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shader_program.py
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70 lines (58 loc) · 2.48 KB
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from settings import *
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.voxel_marker = self.get_program(shader_name='voxel_marker')
self.state = self.get_program(shader_name='state')
self.line = self.get_program(shader_name='line')
self.water = self.get_program('water')
self.clouds = self.get_program('clouds')
# ------------------------- #
self.set_uniforms_on_init()
def set_uniforms_on_init(self):
# chunk
self.chunk['m_proj'].write(self.player.m_proj)
self.chunk['m_model'].write(glm.mat4())
self.chunk['u_texture_array_0'] = 1
self.chunk['bg_color'].write(BG_COLOR)
self.chunk['water_line'] = WATER_LINE
# marker
self.voxel_marker['m_proj'].write(self.player.m_proj)
self.voxel_marker['m_model'].write(glm.mat4())
self.voxel_marker['u_texture_0'] = 0
# state
self.state['m_proj'].write(self.player.m_proj)
self.state['m_model'].write(glm.mat4())
self.state['u_texture_0'] = 0
# line
self.line['m_proj'].write(self.player.m_proj)
self.line['m_model'].write(glm.mat4())
self.line['u_texture_0'] = 3
# water
self.water['m_proj'].write(self.player.m_proj)
self.water['u_texture_0'] = 2
self.water['water_area'] = WATER_AREA
self.water['water_line'] = WATER_LINE
# clouds
self.clouds['m_proj'].write(self.player.m_proj)
self.clouds['center'] = CENTER_XZ
self.clouds['bg_color'].write(BG_COLOR)
self.clouds['cloud_scale'] = CLOUD_SCALE
def update(self):
self.chunk['m_view'].write(self.player.m_view)
self.voxel_marker['m_view'].write(self.player.m_view)
self.water['m_view'].write(self.player.m_view)
self.clouds['m_view'].write(self.player.m_view)
self.state['m_view'].write(self.player.m_view)
self.line['m_view'].write(self.player.m_view)
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()
program = self.ctx.program(vertex_shader=vertex_shader, fragment_shader=fragment_shader)
return program