Temporary NotesΒΆ
This needs to be restructured into actual docs.
- The
cube
objects is aVAO
that you bind supplying the shader and the system will figure out the attribute mapping. - You currently define vertex, fragment and geometry shader in one glsl file separated by preprocessors.
Anything we draw to the screen must be implemented as an Effect
. If
that effect is one or multiple things is entirely up to you. An effect
is an individual package/directory containing an effect.py
module.
This package can also contain a shaders
and textures
directory
that demosys will automatically find and load resources from. See the
testdemo.
Explore the testdemo project, and you’ll get the point.
Some babble about the current state of the project:
- All geometry must be defined using VAOs. There’s a very convenient VAO
class for this already making it quick and easy to create them. Look at
the
demosys.opengl.geometry
module for examples. - We support vertex,
fragment and geometry shaders for now. A program must currently be
written in one single
.glsl
file separating the shaders with preprocessors. See existing shaders in testdemo. - The Shader class will inspect the linked shader and cache all attributes
and uniforms in local dictionaries. This means all
uniform*
-setters use the name of the uniform instead of the location. Location is resolved internally in the object/class. - The VAOs
bind(..)
requires you to pass in a shader. This is because the VAO will automatically adapt to the attributes in your shader. During the VAO creation you need to make the name mapping to the attribute name. If you have a VAO with positions, normals, uvs and tangents and pass in a shader that only use position (or any other combination of attributes in the VAO); the VAO class will on-the-fly generate a version internally with only positions. - The
time
value passed to the effectsdraw
method is the current duration in the playing music. If no music is loaded, a dummy timer is used.