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author | rom <romangraef@gmail.com> | 2021-04-24 00:36:05 +0200 |
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committer | rom <romangraef@gmail.com> | 2021-04-24 00:36:05 +0200 |
commit | fd73d0ad2c3b54850baf3c467954c92bd40ed010 (patch) | |
tree | ed1be11f8aacaf86d9de747ee2ba8170907cabf8 /txtgameengine/shaders/shader.py | |
parent | c75fefeb134e4c99778eada20c89e2245e30b7f7 (diff) | |
download | txtgameengine-fd73d0ad2c3b54850baf3c467954c92bd40ed010.tar.gz txtgameengine-fd73d0ad2c3b54850baf3c467954c92bd40ed010.tar.bz2 txtgameengine-fd73d0ad2c3b54850baf3c467954c92bd40ed010.zip |
shader support
Diffstat (limited to 'txtgameengine/shaders/shader.py')
-rw-r--r-- | txtgameengine/shaders/shader.py | 50 |
1 files changed, 50 insertions, 0 deletions
diff --git a/txtgameengine/shaders/shader.py b/txtgameengine/shaders/shader.py new file mode 100644 index 0000000..61b6aaf --- /dev/null +++ b/txtgameengine/shaders/shader.py @@ -0,0 +1,50 @@ +import typing + +if typing.TYPE_CHECKING: + from ..app import TxtGameApp + + +class Shader: + """Wrapper class for a GL program""" + + UNIFORMS: typing.Dict[str, str] = dict() + VERTEX_PATH: str + FRAGMENT_PATH: str + + def __init__(self, app: 'TxtGameApp'): + self.app = app + self._prog_id = self.app.shaders.load_shaders(self.VERTEX_PATH, self.FRAGMENT_PATH) + self._is_bound = 0 + self.uniform_locations = {} + self._fill_uniforms() + + def _fill_uniforms(self): + with self: + for prop_name, shader_name in self.UNIFORMS.items(): + self.uniform_locations[prop_name] = \ + self.app.shaders.get_uniform_location(self._prog_id, shader_name) + + def __getattr__(self, item): + if item in self.uniform_locations: + return self.uniform_locations[item] + raise AttributeError("Shader '%s' has no attribute or uniform named %s" % (type(self).__name__, item)) + + def _require_bound(self, required=False): + assert self._is_bound > 0 or not required + return self + + def get_uniform_location(self, name: str): + return self.uniform_locations[name] + + def __enter__(self): + self._is_bound += 1 + if self._is_bound == 1: + self.app.shaders.bind_shader(self._prog_id) + + def __exit__(self, exc_type, exc_val, exc_tb): + self._is_bound -= 1 + if self._is_bound == 0: + self.app.shaders.bind_shader(0) + + def __repr__(self): + return '<Shader prog_id=%d uniforms=%r>' % (self._prog_id, self.uniform_locations) |