basilisk-engine 0.1.38__py3-none-any.whl → 0.1.39__py3-none-any.whl
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- basilisk/__init__.py +26 -26
- basilisk/audio/sound.py +27 -27
- basilisk/bsk_assets/cube.obj +48 -48
- basilisk/collisions/broad/broad_aabb.py +102 -102
- basilisk/collisions/broad/broad_bvh.py +137 -137
- basilisk/collisions/collider.py +95 -95
- basilisk/collisions/collider_handler.py +226 -226
- basilisk/collisions/narrow/contact_manifold.py +95 -95
- basilisk/collisions/narrow/dataclasses.py +34 -34
- basilisk/collisions/narrow/deprecated.py +46 -46
- basilisk/collisions/narrow/epa.py +91 -91
- basilisk/collisions/narrow/gjk.py +66 -66
- basilisk/collisions/narrow/graham_scan.py +24 -24
- basilisk/collisions/narrow/helper.py +29 -29
- basilisk/collisions/narrow/line_intersections.py +106 -106
- basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
- basilisk/config.py +53 -53
- basilisk/draw/draw.py +100 -100
- basilisk/draw/draw_handler.py +178 -178
- basilisk/draw/font_renderer.py +28 -28
- basilisk/engine.py +165 -165
- basilisk/generic/abstract_bvh.py +15 -15
- basilisk/generic/abstract_custom.py +133 -133
- basilisk/generic/collisions.py +70 -70
- basilisk/generic/input_validation.py +82 -82
- basilisk/generic/math.py +18 -7
- basilisk/generic/matrices.py +35 -35
- basilisk/generic/meshes.py +72 -72
- basilisk/generic/quat.py +142 -142
- basilisk/generic/quat_methods.py +7 -7
- basilisk/generic/raycast_result.py +26 -26
- basilisk/generic/vec3.py +143 -143
- basilisk/input/__init__.py +0 -0
- basilisk/input/mouse.py +62 -0
- basilisk/input/path.py +14 -0
- basilisk/input_output/IO_handler.py +91 -91
- basilisk/input_output/clock.py +49 -49
- basilisk/input_output/keys.py +43 -43
- basilisk/input_output/mouse.py +90 -90
- basilisk/input_output/path.py +14 -14
- basilisk/mesh/cube.py +33 -33
- basilisk/mesh/mesh.py +233 -233
- basilisk/mesh/mesh_from_data.py +150 -150
- basilisk/mesh/model.py +271 -271
- basilisk/mesh/narrow_aabb.py +89 -89
- basilisk/mesh/narrow_bvh.py +91 -91
- basilisk/mesh/narrow_primative.py +23 -23
- basilisk/nodes/helper.py +28 -28
- basilisk/nodes/node.py +709 -704
- basilisk/nodes/node_handler.py +97 -97
- basilisk/particles/particle_handler.py +64 -64
- basilisk/particles/particle_renderer.py +93 -93
- basilisk/physics/impulse.py +112 -112
- basilisk/physics/physics_body.py +43 -43
- basilisk/physics/physics_engine.py +35 -35
- basilisk/render/batch.py +103 -103
- basilisk/render/bloom.py +107 -107
- basilisk/render/camera.py +260 -260
- basilisk/render/chunk.py +108 -108
- basilisk/render/chunk_handler.py +167 -167
- basilisk/render/frame.py +110 -110
- basilisk/render/framebuffer.py +202 -202
- basilisk/render/image.py +120 -120
- basilisk/render/image_handler.py +120 -120
- basilisk/render/light.py +96 -96
- basilisk/render/light_handler.py +58 -58
- basilisk/render/material.py +232 -232
- basilisk/render/material_handler.py +133 -133
- basilisk/render/post_process.py +146 -146
- basilisk/render/shader.py +134 -134
- basilisk/render/shader_handler.py +85 -85
- basilisk/render/sky.py +120 -120
- basilisk/scene.py +290 -290
- basilisk/shaders/batch.frag +289 -289
- basilisk/shaders/batch.vert +117 -117
- basilisk/shaders/bloom_downsample.frag +42 -42
- basilisk/shaders/bloom_frame.frag +24 -24
- basilisk/shaders/bloom_upsample.frag +33 -33
- basilisk/shaders/crt.frag +31 -31
- basilisk/shaders/draw.frag +25 -25
- basilisk/shaders/draw.vert +25 -25
- basilisk/shaders/filter.frag +22 -22
- basilisk/shaders/frame.frag +12 -12
- basilisk/shaders/frame.vert +13 -13
- basilisk/shaders/geometry.frag +10 -10
- basilisk/shaders/geometry.vert +41 -41
- basilisk/shaders/normal.frag +62 -62
- basilisk/shaders/normal.vert +96 -96
- basilisk/shaders/particle.frag +76 -76
- basilisk/shaders/particle.vert +86 -86
- basilisk/shaders/sky.frag +23 -23
- basilisk/shaders/sky.vert +13 -13
- {basilisk_engine-0.1.38.dist-info → basilisk_engine-0.1.39.dist-info}/METADATA +89 -89
- basilisk_engine-0.1.39.dist-info/RECORD +114 -0
- {basilisk_engine-0.1.38.dist-info → basilisk_engine-0.1.39.dist-info}/WHEEL +1 -1
- basilisk_engine-0.1.38.dist-info/RECORD +0 -111
- {basilisk_engine-0.1.38.dist-info → basilisk_engine-0.1.39.dist-info}/top_level.txt +0 -0
basilisk/render/shader.py
CHANGED
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@@ -1,135 +1,135 @@
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import moderngl as mgl
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from .image import Image
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attribute_mappings = {
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'in_position' : [0, 1, 2],
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'in_uv' : [3, 4],
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'in_normal' : [5, 6, 7],
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'in_tangent' : [8, 9, 10],
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'in_bitangent' : [11, 12, 13],
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'obj_position' : [14, 15, 16],
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'obj_rotation' : [17, 18, 19, 20],
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'obj_scale' : [21, 22, 23],
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'obj_material' : [24],
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}
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class Shader:
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program: mgl.Program=None
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"""Shader program for the vertex and fragment shader"""
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vertex_shader: str
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"""String representation of the vertex shader"""
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fragment_shader: str
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"""String representation of the vertex shader"""
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uniforms: list[str]=[]
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"""List containg the names of all uniforms in the shader"""
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attribute_indices: list[int]
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"""List of indices that map all possible shader attributes to the ones used byu the shader"""
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fmt: str
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"""String representation of the format for building vaos"""
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attributes: list[str]
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"""List representation of the attributes for building vaos"""
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def __init__(self, engine, vert: str=None, frag: str=None) -> None:
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"""
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Basilisk shader object. Contains shader program and shader attrbibute/uniform information
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Args:
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vert: str=None
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Path to the vertex shader. Defaults to internal if none is given
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frag: str=None
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Path to the fragment shader. Defaults to internal if none is given
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"""
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self.engine = engine
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self.ctx = engine.ctx
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# Default class attributes values
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self.uniforms = []
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self.attribute_indices = []
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self.fmt = ''
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self.attributes = []
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self.bindings = 1
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# Default vertex and fragment shaders
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if vert == None: vert = self.engine.root + '/shaders/batch.vert'
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if frag == None: frag = self.engine.root + '/shaders/batch.frag'
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# Read the shaders
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with open(vert) as file:
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self.vertex_shader = file.read()
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with open(frag) as file:
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self.fragment_shader = file.read()
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# Hash value for references
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if vert == None and frag == None:
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self.hash = hash((self.vertex_shader, self.fragment_shader, 'default'))
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else:
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self.hash = hash((self.vertex_shader, self.fragment_shader))
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# Create a string of all lines in both shaders
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lines = f'{self.vertex_shader}\n{self.fragment_shader}'.split('\n')
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# Parse through shader to find uniforms and attributes
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for line in lines:
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tokens = line.strip().split(' ')
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# Add uniforms
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if tokens[0] == 'uniform' and len(tokens) > 2:
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self.uniforms.append(tokens[-1][:-1])
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# Add attributes
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if tokens[0] == 'layout' and len(tokens) > 2 and 'in' in line:
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self.attributes.append(tokens[-1][:-1])
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# Get the number of flots the attribute takes
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if any(list(map(lambda x: x in tokens, ['float', 'int']))): n = 1
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elif any(list(map(lambda x: x in tokens, ['vec2']))): n = 2
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elif any(list(map(lambda x: x in tokens, ['vec3']))): n = 3
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elif any(list(map(lambda x: x in tokens, ['vec4']))): n = 4
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else: n = 1
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self.fmt += f'{n}f '
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if tokens[-1][:-1] in attribute_mappings:
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indices = attribute_mappings[tokens[-1][:-1]]
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else:
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indices = [0 for i in range(n)]
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self.attribute_indices.extend(indices)
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# Create a program with shaders
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self.program = self.ctx.program(vertex_shader=self.vertex_shader, fragment_shader=self.fragment_shader)
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def set_main(self, scene):
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"""
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Selects a shader for use
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"""
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self.engine.shader_handler.add(self)
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if scene.node_handler: scene.node_handler.chunk_handler.swap_default(self)
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def write(self, name: str, value) -> None:
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"""
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Writes a uniform to the shader program
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"""
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self.program[name].write(value)
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def bind(self, sampler: mgl.Texture | mgl.TextureArray | mgl.TextureCube | Image, name: str, slot: int=None) -> None:
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"""
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Binds the given sampler to the next availible slot
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"""
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# Use the next slot if no slot is given
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if slot == None: slot = self.bindings; self.bindings+=1
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if isinstance(sampler, Image): sampler = sampler.build_texture(self.ctx)
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# Use the sampler
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self.program[name] = slot
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sampler.use(location=slot)
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def __del__(self) -> int:
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if self.program: self.program.release()
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def __hash__(self) -> int:
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import moderngl as mgl
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from .image import Image
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attribute_mappings = {
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'in_position' : [0, 1, 2],
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'in_uv' : [3, 4],
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'in_normal' : [5, 6, 7],
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'in_tangent' : [8, 9, 10],
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'in_bitangent' : [11, 12, 13],
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'obj_position' : [14, 15, 16],
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'obj_rotation' : [17, 18, 19, 20],
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'obj_scale' : [21, 22, 23],
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'obj_material' : [24],
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}
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class Shader:
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program: mgl.Program=None
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"""Shader program for the vertex and fragment shader"""
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vertex_shader: str
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"""String representation of the vertex shader"""
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fragment_shader: str
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"""String representation of the vertex shader"""
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uniforms: list[str]=[]
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"""List containg the names of all uniforms in the shader"""
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attribute_indices: list[int]
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"""List of indices that map all possible shader attributes to the ones used byu the shader"""
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fmt: str
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"""String representation of the format for building vaos"""
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attributes: list[str]
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"""List representation of the attributes for building vaos"""
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def __init__(self, engine, vert: str=None, frag: str=None) -> None:
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"""
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Basilisk shader object. Contains shader program and shader attrbibute/uniform information
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Args:
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vert: str=None
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Path to the vertex shader. Defaults to internal if none is given
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frag: str=None
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Path to the fragment shader. Defaults to internal if none is given
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"""
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self.engine = engine
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self.ctx = engine.ctx
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# Default class attributes values
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self.uniforms = []
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self.attribute_indices = []
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self.fmt = ''
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self.attributes = []
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self.bindings = 1
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# Default vertex and fragment shaders
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if vert == None: vert = self.engine.root + '/shaders/batch.vert'
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if frag == None: frag = self.engine.root + '/shaders/batch.frag'
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# Read the shaders
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with open(vert) as file:
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self.vertex_shader = file.read()
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with open(frag) as file:
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self.fragment_shader = file.read()
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# Hash value for references
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if vert == None and frag == None:
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self.hash = hash((self.vertex_shader, self.fragment_shader, 'default'))
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else:
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self.hash = hash((self.vertex_shader, self.fragment_shader))
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# Create a string of all lines in both shaders
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lines = f'{self.vertex_shader}\n{self.fragment_shader}'.split('\n')
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# Parse through shader to find uniforms and attributes
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for line in lines:
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tokens = line.strip().split(' ')
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# Add uniforms
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if tokens[0] == 'uniform' and len(tokens) > 2:
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self.uniforms.append(tokens[-1][:-1])
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# Add attributes
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if tokens[0] == 'layout' and len(tokens) > 2 and 'in' in line:
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self.attributes.append(tokens[-1][:-1])
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# Get the number of flots the attribute takes
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if any(list(map(lambda x: x in tokens, ['float', 'int']))): n = 1
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elif any(list(map(lambda x: x in tokens, ['vec2']))): n = 2
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elif any(list(map(lambda x: x in tokens, ['vec3']))): n = 3
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elif any(list(map(lambda x: x in tokens, ['vec4']))): n = 4
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else: n = 1
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self.fmt += f'{n}f '
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if tokens[-1][:-1] in attribute_mappings:
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indices = attribute_mappings[tokens[-1][:-1]]
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else:
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indices = [0 for i in range(n)]
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self.attribute_indices.extend(indices)
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# Create a program with shaders
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self.program = self.ctx.program(vertex_shader=self.vertex_shader, fragment_shader=self.fragment_shader)
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def set_main(self, scene):
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"""
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Selects a shader for use
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"""
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self.engine.shader_handler.add(self)
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if scene.node_handler: scene.node_handler.chunk_handler.swap_default(self)
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def write(self, name: str, value) -> None:
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"""
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Writes a uniform to the shader program
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"""
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self.program[name].write(value)
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def bind(self, sampler: mgl.Texture | mgl.TextureArray | mgl.TextureCube | Image, name: str, slot: int=None) -> None:
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"""
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Binds the given sampler to the next availible slot
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"""
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# Use the next slot if no slot is given
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if slot == None: slot = self.bindings; self.bindings+=1
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if isinstance(sampler, Image): sampler = sampler.build_texture(self.ctx)
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# Use the sampler
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self.program[name] = slot
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sampler.use(location=slot)
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def __del__(self) -> int:
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if self.program: self.program.release()
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def __hash__(self) -> int:
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return self.hash
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@@ -1,86 +1,86 @@
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import moderngl as mgl
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import glm
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from .shader import Shader
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class ShaderHandler:
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engine: ...
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"""Back reference to the parent engine"""
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scene: ...
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"""Back reference to the parent scene"""
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ctx: mgl.Context
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"""Back reference to the parent context"""
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shaders: set
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"""Dictionary containing all the shaders"""
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uniform_values: dict = {}
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"""Dictionary containing uniform values"""
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def __init__(self, engine) -> None:
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"""
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Handles all the shader programs in a basilisk scene
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"""
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# Back references
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self.engine = engine
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self.ctx = engine.ctx
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# Initalize dictionaries
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self.shaders = set()
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# Load a default shader
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self.default_shader = Shader(self.engine, self.engine.root + '/shaders/batch.vert', self.engine.root + '/shaders/batch.frag')
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self.default_shader.hash = self.default_shader.hash + hash('engine_shader')
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|
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self.add(self.default_shader)
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|
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setattr(self.engine, "_shader", self.default_shader)
|
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|
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|
|
36
|
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def add(self, shader: Shader) -> None:
|
|
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|
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"""
|
|
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|
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Creates a shader program from a file name.
|
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|
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Parses through shaders to identify uniforms and save for writting
|
|
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|
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"""
|
|
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|
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|
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42
|
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|
|
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|
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if not shader: return None
|
|
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|
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if shader in self.shaders: return shader
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|
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|
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|
|
46
|
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self.shaders.add(shader)
|
|
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|
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|
|
48
|
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if self.engine.material_handler:
|
|
49
|
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self.engine.material_handler.write()
|
|
50
|
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self.engine.material_handler.image_handler.write()
|
|
51
|
-
|
|
52
|
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return shader
|
|
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|
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|
|
54
|
-
def get_uniforms_values(self, scene: ...) -> None:
|
|
55
|
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"""
|
|
56
|
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Gets uniforms from various parts of the scene.
|
|
57
|
-
These values are stored and used in write_all_uniforms and update_uniforms.
|
|
58
|
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This is called by write_all_uniforms and update_uniforms, so there is no need to call this manually.
|
|
59
|
-
"""
|
|
60
|
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|
|
61
|
-
self.uniform_values = {
|
|
62
|
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'projectionMatrix' : scene.camera.m_proj,
|
|
63
|
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'viewMatrix' : scene.camera.m_view,
|
|
64
|
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'cameraPosition' : scene.camera.position,
|
|
65
|
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'viewportDimensions' : glm.vec2(self.engine.win_size),
|
|
66
|
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'gamma' : self.engine.config.gamma,
|
|
67
|
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'exposure' : self.engine.config.exposure
|
|
68
|
-
}
|
|
69
|
-
|
|
70
|
-
def write(self, scene: ...) -> None:
|
|
71
|
-
"""
|
|
72
|
-
Writes all of the uniforms in every shader program.
|
|
73
|
-
"""
|
|
74
|
-
|
|
75
|
-
self.get_uniforms_values(scene)
|
|
76
|
-
for uniform in self.uniform_values:
|
|
77
|
-
for shader in self.shaders:
|
|
78
|
-
if not uniform in shader.uniforms: continue # Does not write uniforms not in the shader
|
|
79
|
-
shader.write(uniform, self.uniform_values[uniform])
|
|
80
|
-
|
|
81
|
-
def release(self) -> None:
|
|
82
|
-
"""
|
|
83
|
-
Releases all shader programs in handler
|
|
84
|
-
"""
|
|
85
|
-
|
|
1
|
+
import moderngl as mgl
|
|
2
|
+
import glm
|
|
3
|
+
from .shader import Shader
|
|
4
|
+
|
|
5
|
+
|
|
6
|
+
class ShaderHandler:
|
|
7
|
+
engine: ...
|
|
8
|
+
"""Back reference to the parent engine"""
|
|
9
|
+
scene: ...
|
|
10
|
+
"""Back reference to the parent scene"""
|
|
11
|
+
ctx: mgl.Context
|
|
12
|
+
"""Back reference to the parent context"""
|
|
13
|
+
shaders: set
|
|
14
|
+
"""Dictionary containing all the shaders"""
|
|
15
|
+
uniform_values: dict = {}
|
|
16
|
+
"""Dictionary containing uniform values"""
|
|
17
|
+
|
|
18
|
+
def __init__(self, engine) -> None:
|
|
19
|
+
"""
|
|
20
|
+
Handles all the shader programs in a basilisk scene
|
|
21
|
+
"""
|
|
22
|
+
|
|
23
|
+
# Back references
|
|
24
|
+
self.engine = engine
|
|
25
|
+
self.ctx = engine.ctx
|
|
26
|
+
|
|
27
|
+
# Initalize dictionaries
|
|
28
|
+
self.shaders = set()
|
|
29
|
+
|
|
30
|
+
# Load a default shader
|
|
31
|
+
self.default_shader = Shader(self.engine, self.engine.root + '/shaders/batch.vert', self.engine.root + '/shaders/batch.frag')
|
|
32
|
+
self.default_shader.hash = self.default_shader.hash + hash('engine_shader')
|
|
33
|
+
self.add(self.default_shader)
|
|
34
|
+
setattr(self.engine, "_shader", self.default_shader)
|
|
35
|
+
|
|
36
|
+
def add(self, shader: Shader) -> None:
|
|
37
|
+
"""
|
|
38
|
+
Creates a shader program from a file name.
|
|
39
|
+
Parses through shaders to identify uniforms and save for writting
|
|
40
|
+
"""
|
|
41
|
+
|
|
42
|
+
|
|
43
|
+
if not shader: return None
|
|
44
|
+
if shader in self.shaders: return shader
|
|
45
|
+
|
|
46
|
+
self.shaders.add(shader)
|
|
47
|
+
|
|
48
|
+
if self.engine.material_handler:
|
|
49
|
+
self.engine.material_handler.write()
|
|
50
|
+
self.engine.material_handler.image_handler.write()
|
|
51
|
+
|
|
52
|
+
return shader
|
|
53
|
+
|
|
54
|
+
def get_uniforms_values(self, scene: ...) -> None:
|
|
55
|
+
"""
|
|
56
|
+
Gets uniforms from various parts of the scene.
|
|
57
|
+
These values are stored and used in write_all_uniforms and update_uniforms.
|
|
58
|
+
This is called by write_all_uniforms and update_uniforms, so there is no need to call this manually.
|
|
59
|
+
"""
|
|
60
|
+
|
|
61
|
+
self.uniform_values = {
|
|
62
|
+
'projectionMatrix' : scene.camera.m_proj,
|
|
63
|
+
'viewMatrix' : scene.camera.m_view,
|
|
64
|
+
'cameraPosition' : scene.camera.position,
|
|
65
|
+
'viewportDimensions' : glm.vec2(self.engine.win_size),
|
|
66
|
+
'gamma' : self.engine.config.gamma,
|
|
67
|
+
'exposure' : self.engine.config.exposure
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
def write(self, scene: ...) -> None:
|
|
71
|
+
"""
|
|
72
|
+
Writes all of the uniforms in every shader program.
|
|
73
|
+
"""
|
|
74
|
+
|
|
75
|
+
self.get_uniforms_values(scene)
|
|
76
|
+
for uniform in self.uniform_values:
|
|
77
|
+
for shader in self.shaders:
|
|
78
|
+
if not uniform in shader.uniforms: continue # Does not write uniforms not in the shader
|
|
79
|
+
shader.write(uniform, self.uniform_values[uniform])
|
|
80
|
+
|
|
81
|
+
def release(self) -> None:
|
|
82
|
+
"""
|
|
83
|
+
Releases all shader programs in handler
|
|
84
|
+
"""
|
|
85
|
+
|
|
86
86
|
[shader.__del__() for shader in self.shaders]
|