Source code for moderngl_window.scene.programs

import os

import numpy
import moderngl
import moderngl_window

from moderngl_window.conf import settings
from moderngl_window.resources import programs
from moderngl_window.meta import ProgramDescription


settings.PROGRAM_DIRS.append(os.path.join(os.path.dirname(__file__), 'programs'))


[docs]class MeshProgram: """ Describes how a mesh is rendered using a specific shader program """
[docs] def __init__(self, program: moderngl.Program = None, **kwargs): """Initialize. Args: program: The moderngl program """ self.program = program
@property def ctx(self): """moderngl.Context: The current context""" return moderngl_window.ctx()
[docs] def draw(self, mesh, projection_matrix: numpy.ndarray = None, model_matrix: numpy.ndarray = None, camera_matrix: numpy.ndarray = None, time=0.0): """Draw code for the mesh Args: mesh (Mesh): The mesh to render Keyword Args: projection_matrix (numpy.ndarray): projection_matrix (bytes) model_matrix (numpy.ndarray): view_matrix (bytes) camera_matrix (numpy.ndarray): camera_matrix (bytes) time (float): The current time """ self.program["m_proj"].write(projection_matrix) self.program["m_mv"].write(model_matrix) mesh.vao.render(self.program)
[docs] def apply(self, mesh): """ Determine if this ``MeshProgram`` should be applied to the mesh. Can return self or some ``MeshProgram`` instance to support dynamic ``MeshProgram`` creation Args: mesh: The mesh to inspect """ raise NotImplementedError("apply is not implemented. Please override the MeshProgram method")
class ColorProgram(MeshProgram): """ Simple color program """ def __init__(self, program=None, **kwargs): super().__init__(program=None) self.program = programs.load(ProgramDescription(path="scene_default/color.glsl")) def draw(self, mesh, projection_matrix=None, model_matrix=None, camera_matrix=None, time=0): if mesh.material: # if mesh.material.double_sided: # self.ctx.disable(moderngl.CULL_FACE) # else: # self.ctx.enable(moderngl.CULL_FACE) if mesh.material.color: self.program["color"].value = tuple(mesh.material.color) else: self.program["color"].value = (1.0, 1.0, 1.0, 1.0) self.program["m_proj"].write(projection_matrix) self.program["m_model"].write(model_matrix) self.program["m_cam"].write(camera_matrix) mesh.vao.render(self.program) def apply(self, mesh): if not mesh.material: return None if not mesh.attributes.get("NORMAL"): return None if mesh.material.mat_texture is None: return self return None class TextureProgram(MeshProgram): """ Simple texture program """ def __init__(self, program=None, **kwargs): super().__init__(program=None) self.program = programs.load(ProgramDescription(path="scene_default/texture.glsl")) def draw(self, mesh, projection_matrix=None, model_matrix=None, camera_matrix=None, time=0): # if mesh.material.double_sided: # self.ctx.disable(moderngl.CULL_FACE) # else: # self.ctx.enable(moderngl.CULL_FACE) mesh.material.mat_texture.texture.use() self.program["texture0"].value = 0 self.program["m_proj"].write(projection_matrix) self.program["m_model"].write(model_matrix) self.program["m_cam"].write(camera_matrix) mesh.vao.render(self.program) def apply(self, mesh): if not mesh.material: return None if not mesh.attributes.get("NORMAL"): return None if mesh.material.mat_texture is not None: return self return None class FallbackProgram(MeshProgram): """ Fallback program only rendering positions in white """ def __init__(self, program=None, **kwargs): super().__init__(program=None) self.program = programs.load(ProgramDescription(path="scene_default/fallback.glsl")) def draw(self, mesh, projection_matrix=None, model_matrix=None, camera_matrix=None, time=0): self.program["m_proj"].write(projection_matrix) self.program["m_model"].write(model_matrix) self.program["m_cam"].write(camera_matrix) if mesh.material: self.program["color"].value = tuple(mesh.material.color[0:3]) else: self.program["color"].value = (1.0, 1.0, 1.0) mesh.vao.render(self.program) def apply(self, mesh): return self