diff --git a/manimlib/shader_wrapper.py b/manimlib/shader_wrapper.py index 080bec55..0ac33768 100644 --- a/manimlib/shader_wrapper.py +++ b/manimlib/shader_wrapper.py @@ -95,32 +95,6 @@ class ShaderWrapper(object): def bind_to_mobject_uniforms(self, mobject_uniforms: UniformDict): self.mobject_uniforms = mobject_uniforms - def __eq__(self, shader_wrapper: ShaderWrapper): - return all(( - # np.all(self.vert_data == shader_wrapper.vert_data), - self.shader_folder == shader_wrapper.shader_folder, - all( - self.mobject_uniforms[key] == shader_wrapper.mobject_uniforms[key] - for key in self.mobject_uniforms - ), - self.depth_test == shader_wrapper.depth_test, - self.render_primitive == shader_wrapper.render_primitive, - )) - - def copy(self): - result = copy.copy(self) - result.ctx = self.ctx - result.vert_data = self.vert_data.copy() - result.init_vertex_objects() - return result - - def is_valid(self) -> bool: - return all([ - # self.vert_data is not None, - self.program_code["vertex_shader"] is not None, - self.program_code["fragment_shader"] is not None, - ]) - def get_id(self) -> str: return self.id @@ -165,23 +139,6 @@ class ShaderWrapper(object): # Adding data - def combine_with(self, *shader_wrappers: ShaderWrapper) -> ShaderWrapper: - if len(shader_wrappers) > 0: - self.read_in([self.vert_data, *(sw.vert_data for sw in shader_wrappers)]) - vbos = [ - vbo - for vbo in [self.vbo, *(sw.vbo for sw in shader_wrappers)] - if vbo is not None - ] - total_size = sum(vbo.size for vbo in vbos) - new_vbo = self.ctx.buffer(reserve=total_size) - offset = 0 - for vbo in vbos: - new_vbo.write(vbo.read(), offset=offset) - offset += vbo.size - self.vbo = new_vbo - return self - def read_in( self, data_list: Iterable[np.ndarray], @@ -356,10 +313,6 @@ class VShaderWrapper(ShaderWrapper): def set_backstroke(self, value: bool = True): self.stroke_behind = value - # TODO, think about create_id, replace_code - def is_valid(self) -> bool: - return self.vert_data is not None # Isn't this always true? - # TODO, motidify read in to handle triangulation case for non-winding fill? # Rendering