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def swap_buffers(self):
"""
Swaps buffers, incement the framecounter and pull events.
"""
self.frames += 1
glfw.swap_buffers(self.window)
self.poll_events()
|
def resize(self, width, height):
"""
Sets the new size and buffer size internally
"""
self.width = width
self.height = height
self.buffer_width, self.buffer_height = glfw.get_framebuffer_size(self.window)
self.set_default_viewport()
|
def check_glfw_version(self):
"""
Ensure glfw library version is compatible
"""
print("glfw version: {} (python wrapper version {})".format(glfw.get_version(), glfw.__version__))
if glfw.get_version() < self.min_glfw_version:
raise ValueError("Please update glfw binaries to version {} or later".format(self.min_glfw_version))
|
def key_event_callback(self, window, key, scancode, action, mods):
"""
Key event callback for glfw.
Translates and forwards keyboard event to :py:func:`keyboard_event`
:param window: Window event origin
:param key: The key that was pressed or released.
:param scancode: The system-specific scancode of the key.
:param action: GLFW_PRESS, GLFW_RELEASE or GLFW_REPEAT
:param mods: Bit field describing which modifier keys were held down.
"""
self.keyboard_event(key, action, mods)
|
def ctx() -> moderngl.Context:
"""ModernGL context"""
win = window()
if not win.ctx:
raise RuntimeError("Attempting to get context before creation")
return win.ctx
|
def quad_2d(width, height, xpos=0.0, ypos=0.0) -> VAO:
"""
Creates a 2D quad VAO using 2 triangles with normals and texture coordinates.
Args:
width (float): Width of the quad
height (float): Height of the quad
Keyword Args:
xpos (float): Center position x
ypos (float): Center position y
Returns:
A :py:class:`demosys.opengl.vao.VAO` instance.
"""
pos = numpy.array([
xpos - width / 2.0, ypos + height / 2.0, 0.0,
xpos - width / 2.0, ypos - height / 2.0, 0.0,
xpos + width / 2.0, ypos - height / 2.0, 0.0,
xpos - width / 2.0, ypos + height / 2.0, 0.0,
xpos + width / 2.0, ypos - height / 2.0, 0.0,
xpos + width / 2.0, ypos + height / 2.0, 0.0,
], dtype=numpy.float32)
normals = numpy.array([
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
0.0, 0.0, 1.0,
], dtype=numpy.float32)
uvs = numpy.array([
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0,
], dtype=numpy.float32)
vao = VAO("geometry:quad", mode=moderngl.TRIANGLES)
vao.buffer(pos, '3f', ["in_position"])
vao.buffer(normals, '3f', ["in_normal"])
vao.buffer(uvs, '2f', ["in_uv"])
return vao
|
def translate_buffer_format(vertex_format):
"""Translate the buffer format"""
buffer_format = []
attributes = []
mesh_attributes = []
if "T2F" in vertex_format:
buffer_format.append("2f")
attributes.append("in_uv")
mesh_attributes.append(("TEXCOORD_0", "in_uv", 2))
if "C3F" in vertex_format:
buffer_format.append("3f")
attributes.append("in_color")
mesh_attributes.append(("NORMAL", "in_color", 3))
if "N3F" in vertex_format:
buffer_format.append("3f")
attributes.append("in_normal")
mesh_attributes.append(("NORMAL", "in_normal", 3))
buffer_format.append("3f")
attributes.append("in_position")
mesh_attributes.append(("POSITION", "in_position", 3))
return " ".join(buffer_format), attributes, mesh_attributes
|
def load(self):
"""Deferred loading"""
path = self.find_scene(self.meta.path)
if not path:
raise ValueError("Scene '{}' not found".format(self.meta.path))
if path.suffix == '.bin':
path = path.parent / path.stem
data = pywavefront.Wavefront(str(path), create_materials=True, cache=True)
scene = Scene(self.meta.resolved_path)
texture_cache = {}
for _, mat in data.materials.items():
mesh = Mesh(mat.name)
# Traditional loader
if mat.vertices:
buffer_format, attributes, mesh_attributes = translate_buffer_format(mat.vertex_format)
vbo = numpy.array(mat.vertices, dtype='f4')
vao = VAO(mat.name, mode=moderngl.TRIANGLES)
vao.buffer(vbo, buffer_format, attributes)
mesh.vao = vao
for attrs in mesh_attributes:
mesh.add_attribute(*attrs)
# Binary cache loader
elif hasattr(mat, 'vao'):
mesh = Mesh(mat.name)
mesh.vao = mat.vao
for attrs in mat.mesh_attributes:
mesh.add_attribute(*attrs)
else:
# Empty
continue
scene.meshes.append(mesh)
mesh.material = Material(mat.name)
scene.materials.append(mesh.material)
mesh.material.color = mat.diffuse
if mat.texture:
# A texture can be referenced multiple times, so we need to cache loaded ones
texture = texture_cache.get(mat.texture.path)
if not texture:
print("Loading:", mat.texture.path)
texture = textures.load(TextureDescription(
label=mat.texture.path,
path=mat.texture.path,
mipmap=True,
))
texture_cache[mat.texture.path] = texture
mesh.material.mat_texture = MaterialTexture(
texture=texture,
sampler=None,
)
node = Node(mesh=mesh)
scene.root_nodes.append(node)
# Not supported yet for obj
# self.calc_scene_bbox()
scene.prepare()
return scene
|
def start(self):
"""
Start the timer by recoding the current ``time.time()``
preparing to report the number of seconds since this timestamp.
"""
if self.start_time is None:
self.start_time = time.time()
# Play after pause
else:
# Add the duration of the paused interval to the total offset
pause_duration = time.time() - self.pause_time
self.offset += pause_duration
# print("pause duration", pause_duration, "offset", self.offset)
# Exit the paused state
self.pause_time = None
|
def stop(self) -> float:
"""
Stop the timer
Returns:
The time the timer was stopped
"""
self.stop_time = time.time()
return self.stop_time - self.start_time - self.offset
|
def get_time(self) -> float:
"""
Get the current time in seconds
Returns:
The current time in seconds
"""
if self.pause_time is not None:
curr_time = self.pause_time - self.offset - self.start_time
return curr_time
curr_time = time.time()
return curr_time - self.start_time - self.offset
|
def set_time(self, value: float):
"""
Set the current time. This can be used to jump in the timeline.
Args:
value (float): The new time
"""
if value < 0:
value = 0
self.offset += self.get_time() - value
|
def resolve_loader(self, meta: SceneDescription):
"""
Resolve scene loader based on file extension
"""
for loader_cls in self._loaders:
if loader_cls.supports_file(meta):
meta.loader_cls = loader_cls
break
else:
raise ImproperlyConfigured(
"Scene {} has no loader class registered. Check settings.SCENE_LOADERS".format(meta.path))
|
def on_key_press(self, symbol, modifiers):
"""
Pyglet specific key press callback.
Forwards and translates the events to :py:func:`keyboard_event`
"""
self.keyboard_event(symbol, self.keys.ACTION_PRESS, modifiers)
|
def on_key_release(self, symbol, modifiers):
"""
Pyglet specific key release callback.
Forwards and translates the events to :py:func:`keyboard_event`
"""
self.keyboard_event(symbol, self.keys.ACTION_RELEASE, modifiers)
|
def on_mouse_motion(self, x, y, dx, dy):
"""
Pyglet specific mouse motion callback.
Forwards and traslates the event to :py:func:`cursor_event`
"""
# screen coordinates relative to the lower-left corner
self.cursor_event(x, self.buffer_height - y, dx, dy)
|
def on_resize(self, width, height):
"""
Pyglet specific callback for window resize events.
"""
self.width, self.height = width, height
self.buffer_width, self.buffer_height = width, height
self.resize(width, height)
|
def swap_buffers(self):
"""
Swap buffers, increment frame counter and pull events
"""
if not self.window.context:
return
self.frames += 1
self.window.flip()
self.window.dispatch_events()
|
def sphere(radius=0.5, sectors=32, rings=16) -> VAO:
"""
Creates a sphere.
Keyword Args:
radius (float): Radius or the sphere
rings (int): number or horizontal rings
sectors (int): number of vertical segments
Returns:
A :py:class:`demosys.opengl.vao.VAO` instance
"""
R = 1.0 / (rings - 1)
S = 1.0 / (sectors - 1)
vertices = [0] * (rings * sectors * 3)
normals = [0] * (rings * sectors * 3)
uvs = [0] * (rings * sectors * 2)
v, n, t = 0, 0, 0
for r in range(rings):
for s in range(sectors):
y = math.sin(-math.pi / 2 + math.pi * r * R)
x = math.cos(2 * math.pi * s * S) * math.sin(math.pi * r * R)
z = math.sin(2 * math.pi * s * S) * math.sin(math.pi * r * R)
uvs[t] = s * S
uvs[t + 1] = r * R
vertices[v] = x * radius
vertices[v + 1] = y * radius
vertices[v + 2] = z * radius
normals[n] = x
normals[n + 1] = y
normals[n + 2] = z
t += 2
v += 3
n += 3
indices = [0] * rings * sectors * 6
i = 0
for r in range(rings - 1):
for s in range(sectors - 1):
indices[i] = r * sectors + s
indices[i + 1] = (r + 1) * sectors + (s + 1)
indices[i + 2] = r * sectors + (s + 1)
indices[i + 3] = r * sectors + s
indices[i + 4] = (r + 1) * sectors + s
indices[i + 5] = (r + 1) * sectors + (s + 1)
i += 6
vbo_vertices = numpy.array(vertices, dtype=numpy.float32)
vbo_normals = numpy.array(normals, dtype=numpy.float32)
vbo_uvs = numpy.array(uvs, dtype=numpy.float32)
vbo_elements = numpy.array(indices, dtype=numpy.uint32)
vao = VAO("sphere", mode=mlg.TRIANGLES)
# VBOs
vao.buffer(vbo_vertices, '3f', ['in_position'])
vao.buffer(vbo_normals, '3f', ['in_normal'])
vao.buffer(vbo_uvs, '2f', ['in_uv'])
vao.index_buffer(vbo_elements, index_element_size=4)
return vao
|
def draw(self, current_time, frame_time):
"""
Calls the superclass ``draw()`` methods and checks ``HEADLESS_FRAMES``/``HEADLESS_DURATION``
"""
super().draw(current_time, frame_time)
if self.headless_duration and current_time >= self.headless_duration:
self.close()
|
def swap_buffers(self):
"""
Headless window currently don't support double buffering.
We only increment the frame counter here.
"""
self.frames += 1
if self.headless_frames and self.frames >= self.headless_frames:
self.close()
|
def load(self, meta: ResourceDescription) -> Any:
"""
Loads a resource or return existing one
:param meta: The resource description
"""
self._check_meta(meta)
self.resolve_loader(meta)
return meta.loader_cls(meta).load()
|
def add(self, meta):
"""
Add a resource to this pool.
The resource is loaded and returned when ``load_pool()`` is called.
:param meta: The resource description
"""
self._check_meta(meta)
self.resolve_loader(meta)
self._resources.append(meta)
|
def load_pool(self):
"""
Loads all the data files using the configured finders.
"""
for meta in self._resources:
resource = self.load(meta)
yield meta, resource
self._resources = []
|
def resolve_loader(self, meta: ResourceDescription):
"""
Attempts to assign a loader class to a resource description
:param meta: The resource description instance
"""
meta.loader_cls = self.get_loader(meta, raise_on_error=True)
|
def get_loader(self, meta: ResourceDescription, raise_on_error=False) -> BaseLoader:
"""
Attempts to get a loader
:param meta: The resource description instance
:param raise_on_error: Raise ImproperlyConfigured if the loader cannot be resolved
:returns: The requested loader class
"""
for loader in self._loaders:
if loader.name == meta.loader:
return loader
if raise_on_error:
raise ImproperlyConfigured(
"Resource has invalid loader '{}': {}\nAvailiable loaders: {}".format(
meta.loader, meta, [loader.name for loader in self._loaders]))
|
def keyPressEvent(self, event):
"""
Pyqt specific key press callback function.
Translates and forwards events to :py:func:`keyboard_event`.
"""
self.keyboard_event(event.key(), self.keys.ACTION_PRESS, 0)
|
def keyReleaseEvent(self, event):
"""
Pyqt specific key release callback function.
Translates and forwards events to :py:func:`keyboard_event`.
"""
self.keyboard_event(event.key(), self.keys.ACTION_RELEASE, 0)
|
def resize(self, width, height):
"""
Pyqt specific resize callback.
"""
if not self.fbo:
return
# pyqt reports sizes in actual buffer size
self.width = width // self.widget.devicePixelRatio()
self.height = height // self.widget.devicePixelRatio()
self.buffer_width = width
self.buffer_height = height
super().resize(width, height)
|
def draw(self, texture, pos=(0.0, 0.0), scale=(1.0, 1.0)):
"""
Draw texture using a fullscreen quad.
By default this will conver the entire screen.
:param pos: (tuple) offset x, y
:param scale: (tuple) scale x, y
"""
if not self.initialized:
self.init()
self._texture2d_shader["offset"].value = (pos[0] - 1.0, pos[1] - 1.0)
self._texture2d_shader["scale"].value = (scale[0], scale[1])
texture.use(location=0)
self._texture2d_sampler.use(location=0)
self._texture2d_shader["texture0"].value = 0
self._quad.render(self._texture2d_shader)
self._texture2d_sampler.clear(location=0)
|
def draw_depth(self, texture, near, far, pos=(0.0, 0.0), scale=(1.0, 1.0)):
"""
Draw depth buffer linearized.
By default this will draw the texture as a full screen quad.
A sampler will be used to ensure the right conditions to draw the depth buffer.
:param near: Near plane in projection
:param far: Far plane in projection
:param pos: (tuple) offset x, y
:param scale: (tuple) scale x, y
"""
if not self.initialized:
self.init()
self._depth_shader["offset"].value = (pos[0] - 1.0, pos[1] - 1.0)
self._depth_shader["scale"].value = (scale[0], scale[1])
self._depth_shader["near"].value = near
self._depth_shader["far"].value = far
self._depth_sampler.use(location=0)
texture.use(location=0)
self._depth_shader["texture0"].value = 0
self._quad.render(self._depth_shader)
self._depth_sampler.clear(location=0)
|
def _init_texture2d_draw(self):
"""Initialize geometry and shader for drawing FBO layers"""
if not TextureHelper._quad:
TextureHelper._quad = geometry.quad_fs()
# Shader for drawing color layers
TextureHelper._texture2d_shader = context.ctx().program(
vertex_shader="""
#version 330
in vec3 in_position;
in vec2 in_uv;
out vec2 uv;
uniform vec2 offset;
uniform vec2 scale;
void main() {
uv = in_uv;
gl_Position = vec4((in_position.xy + vec2(1.0, 1.0)) * scale + offset, 0.0, 1.0);
}
""",
fragment_shader="""
#version 330
out vec4 out_color;
in vec2 uv;
uniform sampler2D texture0;
void main() {
out_color = texture(texture0, uv);
}
"""
)
TextureHelper._texture2d_sampler = self.ctx.sampler(
filter=(moderngl.LINEAR, moderngl.LINEAR),
)
|
def _init_depth_texture_draw(self):
"""Initialize geometry and shader for drawing FBO layers"""
from demosys import geometry
if not TextureHelper._quad:
TextureHelper._quad = geometry.quad_fs()
# Shader for drawing depth layers
TextureHelper._depth_shader = context.ctx().program(
vertex_shader="""
#version 330
in vec3 in_position;
in vec2 in_uv;
out vec2 uv;
uniform vec2 offset;
uniform vec2 scale;
void main() {
uv = in_uv;
gl_Position = vec4((in_position.xy + vec2(1.0, 1.0)) * scale + offset, 0.0, 1.0);
}
""",
fragment_shader="""
#version 330
out vec4 out_color;
in vec2 uv;
uniform sampler2D texture0;
uniform float near;
uniform float far;
void main() {
float z = texture(texture0, uv).r;
float d = (2.0 * near) / (far + near - z * (far - near));
out_color = vec4(d);
}
"""
)
TextureHelper._depth_sampler = self.ctx.sampler(
filter=(moderngl.LINEAR, moderngl.LINEAR),
compare_func='',
)
|
def draw(self, current_time, frame_time):
"""
Draws a frame. Internally it calls the
configured timeline's draw method.
Args:
current_time (float): The current time (preferrably always from the configured timer class)
frame_time (float): The duration of the previous frame in seconds
"""
self.set_default_viewport()
self.timeline.draw(current_time, frame_time, self.fbo)
|
def clear(self):
"""
Clear the window buffer
"""
self.ctx.fbo.clear(
red=self.clear_color[0],
green=self.clear_color[1],
blue=self.clear_color[2],
alpha=self.clear_color[3],
depth=self.clear_depth,
)
|
def clear_values(self, red=0.0, green=0.0, blue=0.0, alpha=0.0, depth=1.0):
"""
Sets the clear values for the window buffer.
Args:
red (float): red compoent
green (float): green compoent
blue (float): blue compoent
alpha (float): alpha compoent
depth (float): depth value
"""
self.clear_color = (red, green, blue, alpha)
self.clear_depth = depth
|
def keyboard_event(self, key, action, modifier):
"""
Handles the standard keyboard events such as camera movements,
taking a screenshot, closing the window etc.
Can be overriden add new keyboard events. Ensure this method
is also called if you want to keep the standard features.
Arguments:
key: The key that was pressed or released
action: The key action. Can be `ACTION_PRESS` or `ACTION_RELEASE`
modifier: Modifiers such as holding shift or ctrl
"""
# The well-known standard key for quick exit
if key == self.keys.ESCAPE:
self.close()
return
# Toggle pause time
if key == self.keys.SPACE and action == self.keys.ACTION_PRESS:
self.timer.toggle_pause()
# Camera movement
# Right
if key == self.keys.D:
if action == self.keys.ACTION_PRESS:
self.sys_camera.move_right(True)
elif action == self.keys.ACTION_RELEASE:
self.sys_camera.move_right(False)
# Left
elif key == self.keys.A:
if action == self.keys.ACTION_PRESS:
self.sys_camera.move_left(True)
elif action == self.keys.ACTION_RELEASE:
self.sys_camera.move_left(False)
# Forward
elif key == self.keys.W:
if action == self.keys.ACTION_PRESS:
self.sys_camera.move_forward(True)
if action == self.keys.ACTION_RELEASE:
self.sys_camera.move_forward(False)
# Backwards
elif key == self.keys.S:
if action == self.keys.ACTION_PRESS:
self.sys_camera.move_backward(True)
if action == self.keys.ACTION_RELEASE:
self.sys_camera.move_backward(False)
# UP
elif key == self.keys.Q:
if action == self.keys.ACTION_PRESS:
self.sys_camera.move_down(True)
if action == self.keys.ACTION_RELEASE:
self.sys_camera.move_down(False)
# Down
elif key == self.keys.E:
if action == self.keys.ACTION_PRESS:
self.sys_camera.move_up(True)
if action == self.keys.ACTION_RELEASE:
self.sys_camera.move_up(False)
# Screenshots
if key == self.keys.X and action == self.keys.ACTION_PRESS:
screenshot.create()
if key == self.keys.R and action == self.keys.ACTION_PRESS:
project.instance.reload_programs()
if key == self.keys.RIGHT and action == self.keys.ACTION_PRESS:
self.timer.set_time(self.timer.get_time() + 10.0)
if key == self.keys.LEFT and action == self.keys.ACTION_PRESS:
self.timer.set_time(self.timer.get_time() - 10.0)
# Forward the event to the timeline
self.timeline.key_event(key, action, modifier)
|
def cursor_event(self, x, y, dx, dy):
"""
The standard mouse movement event method.
Can be overriden to add new functionality.
By default this feeds the system camera with new values.
Args:
x: The current mouse x position
y: The current mouse y position
dx: Delta x postion (x position difference from the previous event)
dy: Delta y postion (y position difference from the previous event)
"""
self.sys_camera.rot_state(x, y)
|
def set_default_viewport(self):
"""
Calculates the viewport based on the configured aspect ratio in settings.
Will add black borders if the window do not match the viewport.
"""
# The expected height with the current viewport width
expected_height = int(self.buffer_width / self.aspect_ratio)
# How much positive or negative y padding
blank_space = self.buffer_height - expected_height
self.fbo.viewport = (0, blank_space // 2, self.buffer_width, expected_height)
|
def start(self):
"""Start the timer"""
self.music.start()
if not self.start_paused:
self.rocket.start()
|
def toggle_pause(self):
"""Toggle pause mode"""
self.controller.playing = not self.controller.playing
self.music.toggle_pause()
|
def supports_file(cls, meta):
"""Check if the loader has a supported file extension"""
path = Path(meta.path)
for ext in cls.file_extensions:
if path.suffixes[:len(ext)] == ext:
return True
return False
|
def get(self, name) -> Track:
"""
Get or create a Track object.
:param name: Name of the track
:return: Track object
"""
name = name.lower()
track = self.track_map.get(name)
if not track:
track = Track(name)
self.tacks.append(track)
self.track_map[name] = track
return track
|
def find_commands(command_dir: str) -> List[str]:
"""
Get all command names in the a folder
:return: List of commands names
"""
if not command_dir:
return []
return [name for _, name, is_pkg in pkgutil.iter_modules([command_dir])
if not is_pkg and not name.startswith('_')]
|
def execute_from_command_line(argv=None):
"""
Currently the only entrypoint (manage.py, demosys-admin)
"""
if not argv:
argv = sys.argv
# prog_name = argv[0]
system_commands = find_commands(system_command_dir())
project_commands = find_commands(project_command_dir())
project_package = project_package_name()
command = argv[1] if len(argv) > 1 else None
# Are we running a core command?
if command in system_commands:
cmd = load_command_class('demosys', command)
cmd.run_from_argv(argv)
elif command in project_commands:
cmd = load_command_class(project_package, command)
cmd.run_from_argv(argv)
else:
print("Available commands:")
for name in system_commands:
print(" - {}".format(name))
for name in project_commands:
print(" - {}".format(name))
|
def update(self, **kwargs):
"""Override settings values"""
for name, value in kwargs.items():
setattr(self, name, value)
|
def add_program_dir(self, directory):
"""Hack in program directory"""
dirs = list(self.PROGRAM_DIRS)
dirs.append(directory)
self.PROGRAM_DIRS = dirs
|
def add_texture_dir(self, directory):
"""Hack in texture directory"""
dirs = list(self.TEXTURE_DIRS)
dirs.append(directory)
self.TEXTURE_DIRS = dirs
|
def add_data_dir(self, directory):
"""Hack in a data directory"""
dirs = list(self.DATA_DIRS)
dirs.append(directory)
self.DATA_DIRS = dirs
|
def content(self, attributes: List[str]):
"""Build content tuple for the buffer"""
formats = []
attrs = []
for attrib_format, attrib in zip(self.attrib_formats, self.attributes):
if attrib not in attributes:
formats.append(attrib_format.pad_str())
continue
formats.append(attrib_format.format)
attrs.append(attrib)
attributes.remove(attrib)
if not attrs:
return None
return (
self.buffer,
"{}{}".format(" ".join(formats), '/i' if self.per_instance else ''),
*attrs
)
|
def render(self, program: moderngl.Program, mode=None, vertices=-1, first=0, instances=1):
"""
Render the VAO.
Args:
program: The ``moderngl.Program``
Keyword Args:
mode: Override the draw mode (``TRIANGLES`` etc)
vertices (int): The number of vertices to transform
first (int): The index of the first vertex to start with
instances (int): The number of instances
"""
vao = self.instance(program)
if mode is None:
mode = self.mode
vao.render(mode, vertices=vertices, first=first, instances=instances)
|
def render_indirect(self, program: moderngl.Program, buffer, mode=None, count=-1, *, first=0):
"""
The render primitive (mode) must be the same as the input primitive of the GeometryShader.
The draw commands are 5 integers: (count, instanceCount, firstIndex, baseVertex, baseInstance).
Args:
program: The ``moderngl.Program``
buffer: The ``moderngl.Buffer`` containing indirect draw commands
Keyword Args:
mode (int): By default :py:data:`TRIANGLES` will be used.
count (int): The number of draws.
first (int): The index of the first indirect draw command.
"""
vao = self.instance(program)
if mode is None:
mode = self.mode
vao.render_indirect(buffer, mode=mode, count=count, first=first)
|
def transform(self, program: moderngl.Program, buffer: moderngl.Buffer,
mode=None, vertices=-1, first=0, instances=1):
"""
Transform vertices. Stores the output in a single buffer.
Args:
program: The ``moderngl.Program``
buffer: The ``moderngl.buffer`` to store the output
Keyword Args:
mode: Draw mode (for example ``moderngl.POINTS``)
vertices (int): The number of vertices to transform
first (int): The index of the first vertex to start with
instances (int): The number of instances
"""
vao = self.instance(program)
if mode is None:
mode = self.mode
vao.transform(buffer, mode=mode, vertices=vertices, first=first, instances=instances)
|
def buffer(self, buffer, buffer_format: str, attribute_names, per_instance=False):
"""
Register a buffer/vbo for the VAO. This can be called multiple times.
adding multiple buffers (interleaved or not)
Args:
buffer: The buffer data. Can be ``numpy.array``, ``moderngl.Buffer`` or ``bytes``.
buffer_format (str): The format of the buffer. (eg. ``3f 3f`` for interleaved positions and normals).
attribute_names: A list of attribute names this buffer should map to.
Keyword Args:
per_instance (bool): Is this buffer per instance data for instanced rendering?
Returns:
The ``moderngl.Buffer`` instance object. This is handy when providing ``bytes`` and ``numpy.array``.
"""
if not isinstance(attribute_names, list):
attribute_names = [attribute_names, ]
if not type(buffer) in [moderngl.Buffer, numpy.ndarray, bytes]:
raise VAOError(
(
"buffer parameter must be a moderngl.Buffer, numpy.ndarray or bytes instance"
"(not {})".format(type(buffer))
)
)
if isinstance(buffer, numpy.ndarray):
buffer = self.ctx.buffer(buffer.tobytes())
if isinstance(buffer, bytes):
buffer = self.ctx.buffer(data=buffer)
formats = buffer_format.split()
if len(formats) != len(attribute_names):
raise VAOError("Format '{}' does not describe attributes {}".format(buffer_format, attribute_names))
self.buffers.append(BufferInfo(buffer, buffer_format, attribute_names, per_instance=per_instance))
self.vertex_count = self.buffers[-1].vertices
return buffer
|
def index_buffer(self, buffer, index_element_size=4):
"""
Set the index buffer for this VAO
Args:
buffer: ``moderngl.Buffer``, ``numpy.array`` or ``bytes``
Keyword Args:
index_element_size (int): Byte size of each element. 1, 2 or 4
"""
if not type(buffer) in [moderngl.Buffer, numpy.ndarray, bytes]:
raise VAOError("buffer parameter must be a moderngl.Buffer, numpy.ndarray or bytes instance")
if isinstance(buffer, numpy.ndarray):
buffer = self.ctx.buffer(buffer.tobytes())
if isinstance(buffer, bytes):
buffer = self.ctx.buffer(data=buffer)
self._index_buffer = buffer
self._index_element_size = index_element_size
|
def instance(self, program: moderngl.Program) -> moderngl.VertexArray:
"""
Obtain the ``moderngl.VertexArray`` instance for the program.
The instance is only created once and cached internally.
Returns: ``moderngl.VertexArray`` instance
"""
vao = self.vaos.get(program.glo)
if vao:
return vao
program_attributes = [name for name, attr in program._members.items() if isinstance(attr, moderngl.Attribute)]
# Make sure all attributes are covered
for attrib_name in program_attributes:
# Ignore built in attributes for now
if attrib_name.startswith('gl_'):
continue
# Do we have a buffer mapping to this attribute?
if not sum(buffer.has_attribute(attrib_name) for buffer in self.buffers):
raise VAOError("VAO {} doesn't have attribute {} for program {}".format(
self.name, attrib_name, program.name))
vao_content = []
# Pick out the attributes we can actually map
for buffer in self.buffers:
content = buffer.content(program_attributes)
if content:
vao_content.append(content)
# Any attribute left is not accounted for
if program_attributes:
for attrib_name in program_attributes:
if attrib_name.startswith('gl_'):
continue
raise VAOError("Did not find a buffer mapping for {}".format([n for n in program_attributes]))
# Create the vao
if self._index_buffer:
vao = context.ctx().vertex_array(program, vao_content,
self._index_buffer, self._index_element_size)
else:
vao = context.ctx().vertex_array(program, vao_content)
self.vaos[program.glo] = vao
return vao
|
def release(self, buffer=True):
"""
Destroy the vao object
Keyword Args:
buffers (bool): also release buffers
"""
for key, vao in self.vaos:
vao.release()
if buffer:
for buff in self.buffers:
buff.buffer.release()
if self._index_buffer:
self._index_buffer.release()
|
def cube(width, height, depth, center=(0.0, 0.0, 0.0), normals=True, uvs=True) -> VAO:
"""
Creates a cube VAO with normals and texture coordinates
Args:
width (float): Width of the cube
height (float): Height of the cube
depth (float): Depth of the cube
Keyword Args:
center: center of the cube as a 3-component tuple
normals: (bool) Include normals
uvs: (bool) include uv coordinates
Returns:
A :py:class:`demosys.opengl.vao.VAO` instance
"""
width, height, depth = width / 2.0, height / 2.0, depth / 2.0
pos = numpy.array([
center[0] + width, center[1] - height, center[2] + depth,
center[0] + width, center[1] + height, center[2] + depth,
center[0] - width, center[1] - height, center[2] + depth,
center[0] + width, center[1] + height, center[2] + depth,
center[0] - width, center[1] + height, center[2] + depth,
center[0] - width, center[1] - height, center[2] + depth,
center[0] + width, center[1] - height, center[2] - depth,
center[0] + width, center[1] + height, center[2] - depth,
center[0] + width, center[1] - height, center[2] + depth,
center[0] + width, center[1] + height, center[2] - depth,
center[0] + width, center[1] + height, center[2] + depth,
center[0] + width, center[1] - height, center[2] + depth,
center[0] + width, center[1] - height, center[2] - depth,
center[0] + width, center[1] - height, center[2] + depth,
center[0] - width, center[1] - height, center[2] + depth,
center[0] + width, center[1] - height, center[2] - depth,
center[0] - width, center[1] - height, center[2] + depth,
center[0] - width, center[1] - height, center[2] - depth,
center[0] - width, center[1] - height, center[2] + depth,
center[0] - width, center[1] + height, center[2] + depth,
center[0] - width, center[1] + height, center[2] - depth,
center[0] - width, center[1] - height, center[2] + depth,
center[0] - width, center[1] + height, center[2] - depth,
center[0] - width, center[1] - height, center[2] - depth,
center[0] + width, center[1] + height, center[2] - depth,
center[0] + width, center[1] - height, center[2] - depth,
center[0] - width, center[1] - height, center[2] - depth,
center[0] + width, center[1] + height, center[2] - depth,
center[0] - width, center[1] - height, center[2] - depth,
center[0] - width, center[1] + height, center[2] - depth,
center[0] + width, center[1] + height, center[2] - depth,
center[0] - width, center[1] + height, center[2] - depth,
center[0] + width, center[1] + height, center[2] + depth,
center[0] - width, center[1] + height, center[2] - depth,
center[0] - width, center[1] + height, center[2] + depth,
center[0] + width, center[1] + height, center[2] + depth,
], dtype=numpy.float32)
if normals:
normal_data = numpy.array([
-0, 0, 1,
-0, 0, 1,
-0, 0, 1,
0, 0, 1,
0, 0, 1,
0, 0, 1,
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
1, 0, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0,
0, -1, 0,
-1, -0, 0,
-1, -0, 0,
-1, -0, 0,
-1, -0, 0,
-1, -0, 0,
-1, -0, 0,
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 0, -1,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
0, 1, 0,
], dtype=numpy.float32)
if uvs:
uvs_data = numpy.array([
1, 0,
1, 1,
0, 0,
1, 1,
0, 1,
0, 0,
1, 0,
1, 1,
0, 0,
1, 1,
0, 1,
0, 0,
1, 1,
0, 1,
0, 0,
1, 1,
0, 0,
1, 0,
0, 1,
0, 0,
1, 0,
0, 1,
1, 0,
1, 1,
1, 0,
1, 1,
0, 1,
1, 0,
0, 1,
0, 0,
1, 1,
0, 1,
1, 0,
0, 1,
0, 0,
1, 0
], dtype=numpy.float32)
vao = VAO("geometry:cube")
# Add buffers
vao.buffer(pos, '3f', ['in_position'])
if normals:
vao.buffer(normal_data, '3f', ['in_normal'])
if uvs:
vao.buffer(uvs_data, '2f', ['in_uv'])
return vao
|
def draw(self, mesh, projection_matrix=None, view_matrix=None, camera_matrix=None, time=0):
"""
Draw code for the mesh. Should be overriden.
:param projection_matrix: projection_matrix (bytes)
:param view_matrix: view_matrix (bytes)
:param camera_matrix: camera_matrix (bytes)
:param time: The current time
"""
self.program["m_proj"].write(projection_matrix)
self.program["m_mv"].write(view_matrix)
mesh.vao.render(self.program)
|
def pause(self):
"""Pause the music"""
self.pause_time = self.get_time()
self.paused = True
self.player.pause()
|
def get_time(self) -> float:
"""
Get the current time in seconds
Returns:
The current time in seconds
"""
if self.paused:
return self.pause_time
return self.player.get_time() / 1000.0
|
def parse_package_string(path):
"""
Parse the effect package string.
Can contain the package python path or path to effect class in an effect package.
Examples::
# Path to effect pacakge
examples.cubes
# Path to effect class
examples.cubes.Cubes
Args:
path: python path to effect package. May also include effect class name.
Returns:
tuple: (package_path, effect_class)
"""
parts = path.split('.')
# Is the last entry in the path capitalized?
if parts[-1][0].isupper():
return ".".join(parts[:-1]), parts[-1]
return path, ""
|
def get_dirs(self) -> List[str]:
"""
Get all effect directories for registered effects.
"""
for package in self.packages:
yield os.path.join(package.path, 'resources')
|
def get_effect_resources(self) -> List[Any]:
"""
Get all resources registed in effect packages.
These are typically located in ``resources.py``
"""
resources = []
for package in self.packages:
resources.extend(package.resources)
return resources
|
def add_package(self, name):
"""
Registers a single package
:param name: (str) The effect package to add
"""
name, cls_name = parse_package_string(name)
if name in self.package_map:
return
package = EffectPackage(name)
package.load()
self.packages.append(package)
self.package_map[package.name] = package
# Load effect package dependencies
self.polulate(package.effect_packages)
|
def get_package(self, name) -> 'EffectPackage':
"""
Get a package by python path. Can also contain path to an effect.
Args:
name (str): Path to effect package or effect
Returns:
The requested EffectPackage
Raises:
EffectError when no package is found
"""
name, cls_name = parse_package_string(name)
try:
return self.package_map[name]
except KeyError:
raise EffectError("No package '{}' registered".format(name))
|
def find_effect_class(self, path) -> Type[Effect]:
"""
Find an effect class by class name or full python path to class
Args:
path (str): effect class name or full python path to effect class
Returns:
Effect class
Raises:
EffectError if no class is found
"""
package_name, class_name = parse_package_string(path)
if package_name:
package = self.get_package(package_name)
return package.find_effect_class(class_name, raise_for_error=True)
for package in self.packages:
effect_cls = package.find_effect_class(class_name)
if effect_cls:
return effect_cls
raise EffectError("No effect class '{}' found in any packages".format(class_name))
|
def runnable_effects(self) -> List[Type[Effect]]:
"""Returns the runnable effect in the package"""
return [cls for cls in self.effect_classes if cls.runnable]
|
def load_package(self):
"""FInd the effect package"""
try:
self.package = importlib.import_module(self.name)
except ModuleNotFoundError:
raise ModuleNotFoundError("Effect package '{}' not found.".format(self.name))
|
def load_effects_classes(self):
"""Iterate the module attributes picking out effects"""
self.effect_classes = []
for _, cls in inspect.getmembers(self.effect_module):
if inspect.isclass(cls):
if cls == Effect:
continue
if issubclass(cls, Effect):
self.effect_classes.append(cls)
self.effect_class_map[cls.__name__] = cls
cls._name = "{}.{}".format(self.effect_module_name, cls.__name__)
|
def load_resource_module(self):
"""Fetch the resource list"""
# Attempt to load the dependencies module
try:
name = '{}.{}'.format(self.name, 'dependencies')
self.dependencies_module = importlib.import_module(name)
except ModuleNotFoundError as err:
raise EffectError(
(
"Effect package '{}' has no 'dependencies' module or the module has errors. "
"Forwarded error from importlib: {}"
).format(self.name, err))
# Fetch the resource descriptions
try:
self.resources = getattr(self.dependencies_module, 'resources')
except AttributeError:
raise EffectError("Effect dependencies module '{}' has no 'resources' attribute".format(name))
if not isinstance(self.resources, list):
raise EffectError(
"Effect dependencies module '{}': 'resources' is of type {} instead of a list".format(
name, type(self.resources)))
# Fetch the effect class list
try:
self.effect_packages = getattr(self.dependencies_module, 'effect_packages')
except AttributeError:
raise EffectError("Effect dependencies module '{}' has 'effect_packages' attribute".format(name))
if not isinstance(self.effect_packages, list):
raise EffectError(
"Effect dependencies module '{}': 'effect_packages' is of type {} instead of a list".format(
name, type(self.effects)))
|
def create(file_format='png', name=None):
"""
Create a screenshot
:param file_format: formats supported by PIL (png, jpeg etc)
"""
dest = ""
if settings.SCREENSHOT_PATH:
if not os.path.exists(settings.SCREENSHOT_PATH):
print("SCREENSHOT_PATH does not exist. creating: {}".format(settings.SCREENSHOT_PATH))
os.makedirs(settings.SCREENSHOT_PATH)
dest = settings.SCREENSHOT_PATH
else:
print("SCREENSHOT_PATH not defined in settings. Using cwd as fallback.")
if not Config.target:
Config.target = context.window().fbo
image = Image.frombytes(
"RGB",
(Config.target.viewport[2], Config.target.viewport[3]),
Config.target.read(viewport=Config.target.viewport, alignment=Config.alignment),
)
image = image.transpose(Image.FLIP_TOP_BOTTOM)
if not name:
name = "{}.{}".format(datetime.now().strftime("%Y-%m-%d-%H-%M-%S-%f"), file_format)
dest = os.path.join(dest, name)
print("Creating screenshot:", dest)
image.save(dest, format=file_format)
|
def draw(self, time, frametime, target):
"""
Fetch track value for every runnable effect.
If the value is > 0.5 we draw it.
"""
for effect in self.effects:
value = effect.rocket_timeline_track.time_value(time)
if value > 0.5:
effect.draw(time, frametime, target)
|
def load(self):
"""Load a 2d texture"""
self._open_image()
components, data = image_data(self.image)
texture = self.ctx.texture(
self.image.size,
components,
data,
)
texture.extra = {'meta': self.meta}
if self.meta.mipmap:
texture.build_mipmaps()
self._close_image()
return texture
|
def from_single(cls, meta: ProgramDescription, source: str):
"""Initialize a single glsl string containing all shaders"""
instance = cls(meta)
instance.vertex_source = ShaderSource(
VERTEX_SHADER,
meta.path or meta.vertex_shader,
source
)
if GEOMETRY_SHADER in source:
instance.geometry_source = ShaderSource(
GEOMETRY_SHADER,
meta.path or meta.geometry_shader,
source,
)
if FRAGMENT_SHADER in source:
instance.fragment_source = ShaderSource(
FRAGMENT_SHADER,
meta.path or meta.fragment_shader,
source,
)
if TESS_CONTROL_SHADER in source:
instance.tess_control_source = ShaderSource(
TESS_CONTROL_SHADER,
meta.path or meta.tess_control_shader,
source,
)
if TESS_EVALUATION_SHADER in source:
instance.tess_evaluation_source = ShaderSource(
TESS_EVALUATION_SHADER,
meta.path or meta.tess_evaluation_shader,
source,
)
return instance
|
def from_separate(cls, meta: ProgramDescription, vertex_source, geometry_source=None, fragment_source=None,
tess_control_source=None, tess_evaluation_source=None):
"""Initialize multiple shader strings"""
instance = cls(meta)
instance.vertex_source = ShaderSource(
VERTEX_SHADER,
meta.path or meta.vertex_shader,
vertex_source,
)
if geometry_source:
instance.geometry_source = ShaderSource(
GEOMETRY_SHADER,
meta.path or meta.geometry_shader,
geometry_source,
)
if fragment_source:
instance.fragment_source = ShaderSource(
FRAGMENT_SHADER,
meta.path or meta.fragment_shader,
fragment_source,
)
if tess_control_source:
instance.tess_control_source = ShaderSource(
TESS_CONTROL_SHADER,
meta.path or meta.tess_control_shader,
tess_control_source,
)
if tess_evaluation_source:
instance.tess_evaluation_source = ShaderSource(
TESS_EVALUATION_SHADER,
meta.path or meta.tess_control_shader,
tess_evaluation_source,
)
return instance
|
def create(self):
"""
Creates a shader program.
Returns:
ModernGL Program instance
"""
# Get out varyings
out_attribs = []
# If no fragment shader is present we are doing transform feedback
if not self.fragment_source:
# Out attributes is present in geometry shader if present
if self.geometry_source:
out_attribs = self.geometry_source.find_out_attribs()
# Otherwise they are specified in vertex shader
else:
out_attribs = self.vertex_source.find_out_attribs()
program = self.ctx.program(
vertex_shader=self.vertex_source.source,
geometry_shader=self.geometry_source.source if self.geometry_source else None,
fragment_shader=self.fragment_source.source if self.fragment_source else None,
tess_control_shader=self.tess_control_source.source if self.tess_control_source else None,
tess_evaluation_shader=self.tess_evaluation_source.source if self.tess_evaluation_source else None,
varyings=out_attribs,
)
program.extra = {'meta': self.meta}
return program
|
def find_out_attribs(self):
"""
Get all out attributes in the shader source.
:return: List of attribute names
"""
names = []
for line in self.lines:
if line.strip().startswith("out "):
names.append(line.split()[2].replace(';', ''))
return names
|
def print(self):
"""Print the shader lines"""
print("---[ START {} ]---".format(self.name))
for i, line in enumerate(self.lines):
print("{}: {}".format(str(i).zfill(3), line))
print("---[ END {} ]---".format(self.name))
|
def create_effect(self, label: str, name: str, *args, **kwargs) -> Effect:
"""
Create an effect instance adding it to the internal effects dictionary using the label as key.
Args:
label (str): The unique label for the effect instance
name (str): Name or full python path to the effect class we want to instantiate
args: Positional arguments to the effect initializer
kwargs: Keyword arguments to the effect initializer
Returns:
The newly created Effect instance
"""
effect_cls = effects.find_effect_class(name)
effect = effect_cls(*args, **kwargs)
effect._label = label
if label in self._effects:
raise ValueError("An effect with label '{}' already exists".format(label))
self._effects[label] = effect
return effect
|
def load(self):
"""
Loads this project instance
"""
self.create_effect_classes()
self._add_resource_descriptions_to_pools(self.create_external_resources())
self._add_resource_descriptions_to_pools(self.create_resources())
for meta, resource in resources.textures.load_pool():
self._textures[meta.label] = resource
for meta, resource in resources.programs.load_pool():
self._programs[meta.label] = resource
for meta, resource in resources.scenes.load_pool():
self._scenes[meta.label] = resource
for meta, resource in resources.data.load_pool():
self._data[meta.label] = resource
self.create_effect_instances()
self.post_load()
|
def _add_resource_descriptions_to_pools(self, meta_list):
"""
Takes a list of resource descriptions adding them
to the resource pool they belong to scheduling them for loading.
"""
if not meta_list:
return
for meta in meta_list:
getattr(resources, meta.resource_type).add(meta)
|
def reload_programs(self):
"""
Reload all shader programs with the reloadable flag set
"""
print("Reloading programs:")
for name, program in self._programs.items():
if getattr(program, 'program', None):
print(" - {}".format(program.meta.label))
program.program = resources.programs.load(program.meta)
|
def get_effect(self, label: str) -> Effect:
"""
Get an effect instance by label
Args:
label (str): The label for the effect instance
Returns:
Effect class instance
"""
return self._get_resource(label, self._effects, "effect")
|
def get_effect_class(self, class_name, package_name=None) -> Type[Effect]:
"""
Get an effect class from the effect registry.
Args:
class_name (str): The exact class name of the effect
Keyword Args:
package_name (str): The python path to the effect package the effect name is located.
This is optional and can be used to avoid issue with class name collisions.
Returns:
Effect class
"""
if package_name:
return effects.find_effect_class("{}.{}".format(package_name, class_name))
return effects.find_effect_class(class_name)
|
def get_scene(self, label: str) -> Scene:
"""
Gets a scene by label
Args:
label (str): The label for the scene to fetch
Returns:
Scene instance
"""
return self._get_resource(label, self._scenes, "scene")
|
def get_texture(self, label: str) -> Union[moderngl.Texture, moderngl.TextureArray,
moderngl.Texture3D, moderngl.TextureCube]:
"""
Get a texture by label
Args:
label (str): The label for the texture to fetch
Returns:
Texture instance
"""
return self._get_resource(label, self._textures, "texture")
|
def get_data(self, label: str) -> Any:
"""
Get a data resource by label
Args:
label (str): The labvel for the data resource to fetch
Returns:
The requeted data object
"""
return self._get_resource(label, self._data, "data")
|
def _get_resource(self, label: str, source: dict, resource_type: str):
"""
Generic resoure fetcher handling errors.
Args:
label (str): The label to fetch
source (dict): The dictionary to look up the label
resource_type str: The display name of the resource type (used in errors)
"""
try:
return source[label]
except KeyError:
raise ValueError("Cannot find {0} with label '{1}'.\nExisting {0} labels: {2}".format(
resource_type, label, list(source.keys())))
|
def get_runnable_effects(self) -> List[Effect]:
"""
Returns all runnable effects in the project.
:return: List of all runnable effects
"""
return [effect for name, effect in self._effects.items() if effect.runnable]
|
def image_data(image):
"""Get components and bytes for an image"""
# NOTE: We might want to check the actual image.mode
# and convert to an acceptable format.
# At the moment we load the data as is.
data = image.tobytes()
components = len(data) // (image.size[0] * image.size[1])
return components, data
|
def run_from_argv(self, argv):
"""
Called by the system when executing the command from the command line.
This should not be overridden.
:param argv: Arguments from command line
"""
parser = self.create_parser(argv[0], argv[1])
options = parser.parse_args(argv[2:])
cmd_options = vars(options)
args = cmd_options.pop('args', ())
self.handle(*args, **cmd_options)
|
def create_parser(self, prog_name, subcommand):
"""
Create argument parser and deal with ``add_arguments``.
This method should not be overriden.
:param prog_name: Name of the command (argv[0])
:return: ArgumentParser
"""
parser = argparse.ArgumentParser(prog_name, subcommand)
# Add generic arguments here
self.add_arguments(parser)
return parser
|
def validate_name(self, name):
"""
Can the name be used as a python module or package?
Raises ``ValueError`` if the name is invalid.
:param name: the name to check
"""
if not name:
raise ValueError("Name cannot be empty")
# Can the name be used as an identifier in python (module or package name)
if not name.isidentifier():
raise ValueError("{} is not a valid identifier".format(name))
|
def bbox(width=1.0, height=1.0, depth=1.0):
"""
Generates a bounding box with (0.0, 0.0, 0.0) as the center.
This is simply a box with ``LINE_STRIP`` as draw mode.
Keyword Args:
width (float): Width of the box
height (float): Height of the box
depth (float): Depth of the box
Returns:
A :py:class:`demosys.opengl.vao.VAO` instance
"""
width, height, depth = width / 2.0, height / 2.0, depth / 2.0
pos = numpy.array([
width, -height, depth,
width, height, depth,
-width, -height, depth,
width, height, depth,
-width, height, depth,
-width, -height, depth,
width, -height, -depth,
width, height, -depth,
width, -height, depth,
width, height, -depth,
width, height, depth,
width, -height, depth,
width, -height, -depth,
width, -height, depth,
-width, -height, depth,
width, -height, -depth,
-width, -height, depth,
-width, -height, -depth,
-width, -height, depth,
-width, height, depth,
-width, height, -depth,
-width, -height, depth,
-width, height, -depth,
-width, -height, -depth,
width, height, -depth,
width, -height, -depth,
-width, -height, -depth,
width, height, -depth,
-width, -height, -depth,
-width, height, -depth,
width, height, -depth,
-width, height, -depth,
width, height, depth,
-width, height, -depth,
-width, height, depth,
width, height, depth,
], dtype=numpy.float32)
vao = VAO("geometry:cube", mode=moderngl.LINE_STRIP)
vao.buffer(pos, '3f', ["in_position"])
return vao
|
def _find_last_of(self, path, finders):
"""Find the last occurance of the file in finders"""
found_path = None
for finder in finders:
result = finder.find(path)
if result:
found_path = result
return found_path
|
def initial_sanity_check(self):
"""Checks if we can create the project"""
# Check for python module collision
self.try_import(self.project_name)
# Is the name a valid identifier?
self.validate_name(self.project_name)
# Make sure we don't mess with existing directories
if os.path.exists(self.project_name):
print("Directory {} already exist. Aborting.".format(self.project_name))
return False
if os.path.exists('manage.py'):
print("A manage.py file already exist in the current directory. Aborting.")
return False
return True
|
def create_entrypoint(self):
"""Write manage.py in the current directory"""
with open(os.path.join(self.template_dir, 'manage.py'), 'r') as fd:
data = fd.read().format(project_name=self.project_name)
with open('manage.py', 'w') as fd:
fd.write(data)
os.chmod('manage.py', 0o777)
|
def get_template_dir(self):
"""Returns the absolute path to template directory"""
directory = os.path.dirname(os.path.abspath(__file__))
directory = os.path.dirname(os.path.dirname(directory))
directory = os.path.join(directory, 'project_template')
return directory
|
def resolve_loader(self, meta: ProgramDescription):
"""
Resolve program loader
"""
if not meta.loader:
meta.loader = 'single' if meta.path else 'separate'
for loader_cls in self._loaders:
if loader_cls.name == meta.loader:
meta.loader_cls = loader_cls
break
else:
raise ImproperlyConfigured(
(
"Program {} has no loader class registered."
"Check PROGRAM_LOADERS or PROGRAM_DIRS"
).format(meta.path)
)
|
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