
示例6: init_shader
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def init_shader(self, program):
self.loc_char_size = gl.glGetUniformLocation(program.program, 'char_size')
self.loc_block_size = gl.glGetUniformLocation(program.program, 'block_size')
示例7: get_uniform_location
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def get_uniform_location(self, name):
return gl.glGetUniformLocation(self.program, name)
示例8: _create_device_objects
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def _create_device_objects(self):
# save state
last_texture = gl.glGetIntegerv(gl.GL_TEXTURE_BINDING_2D)
last_array_buffer = gl.glGetIntegerv(gl.GL_ARRAY_BUFFER_BINDING)
last_vertex_array = gl.glGetIntegerv(gl.GL_VERTEX_ARRAY_BINDING)
self._shader_handle = gl.glCreateProgram()
# note: no need to store shader parts handles after linking
vertex_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
fragment_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
gl.glShaderSource(vertex_shader, self.VERTEX_SHADER_SRC)
gl.glShaderSource(fragment_shader, self.FRAGMENT_SHADER_SRC)
gl.glCompileShader(vertex_shader)
gl.glCompileShader(fragment_shader)
gl.glAttachShader(self._shader_handle, vertex_shader)
gl.glAttachShader(self._shader_handle, fragment_shader)
gl.glLinkProgram(self._shader_handle)
# note: after linking shaders can be removed
gl.glDeleteShader(vertex_shader)
gl.glDeleteShader(fragment_shader)
self._attrib_location_tex = gl.glGetUniformLocation(self._shader_handle, "Texture")
self._attrib_proj_mtx = gl.glGetUniformLocation(self._shader_handle, "ProjMtx")
self._attrib_location_position = gl.glGetAttribLocation(self._shader_handle, "Position")
self._attrib_location_uv = gl.glGetAttribLocation(self._shader_handle, "UV")
self._attrib_location_color = gl.glGetAttribLocation(self._shader_handle, "Color")
self._vbo_handle = gl.glGenBuffers(1)
self._elements_handle = gl.glGenBuffers(1)
self._vao_handle = gl.glGenVertexArrays(1)
gl.glBindVertexArray(self._vao_handle)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo_handle)
gl.glEnableVertexAttribArray(self._attrib_location_position)
gl.glEnableVertexAttribArray(self._attrib_location_uv)
gl.glEnableVertexAttribArray(self._attrib_location_color)
gl.glVertexAttribPointer(self._attrib_location_position, 2, gl.GL_FLOAT, gl.GL_FALSE, imgui.VERTEX_SIZE, ctypes.c_void_p(imgui.VERTEX_BUFFER_POS_OFFSET))
gl.glVertexAttribPointer(self._attrib_location_uv, 2, gl.GL_FLOAT, gl.GL_FALSE, imgui.VERTEX_SIZE, ctypes.c_void_p(imgui.VERTEX_BUFFER_UV_OFFSET))
gl.glVertexAttribPointer(self._attrib_location_color, 4, gl.GL_UNSIGNED_BYTE, gl.GL_TRUE, imgui.VERTEX_SIZE, ctypes.c_void_p(imgui.VERTEX_BUFFER_COL_OFFSET))
# restore state
gl.glBindTexture(gl.GL_TEXTURE_2D, last_texture)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, last_array_buffer)
gl.glBindVertexArray(last_vertex_array)
示例9: __setitem__
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def __setitem__(self, name, value):
# quitely ignore
if name not in self.uniform_types_:
if WARN_INVALID_UNIFORMS: print("No uniform with name '{}' available.".format(name))
return
loc = gl.glGetUniformLocation(self.id_, name)
T = self.uniform_types_[name]
if T == "int":
gl.glUniform1i(loc, np.int32(value))
if T == "uint":
gl.glUniform1ui(loc, np.uint32(value))
elif T == "float":
gl.glUniform1f(loc, np.float32(value))
elif T == "bool":
gl.glUniform1f(loc, value)
elif T == "vec2":
gl.glUniform2fv(loc, 1, value)
elif T == "vec3":
gl.glUniform3fv(loc, 1, value)
elif T == "vec4":
gl.glUniform4fv(loc, 1, value)
elif T == "ivec2":
gl.glUniform2iv(loc, 1, value)
elif T == "ivec3":
gl.glUniform3iv(loc, 1, value)
elif T == "ivec4":
gl.glUniform4iv(loc, 1, value)
elif T == "uivec2":
gl.glUniform2uiv(loc, 1, value)
elif T == "uivec3":
gl.glUniform3uiv(loc, 1, value)
elif T == "uivec4":
gl.glUniform4uiv(loc, 1, value)
elif T == "mat4":
#print("set matrix: ", value)
gl.glUniformMatrix4fv(loc, 1, False, value.astype(np.float32))
elif T == "sampler2D":
gl.glUniform1i(loc, np.int32(value))
elif T == "sampler2DRect":
gl.glUniform1i(loc, np.int32(value))
else:
raise NotImplementedError("uniform type {} not implemented. :(".format(T))
示例10: initializeGL
# 需要导入模块: from OpenGL import GL [as 别名]
# 或者: from OpenGL.GL import glGetUniformLocation [as 别名]
def initializeGL(self):
"""Initialize OpenGL, VBOs, upload data on the GPU, etc."""
# First check for supported GL version
gl_version = float(gl.glGetString(gl.GL_VERSION)[:3])
if gl_version < 3.3:
print(('OpenGL context created with GL version %.1f' % gl_version))
qCritical("""Your system reports that it supports OpenGL up to version %.1f. The minimum requirement for BlueSky is OpenGL 3.3.
Generally, AMD/ATI/nVidia cards from 2008 and newer support OpenGL 3.3, and Intel integrated graphics from the Haswell
generation and newer. If you think your graphics system should be able to support GL>=3.3 please open an issue report
on the BlueSky Github page (https://github.com/ProfHoekstra/bluesky/issues)""" % gl_version)
return
# background color
gl.glClearColor(*(palette.background + (0,)))
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
self.globaldata = radarUBO()
try:
shpath = path.join(settings.gfx_path, 'shaders')
# Compile shaders and link color shader program
self.color_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-color.frag'))
self.color_shader.bind_uniform_buffer('global_data', self.globaldata)
# Compile shaders and link texture shader program
self.texture_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-normal.vert'), path.join(shpath, 'radarwidget-texture.frag'))
self.texture_shader.bind_uniform_buffer('global_data', self.globaldata)
# Compile shaders and link text shader program
self.text_shader = BlueSkyProgram(path.join(shpath, 'radarwidget-text.vert'), path.join(shpath, 'radarwidget-text.frag'))
self.text_shader.bind_uniform_buffer('global_data', self.globaldata)
self.ssd_shader = BlueSkyProgram(path.join(shpath, 'ssd.vert'), path.join(shpath, 'ssd.frag'), path.join(shpath, 'ssd.geom'))
self.ssd_shader.bind_uniform_buffer('global_data', self.globaldata)
self.ssd_shader.loc_vlimits = gl.glGetUniformLocation(self.ssd_shader.program, 'Vlimits')
self.ssd_shader.loc_nac = gl.glGetUniformLocation(self.ssd_shader.program, 'n_ac')
except RuntimeError as e:
print('Error compiling shaders in radarwidget: ' + e.args[0])
qCritical('Error compiling shaders in radarwidget: ' + e.args[0])
return
# create all vertex array objects
try:
self.create_objects()
except Exception as e:
print('Error while creating RadarWidget objects: ' + e.args[0])