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@ -31,9 +31,9 @@
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#include <Magnum/Math/Color.h> |
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#include <Magnum/Math/Matrix3.h> |
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#include <Magnum/Math/Matrix4.h> |
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#include <Magnum/Shaders/Flat.h> |
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#include <Magnum/Shaders/Phong.h> |
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#include <Magnum/Shaders/VertexColor.h> |
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#include <Magnum/Shaders/FlatGL.h> |
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#include <Magnum/Shaders/PhongGL.h> |
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#include <Magnum/Shaders/VertexColorGL.h> |
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#include "Corrade/PythonBindings.h" |
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@ -48,34 +48,34 @@ template<class T> void anyShader(PyNonDestructibleClass<T, GL::AbstractShaderPro
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c.def("draw", static_cast<void(GL::AbstractShaderProgram::*)(GL::Mesh&)>(&GL::AbstractShaderProgram::draw), "Draw a mesh"); |
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} |
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template<UnsignedInt dimensions> void flat(PyNonDestructibleClass<Shaders::Flat<dimensions>, GL::AbstractShaderProgram>& c) { |
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template<UnsignedInt dimensions> void flat(PyNonDestructibleClass<Shaders::FlatGL<dimensions>, GL::AbstractShaderProgram>& c) { |
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/* Attributes */ |
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c.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{typename Shaders::Flat<dimensions>::TextureCoordinates{}}; |
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c.attr("COLOR3") = GL::DynamicAttribute{typename Shaders::Flat<dimensions>::Color3{}}; |
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c.attr("COLOR4") = GL::DynamicAttribute{typename Shaders::Flat<dimensions>::Color4{}}; |
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c.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::TextureCoordinates{}}; |
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c.attr("COLOR3") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::Color3{}}; |
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c.attr("COLOR4") = GL::DynamicAttribute{typename Shaders::FlatGL<dimensions>::Color4{}}; |
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/* Methods */ |
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c |
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.def(py::init<typename Shaders::Flat<dimensions>::Flag>(), "Constructor", |
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py::arg("flags") = typename Shaders::Flat<dimensions>::Flag{}) |
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.def(py::init<typename Shaders::FlatGL<dimensions>::Flag>(), "Constructor", |
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py::arg("flags") = typename Shaders::FlatGL<dimensions>::Flag{}) |
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/* Using lambdas to avoid method chaining getting into signatures */ |
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.def_property_readonly("flags", [](Shaders::Flat<dimensions>& self) { |
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return typename Shaders::Flat<dimensions>::Flag(UnsignedByte(self.flags())); |
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.def_property_readonly("flags", [](Shaders::FlatGL<dimensions>& self) { |
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return typename Shaders::FlatGL<dimensions>::Flag(UnsignedByte(self.flags())); |
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}, "Flags") |
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.def_property("transformation_projection_matrix", nullptr, &Shaders::Flat<dimensions>::setTransformationProjectionMatrix, |
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.def_property("transformation_projection_matrix", nullptr, &Shaders::FlatGL<dimensions>::setTransformationProjectionMatrix, |
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"Transformation and projection matrix") |
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.def_property("color", nullptr, &Shaders::Flat<dimensions>::setColor, "Color") |
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.def_property("alpha_mask", nullptr, [](Shaders::Flat<dimensions>& self, Float mask) { |
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if(!(self.flags() & Shaders::Flat<dimensions>::Flag::AlphaMask)) { |
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.def_property("color", nullptr, &Shaders::FlatGL<dimensions>::setColor, "Color") |
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.def_property("alpha_mask", nullptr, [](Shaders::FlatGL<dimensions>& self, Float mask) { |
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if(!(self.flags() & Shaders::FlatGL<dimensions>::Flag::AlphaMask)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with alpha mask enabled"); |
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throw py::error_already_set{}; |
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} |
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self.setAlphaMask(mask); |
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}, "Alpha mask") |
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.def("bind_texture", [](Shaders::Flat<dimensions>& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::Flat<dimensions>::Flag::Textured)) { |
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.def("bind_texture", [](Shaders::FlatGL<dimensions>& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::FlatGL<dimensions>::Flag::Textured)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with texturing enabled"); |
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throw py::error_already_set{}; |
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} |
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@ -86,10 +86,10 @@ template<UnsignedInt dimensions> void flat(PyNonDestructibleClass<Shaders::Flat<
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anyShader(c); |
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} |
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template<UnsignedInt dimensions> void vertexColor(PyNonDestructibleClass<Shaders::VertexColor<dimensions>, GL::AbstractShaderProgram>& c) { |
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template<UnsignedInt dimensions> void vertexColor(PyNonDestructibleClass<Shaders::VertexColorGL<dimensions>, GL::AbstractShaderProgram>& c) { |
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/* Attributes */ |
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c.attr("COLOR3") = GL::DynamicAttribute{typename Shaders::VertexColor<dimensions>::Color3{}}; |
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c.attr("COLOR4") = GL::DynamicAttribute{typename Shaders::VertexColor<dimensions>::Color4{}}; |
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c.attr("COLOR3") = GL::DynamicAttribute{typename Shaders::VertexColorGL<dimensions>::Color3{}}; |
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c.attr("COLOR4") = GL::DynamicAttribute{typename Shaders::VertexColorGL<dimensions>::Color4{}}; |
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/* Methods */ |
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c |
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@ -97,7 +97,7 @@ template<UnsignedInt dimensions> void vertexColor(PyNonDestructibleClass<Shaders
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/* Using lambdas to avoid method chaining getting into signatures */ |
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.def_property("transformation_projection_matrix", nullptr, &Shaders::VertexColor<dimensions>::setTransformationProjectionMatrix, |
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.def_property("transformation_projection_matrix", nullptr, &Shaders::VertexColorGL<dimensions>::setTransformationProjectionMatrix, |
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"Transformation and projection matrix"); |
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anyShader(c); |
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@ -116,28 +116,28 @@ void shaders(py::module_& m) {
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/* 2D/3D flat shader */ |
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{ |
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PyNonDestructibleClass<Shaders::Flat2D, GL::AbstractShaderProgram> flat2D{m, |
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"Flat2D", "2D flat shader"}; |
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PyNonDestructibleClass<Shaders::Flat3D, GL::AbstractShaderProgram> flat3D{m, |
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"Flat3D", "3D flat shader"}; |
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flat2D.attr("POSITION") = GL::DynamicAttribute{Shaders::Flat2D::Position{}}; |
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flat3D.attr("POSITION") = GL::DynamicAttribute{Shaders::Flat3D::Position{}}; |
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PyNonDestructibleClass<Shaders::FlatGL2D, GL::AbstractShaderProgram> flatGL2D{m, |
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"FlatGL2D", "2D flat OpenGL shader"}; |
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PyNonDestructibleClass<Shaders::FlatGL3D, GL::AbstractShaderProgram> flatGL3D{m, |
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"FlatGL3D", "3D flat shader"}; |
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flatGL2D.attr("POSITION") = GL::DynamicAttribute{Shaders::FlatGL2D::Position{}}; |
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flatGL3D.attr("POSITION") = GL::DynamicAttribute{Shaders::FlatGL3D::Position{}}; |
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/* The flags are currently the same type for both 2D and 3D and pybind
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doesn't want to have a single type registered twice, so doing it |
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this way instead */ |
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py::enum_<Shaders::Flat2D::Flag> flags{flat2D, "Flags", "Flags"}; |
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py::enum_<Shaders::FlatGL2D::Flag> flags{flatGL2D, "Flags", "Flags"}; |
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flags |
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.value("TEXTURED", Shaders::Flat2D::Flag::Textured) |
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.value("ALPHA_MASK", Shaders::Flat2D::Flag::AlphaMask) |
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.value("VERTEX_COLOR", Shaders::Flat3D::Flag::AlphaMask) |
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.value("NONE", Shaders::Flat3D::Flag{}) |
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.value("TEXTURED", Shaders::FlatGL2D::Flag::Textured) |
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.value("ALPHA_MASK", Shaders::FlatGL2D::Flag::AlphaMask) |
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.value("VERTEX_COLOR", Shaders::FlatGL3D::Flag::AlphaMask) |
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.value("NONE", Shaders::FlatGL3D::Flag{}) |
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/* TODO: OBJECT_ID, once multiple FB outputs and mapDraw is exposed */ |
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; |
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flat3D.attr("Flags") = flags; |
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flatGL3D.attr("Flags") = flags; |
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flat(flat2D); |
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flat(flat3D); |
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flat(flatGL2D); |
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flat(flatGL3D); |
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corrade::enumOperators(flags); |
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@ -145,79 +145,79 @@ void shaders(py::module_& m) {
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/* 2D/3D vertex color shader */ |
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{ |
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PyNonDestructibleClass<Shaders::VertexColor2D, GL::AbstractShaderProgram> vertexColor2D{m, |
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"VertexColor2D", "2D vertex color shader"}; |
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PyNonDestructibleClass<Shaders::VertexColor3D, GL::AbstractShaderProgram> vertexColor3D{m, |
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"VertexColor3D", "3D vertex color shader"}; |
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vertexColor2D.attr("POSITION") = GL::DynamicAttribute{Shaders::VertexColor2D::Position{}}; |
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vertexColor3D.attr("POSITION") = GL::DynamicAttribute{Shaders::VertexColor3D::Position{}}; |
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vertexColor(vertexColor2D); |
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vertexColor(vertexColor3D); |
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PyNonDestructibleClass<Shaders::VertexColorGL2D, GL::AbstractShaderProgram> vertexColorGL2D{m, |
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"VertexColorGL2D", "2D vertex color shader"}; |
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PyNonDestructibleClass<Shaders::VertexColorGL3D, GL::AbstractShaderProgram> vertexColorGL3D{m, |
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"VertexColorGL3D", "3D vertex color shader"}; |
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vertexColorGL2D.attr("POSITION") = GL::DynamicAttribute{Shaders::VertexColorGL2D::Position{}}; |
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vertexColorGL3D.attr("POSITION") = GL::DynamicAttribute{Shaders::VertexColorGL3D::Position{}}; |
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vertexColor(vertexColorGL2D); |
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vertexColor(vertexColorGL3D); |
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} |
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/* Phong shader */ |
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{ |
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PyNonDestructibleClass<Shaders::Phong, GL::AbstractShaderProgram> phong{m, |
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"Phong", "Phong shader"}; |
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phong.attr("POSITION") = GL::DynamicAttribute{Shaders::Phong::Position{}}; |
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phong.attr("NORMAL") = GL::DynamicAttribute{Shaders::Phong::Normal{}}; |
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phong.attr("TANGENT") = GL::DynamicAttribute{Shaders::Phong::Tangent{}}; |
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phong.attr("TANGENT4") = GL::DynamicAttribute{Shaders::Phong::Tangent4{}}; |
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phong.attr("BITANGENT") = GL::DynamicAttribute{Shaders::Phong::Bitangent{}}; |
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phong.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{Shaders::Phong::TextureCoordinates{}}; |
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phong.attr("COLOR3") = GL::DynamicAttribute{Shaders::Phong::Color3{}}; |
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phong.attr("COLOR4") = GL::DynamicAttribute{Shaders::Phong::Color4{}}; |
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PyNonDestructibleClass<Shaders::PhongGL, GL::AbstractShaderProgram> phongGL{m, |
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"PhongGL", "Phong shader"}; |
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phongGL.attr("POSITION") = GL::DynamicAttribute{Shaders::PhongGL::Position{}}; |
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phongGL.attr("NORMAL") = GL::DynamicAttribute{Shaders::PhongGL::Normal{}}; |
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phongGL.attr("TANGENT") = GL::DynamicAttribute{Shaders::PhongGL::Tangent{}}; |
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phongGL.attr("TANGENT4") = GL::DynamicAttribute{Shaders::PhongGL::Tangent4{}}; |
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phongGL.attr("BITANGENT") = GL::DynamicAttribute{Shaders::PhongGL::Bitangent{}}; |
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phongGL.attr("TEXTURE_COORDINATES") = GL::DynamicAttribute{Shaders::PhongGL::TextureCoordinates{}}; |
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phongGL.attr("COLOR3") = GL::DynamicAttribute{Shaders::PhongGL::Color3{}}; |
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phongGL.attr("COLOR4") = GL::DynamicAttribute{Shaders::PhongGL::Color4{}}; |
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/* TODO: OBJECT_ID attribute, once multiple FB outputs and mapDraw is
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exposed */ |
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phong.attr("TRANSFORMATION_MATRIX") = GL::DynamicAttribute{Shaders::Phong::TransformationMatrix{}}; |
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phong.attr("NORMAL_MATRIX") = GL::DynamicAttribute{Shaders::Phong::NormalMatrix{}}; |
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phong.attr("TEXTURE_OFFSET") = GL::DynamicAttribute{Shaders::Phong::TextureOffset{}}; |
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phongGL.attr("TRANSFORMATION_MATRIX") = GL::DynamicAttribute{Shaders::PhongGL::TransformationMatrix{}}; |
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phongGL.attr("NORMAL_MATRIX") = GL::DynamicAttribute{Shaders::PhongGL::NormalMatrix{}}; |
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phongGL.attr("TEXTURE_OFFSET") = GL::DynamicAttribute{Shaders::PhongGL::TextureOffset{}}; |
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py::enum_<Shaders::Phong::Flag> flags{phong, "Flags", "Flags"}; |
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py::enum_<Shaders::PhongGL::Flag> flags{phongGL, "Flags", "Flags"}; |
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flags |
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.value("AMBIENT_TEXTURE", Shaders::Phong::Flag::AmbientTexture) |
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.value("DIFFUSE_TEXTURE", Shaders::Phong::Flag::DiffuseTexture) |
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.value("SPECULAR_TEXTURE", Shaders::Phong::Flag::SpecularTexture) |
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.value("NORMAL_TEXTURE", Shaders::Phong::Flag::NormalTexture) |
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.value("ALPHA_MASK", Shaders::Phong::Flag::AlphaMask) |
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.value("VERTEX_COLOR", Shaders::Phong::Flag::VertexColor) |
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.value("BITANGENT", Shaders::Phong::Flag::Bitangent) |
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.value("TEXTURE_TRANSFORMATION", Shaders::Phong::Flag::TextureTransformation) |
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.value("AMBIENT_TEXTURE", Shaders::PhongGL::Flag::AmbientTexture) |
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.value("DIFFUSE_TEXTURE", Shaders::PhongGL::Flag::DiffuseTexture) |
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.value("SPECULAR_TEXTURE", Shaders::PhongGL::Flag::SpecularTexture) |
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.value("NORMAL_TEXTURE", Shaders::PhongGL::Flag::NormalTexture) |
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.value("ALPHA_MASK", Shaders::PhongGL::Flag::AlphaMask) |
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.value("VERTEX_COLOR", Shaders::PhongGL::Flag::VertexColor) |
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.value("BITANGENT", Shaders::PhongGL::Flag::Bitangent) |
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.value("TEXTURE_TRANSFORMATION", Shaders::PhongGL::Flag::TextureTransformation) |
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/* TODO: OBJECT_ID, once multiple FB outputs and mapDraw is exposed */ |
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.value("INSTANCED_TRANSFORMATION", Shaders::Phong::Flag::InstancedTransformation) |
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.value("INSTANCED_TEXTURE_OFFSET", Shaders::Phong::Flag::InstancedTextureOffset) |
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.value("NONE", Shaders::Phong::Flag{}) |
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.value("INSTANCED_TRANSFORMATION", Shaders::PhongGL::Flag::InstancedTransformation) |
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.value("INSTANCED_TEXTURE_OFFSET", Shaders::PhongGL::Flag::InstancedTextureOffset) |
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.value("NONE", Shaders::PhongGL::Flag{}) |
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; |
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corrade::enumOperators(flags); |
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phong |
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.def(py::init<Shaders::Phong::Flag, UnsignedInt>(), "Constructor", |
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py::arg("flags") = Shaders::Phong::Flag{}, |
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phongGL |
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.def(py::init<Shaders::PhongGL::Flag, UnsignedInt>(), "Constructor", |
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py::arg("flags") = Shaders::PhongGL::Flag{}, |
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py::arg("light_count") = 1) |
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.def_property_readonly("flags", [](Shaders::Phong& self) { |
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return Shaders::Phong::Flag(UnsignedShort(self.flags())); |
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.def_property_readonly("flags", [](Shaders::PhongGL& self) { |
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return Shaders::PhongGL::Flag(UnsignedShort(self.flags())); |
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}, "Flags") |
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.def_property_readonly("light_count", &Shaders::Phong::lightCount, |
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.def_property_readonly("light_count", &Shaders::PhongGL::lightCount, |
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"Light count") |
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.def_property("ambient_color", nullptr, |
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&Shaders::Phong::setAmbientColor, "Ambient color") |
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&Shaders::PhongGL::setAmbientColor, "Ambient color") |
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.def_property("diffuse_color", nullptr, |
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&Shaders::Phong::setDiffuseColor, "Diffuse color") |
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&Shaders::PhongGL::setDiffuseColor, "Diffuse color") |
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.def_property("specular_color", nullptr, |
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&Shaders::Phong::setSpecularColor, "Specular color") |
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&Shaders::PhongGL::setSpecularColor, "Specular color") |
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.def_property("shininess", nullptr, |
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&Shaders::Phong::setShininess, "Shininess") |
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.def_property("normal_texture_scale", nullptr, [](Shaders::Phong& self, Float scale) { |
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if(!(self.flags() & Shaders::Phong::Flag::NormalTexture)) { |
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&Shaders::PhongGL::setShininess, "Shininess") |
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.def_property("normal_texture_scale", nullptr, [](Shaders::PhongGL& self, Float scale) { |
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if(!(self.flags() & Shaders::PhongGL::Flag::NormalTexture)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with normal texture enabled"); |
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throw py::error_already_set{}; |
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} |
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self.setNormalTextureScale(scale); |
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}, "Normal texture scale") |
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.def_property("alpha_mask", nullptr, [](Shaders::Phong& self, Float mask) { |
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if(!(self.flags() & Shaders::Phong::Flag::AlphaMask)) { |
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.def_property("alpha_mask", nullptr, [](Shaders::PhongGL& self, Float mask) { |
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if(!(self.flags() & Shaders::PhongGL::Flag::AlphaMask)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with alpha mask enabled"); |
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throw py::error_already_set{}; |
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} |
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@ -225,20 +225,20 @@ void shaders(py::module_& m) {
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self.setAlphaMask(mask); |
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}, "Alpha mask") |
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.def_property("transformation_matrix", nullptr, |
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&Shaders::Phong::setTransformationMatrix, "Transformation matrix") |
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&Shaders::PhongGL::setTransformationMatrix, "Transformation matrix") |
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.def_property("normal_matrix", nullptr, |
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&Shaders::Phong::setNormalMatrix, "Normal matrix") |
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&Shaders::PhongGL::setNormalMatrix, "Normal matrix") |
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.def_property("projection_matrix", nullptr, |
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&Shaders::Phong::setProjectionMatrix, "Projection matrix") |
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.def_property("texture_matrix", nullptr, [](Shaders::Phong& self, const Matrix3& matrix) { |
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if(!(self.flags() & Shaders::Phong::Flag::TextureTransformation)) { |
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&Shaders::PhongGL::setProjectionMatrix, "Projection matrix") |
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.def_property("texture_matrix", nullptr, [](Shaders::PhongGL& self, const Matrix3& matrix) { |
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if(!(self.flags() & Shaders::PhongGL::Flag::TextureTransformation)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with texture transformation enabled"); |
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throw py::error_already_set{}; |
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} |
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self.setTextureMatrix(matrix); |
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}, "Texture matrix") |
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.def_property("light_positions", nullptr, [](Shaders::Phong& self, const std::vector<Vector4>& positions) { |
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.def_property("light_positions", nullptr, [](Shaders::PhongGL& self, const std::vector<Vector4>& positions) { |
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if(positions.size() != self.lightCount()) { |
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PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(positions.size())); |
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throw py::error_already_set{}; |
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@ -246,7 +246,7 @@ void shaders(py::module_& m) {
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self.setLightPositions(positions); |
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}, "Light positions") |
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.def_property("light_colors", nullptr, [](Shaders::Phong& self, const std::vector<Color3>& colors) { |
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.def_property("light_colors", nullptr, [](Shaders::PhongGL& self, const std::vector<Color3>& colors) { |
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if(colors.size() != self.lightCount()) { |
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PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(colors.size())); |
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throw py::error_already_set{}; |
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@ -254,7 +254,7 @@ void shaders(py::module_& m) {
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self.setLightColors(colors); |
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}, "Light colors") |
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.def_property("light_specular_colors", nullptr, [](Shaders::Phong& self, const std::vector<Color3>& colors) { |
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.def_property("light_specular_colors", nullptr, [](Shaders::PhongGL& self, const std::vector<Color3>& colors) { |
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if(colors.size() != self.lightCount()) { |
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PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(colors.size())); |
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throw py::error_already_set{}; |
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@ -262,7 +262,7 @@ void shaders(py::module_& m) {
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self.setLightSpecularColors(colors); |
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}, "Light specular colors") |
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.def_property("light_ranges", nullptr, [](Shaders::Phong& self, const std::vector<Float>& ranges) { |
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.def_property("light_ranges", nullptr, [](Shaders::PhongGL& self, const std::vector<Float>& ranges) { |
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if(ranges.size() != self.lightCount()) { |
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PyErr_Format(PyExc_ValueError, "expected %u items but got %u", self.lightCount(), UnsignedInt(ranges.size())); |
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throw py::error_already_set{}; |
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@ -271,40 +271,40 @@ void shaders(py::module_& m) {
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self.setLightRanges(ranges); |
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}, "Light ranges") |
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.def("bind_ambient_texture", [](Shaders::Phong& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::Phong::Flag::AmbientTexture)) { |
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.def("bind_ambient_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::PhongGL::Flag::AmbientTexture)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with ambient texture enabled"); |
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throw py::error_already_set{}; |
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} |
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self.bindAmbientTexture(texture); |
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}, "Bind an ambient texture") |
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.def("bind_diffuse_texture", [](Shaders::Phong& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::Phong::Flag::DiffuseTexture)) { |
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.def("bind_diffuse_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::PhongGL::Flag::DiffuseTexture)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with diffuse texture enabled"); |
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throw py::error_already_set{}; |
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} |
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self.bindDiffuseTexture(texture); |
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}, "Bind a diffuse texture") |
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.def("bind_specular_texture", [](Shaders::Phong& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::Phong::Flag::SpecularTexture)) { |
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.def("bind_specular_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::PhongGL::Flag::SpecularTexture)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with specular texture enabled"); |
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throw py::error_already_set{}; |
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} |
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self.bindSpecularTexture(texture); |
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}, "Bind a specular texture") |
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.def("bind_normal_texture", [](Shaders::Phong& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::Phong::Flag::NormalTexture)) { |
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.def("bind_normal_texture", [](Shaders::PhongGL& self, GL::Texture2D& texture) { |
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if(!(self.flags() & Shaders::PhongGL::Flag::NormalTexture)) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with normal texture enabled"); |
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throw py::error_already_set{}; |
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} |
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self.bindNormalTexture(texture); |
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}, "Bind a normal texture") |
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.def("bind_textures", [](Shaders::Phong& self, GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) { |
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if(!(self.flags() & (Shaders::Phong::Flag::AmbientTexture|Shaders::Phong::Flag::DiffuseTexture|Shaders::Phong::Flag::SpecularTexture|Shaders::Phong::Flag::NormalTexture))) { |
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.def("bind_textures", [](Shaders::PhongGL& self, GL::Texture2D* ambient, GL::Texture2D* diffuse, GL::Texture2D* specular, GL::Texture2D* normal) { |
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if(!(self.flags() & (Shaders::PhongGL::Flag::AmbientTexture|Shaders::PhongGL::Flag::DiffuseTexture|Shaders::PhongGL::Flag::SpecularTexture|Shaders::PhongGL::Flag::NormalTexture))) { |
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PyErr_SetString(PyExc_AttributeError, "the shader was not created with any textures enabled"); |
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throw py::error_already_set{}; |
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} |
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@ -313,7 +313,7 @@ void shaders(py::module_& m) {
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}, "Bind textures", py::arg("ambient") = nullptr, py::arg("diffuse") = nullptr, py::arg("specular") = nullptr, py::arg("normal") = nullptr) |
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; |
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anyShader(phong); |
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anyShader(phongGL); |
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} |
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} |
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