[1198] | 1 | from gui.visual.shaderProgram import ShaderProgram
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| 2 | from gui.visual.camera import Camera
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| 3 | import OpenGL.GL as gl
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| 4 | import glm
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| 5 |
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| 6 | class StaticShader(ShaderProgram):
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| 7 | def __init__(self) -> None:
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| 8 | super().__init__("visual/shaders/vertexShader.glsl", "visual/shaders/fragmentShader.glsl")
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| 9 |
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| 10 | self.location_transformationMatrix = 0
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| 11 | self.location_projectionMatrix = 0
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| 12 | self.location_viewMatrix = 0
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| 13 | self.location_modelTexture = 0
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| 14 |
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| 15 | self.bindAttributes()
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| 16 | gl.glLinkProgram(self.programID)
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| 17 | gl.glValidateProgram(self.programID)
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| 18 | self.getAllUniformLocations()
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| 19 |
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| 20 | def loadProjectionMatrix(self, projection):
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| 21 | self.loadMatrix4(self.location_projectionMatrix, projection)
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| 22 |
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| 23 | def loadViewMatrix(self, camera: Camera):
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| 24 | viewMatrix = glm.lookAt(camera.position, camera.player.position, glm.vec3(0, 0, 1))
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| 25 | self.loadMatrix4(self.location_viewMatrix, viewMatrix)
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| 26 |
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| 27 | def loadTransformationMatrix(self, matrix):
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| 28 | self.loadMatrix4(self.location_transformationMatrix, matrix)
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| 29 |
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| 30 | def loadColor(self, color: glm.vec3):
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| 31 | self.loadVector3(self.loaction_color, color)
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| 32 |
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| 33 | def loadTextureOn(self, textureOn: bool):
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| 34 | self.loadFloat(self.location_textureOn, 1.0 if textureOn else 0.0)
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| 35 |
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| 36 | def bindAttributes(self):
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| 37 | self.bindAttribute(0, "position")
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| 38 | self.bindAttribute(1, "textureCoordinates")
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| 39 | self.bindAttribute(2, "normal")
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| 40 |
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| 41 | def getAllUniformLocations(self):
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| 42 | self.location_transformationMatrix = self.getUniformLocation("transformationMatrix")
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| 43 | self.location_projectionMatrix = self.getUniformLocation("projectionMatrix")
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| 44 | self.location_viewMatrix = self.getUniformLocation("viewMatrix")
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| 45 | self.location_modelTexture = self.getUniformLocation("modelTexture")
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| 46 | self.loaction_color = self.getUniformLocation("color")
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| 47 | self.location_textureOn = self.getUniformLocation("textureOn") |
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