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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