-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathShader_Program.py
More file actions
75 lines (65 loc) · 2.88 KB
/
Shader_Program.py
File metadata and controls
75 lines (65 loc) · 2.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
from Constants import *
# 用于初始化以及更新可编程渲染管线的相关参数
class ShaderProgram:
def __init__(self, app):
self.app = app
self.ctx = app.ctx
self.player = app.player
#---------shaders-------------#
self.chunk = self.get_program(shader_name='Chunk')
self.block_marker = self.get_program(shader_name='BlockMarker')
self.quad = self.get_program(shader_name='Quad')
self.hotbar = self.get_program(shader_name='Hotbar')
self.hotbar_icon = self.get_program(shader_name='HotbarIcon')
self.inventory = self.get_program(shader_name='Inventory')
self.underwater = self.get_program(shader_name='Underwater')
self.clouds = self.get_program(shader_name='Clouds')
self.hand = self.get_program(shader_name='Hand')
self.select = self.get_program(shader_name='Hotbar')
#-----------------------------#
# 开始初始化
self.set_uniforms_on_init()
# 初始化可编程渲染管线的参数
def set_uniforms_on_init(self):
# 用于定位方块的方框
self.block_marker['m_proj'].write(self.player.m_proj)
self.block_marker['m_model'].write(glm.mat4())
self.block_marker['u_texture_0'] = 0
# 区块
self.chunk['m_proj'].write(self.player.m_proj)
self.chunk['m_model'].write(glm.mat4())
self.chunk['u_bg_color'].write(BG_COLOR)
self.chunk['u_texture_array_0'] = 1
# 准星
self.quad['u_texture_0'] = 2
# 物品栏
self.hotbar['u_texture_0'] = 3
# 物品栏的物品
self.hotbar_icon['u_texture_array_0'] = 1
# 背包
self.inventory['u_texture_0'] = 5
# 水下后处理
self.underwater['u_texture_0'] = 6
# 手
self.hand['u_texture_0'] = 7
# 物品栏框选
self.select['u_texture_0'] = 8
# 云
self.clouds['m_proj'].write(self.player.m_proj)
self.clouds['u_center'] = CENTER_XZ
self.clouds['u_bg_color'].write(BG_COLOR)
self.clouds['u_cloud_scale'] = 25
# 需要实时更新给可编程渲染管线的参数, 即玩家的观察视角
def update(self):
self.chunk['m_view'].write(self.player.m_view)
self.block_marker['m_view'].write(self.player.m_view)
self.clouds['m_view'].write(self.player.m_view)
# 获取可编程渲染管线的文件内容
def get_program(self, shader_name):
with open(f'Shaders/{shader_name}.vert') as file:
vertex_shader = file.read()
with open(f'Shaders/{shader_name}.frag') as file:
fragment_shader = file.read()
# 将顶点着色器和片段着色器绑定到一个program中
program = self.ctx.program(vertex_shader=vertex_shader, fragment_shader=fragment_shader)
return program