本文整理匯總了Python中rpcore.loader.RPLoader.load_shader方法的典型用法代碼示例。如果您正苦於以下問題:Python RPLoader.load_shader方法的具體用法?Python RPLoader.load_shader怎麽用?Python RPLoader.load_shader使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類rpcore.loader.RPLoader
的用法示例。
在下文中一共展示了RPLoader.load_shader方法的8個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。
示例1: _late_init
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def _late_init(self, task):
""" Gets called after the pipeline was initialized """
self._display_txt = Text(
text="40 ms", parent=self._node, x=20, y=25,
size=13, color=Vec3(1), may_change=True)
self._display_txt_bottom = Text(
text="0 ms", parent=self._node, x=20, y=120,
size=13, color=Vec3(1), may_change=True)
# Create the shader which generates the visualization texture
self._cshader_node = ComputeNode("FPSChartUpdateChart")
self._cshader_node.add_dispatch(250 // 10, 120 // 4, 1)
self._cshader_np = self._node.attach_new_node(self._cshader_node)
self._cshader = RPLoader.load_shader("/$$rp/shader/fps_chart.compute.glsl")
self._cshader_np.set_shader(self._cshader)
self._cshader_np.set_shader_input("DestTex", self._display_tex)
self._cshader_np.set_shader_input("FPSValues", self._storage_buffer)
self._cshader_np.set_shader_input("index", self._store_index)
self._cshader_np.set_shader_input("maxMs", self._chart_ms_max)
self._update_shader_node = ComputeNode("FPSChartUpdateValues")
self._update_shader_node.add_dispatch(1, 1, 1)
self._update_shader_np = self._node.attach_new_node(self._update_shader_node)
self._ushader = RPLoader.load_shader("/$$rp/shader/fps_chart_update.compute.glsl")
self._update_shader_np.set_shader(self._ushader)
self._update_shader_np.set_shader_input("DestTex", self._storage_buffer)
self._update_shader_np.set_shader_input("index", self._store_index)
self._update_shader_np.set_shader_input("currentData", self._current_ftime)
Globals.base.addTask(self._update, "UpdateFPSChart", sort=-50)
return task.done
示例2: _late_init
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def _late_init(self, task):
""" Gets called after the pipeline got initialized """
scene_tex = self._pipeline.stage_mgr.pipes["ShadedScene"]
self._zoomer.set_shader(RPLoader.load_shader(
"/$$rp/shader/default_gui_shader.vert.glsl",
"/$$rp/shader/pixel_inspector.frag.glsl"))
self._zoomer.set_shader_input("SceneTex", scene_tex)
return task.done
示例3: create_shaders
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def create_shaders(self):
""" Creates all the shaders used for precomputing """
self.shaders = {}
resource_path = self.handle.get_shader_resource("eric_bruneton")
for fname in listdir(resource_path):
fpath = join(resource_path, fname)
if isfile(fpath) and fname.endswith(".compute.glsl"):
shader_name = fname.split(".")[0]
shader_obj = RPLoader.load_shader(fpath)
self.shaders[shader_name] = shader_obj
示例4: do_load
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def do_load(self, filename):
""" Internal method to load the effect from the given filename, do
not use this directly, instead use load(). """
self.filename = filename
self.effect_name = self._convert_filename_to_name(filename)
self.effect_hash = self._generate_hash(filename, self._options)
# Load the YAML file
parsed_yaml = load_yaml_file(filename) or {}
self._parse_content(parsed_yaml)
# Construct a shader object for each pass
for pass_id in self._PASSES:
vertex_src = self._generated_shader_paths["vertex-" + pass_id]
fragment_src = self._generated_shader_paths["fragment-" + pass_id]
self._shader_objs[pass_id] = RPLoader.load_shader(vertex_src, fragment_src)
return True
示例5: _late_init
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def _late_init(self, task):
""" Gets called after the pipeline initialized, this extracts the
exposure texture from the stage manager """
stage_mgr = self._pipeline.stage_mgr
if "Exposure" not in stage_mgr.pipes:
self.debug("Disabling exposure widget, could not find the exposure data.")
self._node.remove_node()
return
self._node.show()
exposure_tex = stage_mgr.pipes["Exposure"]
self._cshader = RPLoader.load_shader("/$$rp/shader/visualize_exposure.compute.glsl")
self._cshader_np.set_shader(self._cshader)
self._cshader_np.set_shader_input("DestTex", self._storage_tex)
self._cshader_np.set_shader_input("ExposureTex", exposure_tex)
return task.done
示例6: _get_shader_handle
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def _get_shader_handle(self, path, *args):
""" Returns a handle to a Shader object, containing all sources passed
as arguments. The path argument will be used to locate shaders if no
absolute path is given. This is the internal method used in load_shader
and load_plugin_shader. """
assert len(args) > 0 and len(args) <= 3
path_args = []
for source in args:
for prefix in ("/$$rpconfig", "/$$rp/shader", "/$$rptemp"):
if prefix in source:
path_args.append(source)
break
else:
path_args.append(path.format(source))
# If only one shader is specified, assume its a postprocess fragment shader,
# and use the default vertex shader
if len(args) == 1:
path_args = ["/$$rp/shader/default_post_process.vert.glsl"] + path_args
return RPLoader.load_shader(*path_args)
示例7: build
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def build(cls, texture, view_width, view_height):
""" Builds a shader to display <texture> in a view port with the size
<view_width> * <view_height> """
view_width, view_height = int(view_width), int(view_height)
cache_key = "/$$rptemp/$$TEXDISPLAY-X{}-Y{}-Z{}-TT{}-CT{}-VW{}-VH{}.frag.glsl".format(
texture.get_x_size(),
texture.get_y_size(),
texture.get_z_size(),
texture.get_texture_type(),
texture.get_component_type(),
view_width,
view_height)
# Only regenerate the file when there is no cache entry for it
if not isfile(cache_key) or True:
fragment_shader = cls._build_fragment_shader(texture, view_width, view_height)
with open(cache_key, "w") as handle:
handle.write(fragment_shader)
return RPLoader.load_shader("/$$rp/shader/default_gui_shader.vert.glsl", cache_key)
示例8: reload_shaders
# 需要導入模塊: from rpcore.loader import RPLoader [as 別名]
# 或者: from rpcore.loader.RPLoader import load_shader [as 別名]
def reload_shaders(self):
""" Reloads the command shader """
shader = RPLoader.load_shader(
"/$$rp/shader/default_post_process.vert.glsl",
"/$$rp/shader/process_command_queue.frag.glsl")
self._command_target.shader = shader