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#!/usr/bin/env python
# -*- coding: utf-8 -*-
# Part of the PsychoPy library
# Copyright (C) 2002-2018 Jonathan Peirce (C) 2019-2020 Open Science Tools Ltd.
# Distributed under the terms of the GNU General Public License (GPL).
"""shaders programs for either pyglet or pygame
"""
from __future__ import absolute_import, print_function
import pyglet.gl as GL
import psychopy.tools.gltools as gltools
from ctypes import c_int, c_char_p, c_char, cast, POINTER, byref
class Shader:
def __init__(self, vertexSource=None, fragmentSource=None):
def compileShader(source, shaderType):
"""Compile shader source of given type (only needed by compileProgram)
"""
shader = GL.glCreateShaderObjectARB(shaderType)
# if Py3 then we need to convert our (unicode) str into bytes for C
if type(source) != bytes:
source = source.encode()
prog = c_char_p(source)
length = c_int(-1)
GL.glShaderSourceARB(shader,
1,
cast(byref(prog), POINTER(POINTER(c_char))),
byref(length))
GL.glCompileShaderARB(shader)
# check for errors
status = c_int()
GL.glGetShaderiv(shader, GL.GL_COMPILE_STATUS, byref(status))
if not status.value:
print_log(shader)
GL.glDeleteShader(shader)
raise ValueError('Shader compilation failed')
return shader
self.handle = GL.glCreateProgramObjectARB()
if vertexSource:
vertexShader = compileShader(
vertexSource, GL.GL_VERTEX_SHADER_ARB
)
GL.glAttachObjectARB(self.handle, vertexShader)
if fragmentSource:
fragmentShader = compileShader(
fragmentSource, GL.GL_FRAGMENT_SHADER_ARB
)
GL.glAttachObjectARB(self.handle, fragmentShader)
GL.glValidateProgramARB(self.handle)
GL.glLinkProgramARB(self.handle)
if vertexShader:
GL.glDeleteObjectARB(vertexShader)
if fragmentShader:
GL.glDeleteObjectARB(fragmentShader)
def bind(self):
GL.glUseProgram(self.handle)
def unbind(self):
GL.glUseProgram(0)
def setFloat(self, name, value):
if type(name) is not bytes:
name = bytes(name, 'utf-8')
loc = GL.glGetUniformLocation(self.handle, name)
if not hasattr(value, '__len__'):
GL.glUniform1f(loc, value)
elif len(value) in range(1, 5):
# Select the correct function
{ 1 : GL.glUniform1f,
2 : GL.glUniform2f,
3 : GL.glUniform3f,
4 : GL.glUniform4f
# Retrieve uniform location, and set it
}[len(value)](loc, *value)
else:
raise ValueError("Shader.setInt '{}' should be length 1-4 not {}"
.format(name, len(value)))
def setInt(self, name, value):
if type(name) is not bytes:
name = bytes(name, 'utf-8')
loc = GL.glGetUniformLocation(self.handle, name)
if not hasattr(value, '__len__'):
GL.glUniform1i(loc, value)
elif len(value) in range(1, 5):
# Select the correct function
{ 1 : GL.glUniform1i,
2 : GL.glUniform2i,
3 : GL.glUniform3i,
4 : GL.glUniform4i
# Retrieve uniform location, and set it
}[len(value)](loc, value)
else:
raise ValueError("Shader.setInt '{}' should be length 1-4 not {}"
.format(name, len(value)))
def compileProgram(vertexSource=None, fragmentSource=None):
"""Create and compile a vertex and fragment shader pair from their sources.
Parameters
----------
vertexSource, fragmentSource : str or list of str
Vertex and fragment shader GLSL sources.
Returns
-------
int
Program object handle.
"""
program = gltools.createProgramObjectARB()
vertexShader = fragmentShader = None
if vertexSource:
vertexShader = gltools.compileShaderObjectARB(
vertexSource, GL.GL_VERTEX_SHADER_ARB)
gltools.attachObjectARB(program, vertexShader)
if fragmentSource:
fragmentShader = gltools.compileShaderObjectARB(
fragmentSource, GL.GL_FRAGMENT_SHADER_ARB)
gltools.attachObjectARB(program, fragmentShader)
gltools.linkProgramObjectARB(program)
# gltools.validateProgramARB(program)
if vertexShader:
gltools.detachObjectARB(program, vertexShader)
gltools.deleteObjectARB(vertexShader)
if fragmentShader:
gltools.detachObjectARB(program, fragmentShader)
gltools.deleteObjectARB(fragmentShader)
return program
"""NOTE about frag shaders using FBO. If a floating point texture is being
used as a frame buffer (FBO object) then we should keep in the range -1:1
during frag shader. Otherwise we need to convert to 0:1. This means that
some shaders differ for FBO use if they're performing any signed math.
"""
fragFBOtoFrame = '''
uniform sampler2D texture;
float rand(vec2 seed){
return fract(sin(dot(seed.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
gl_FragColor.rgb = textureFrag.rgb;
//! if too high then show red/black noise
if ( gl_FragColor.r>1.0 || gl_FragColor.g>1.0 || gl_FragColor.b>1.0) {
gl_FragColor.rgb = vec3 (rand(gl_TexCoord[0].st), 0, 0);
}
//! if too low then show red/black noise
else if ( gl_FragColor.r<0.0 || gl_FragColor.g<0.0 || gl_FragColor.b<0.0) {
gl_FragColor.rgb = vec3 (0, 0, rand(gl_TexCoord[0].st));
}
}
'''
# for stimuli with no texture (e.g. shapes)
fragSignedColor = '''
void main() {
gl_FragColor.rgb = ((gl_Color.rgb*2.0-1.0)+1.0)/2.0;
gl_FragColor.a = gl_Color.a;
}
'''
fragSignedColor_adding = '''
void main() {
gl_FragColor.rgb = (gl_Color.rgb*2.0-1.0)/2.0;
gl_FragColor.a = gl_Color.a;
}
'''
# for stimuli with just a colored texture
fragSignedColorTex = '''
uniform sampler2D texture;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
gl_FragColor.rgb = (textureFrag.rgb* (gl_Color.rgb*2.0-1.0)+1.0)/2.0;
gl_FragColor.a = gl_Color.a*textureFrag.a;
}
'''
fragSignedColorTex_adding = '''
uniform sampler2D texture;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
gl_FragColor.rgb = textureFrag.rgb * (gl_Color.rgb*2.0-1.0)/2.0;
gl_FragColor.a = gl_Color.a * textureFrag.a;
}
'''
# the shader for pyglet fonts doesn't use multitextures - just one texture
fragSignedColorTexFont = '''
uniform sampler2D texture;
uniform vec3 rgb;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
gl_FragColor.rgb=rgb;
gl_FragColor.a = gl_Color.a*textureFrag.a;
}
'''
# for stimuli with a colored texture and a mask (gratings, etc.)
fragSignedColorTexMask = '''
uniform sampler2D texture, mask;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
vec4 maskFrag = texture2D(mask,gl_TexCoord[1].st);
gl_FragColor.a = gl_Color.a*maskFrag.a*textureFrag.a;
gl_FragColor.rgb = (textureFrag.rgb* (gl_Color.rgb*2.0-1.0)+1.0)/2.0;
}
'''
fragSignedColorTexMask_adding = '''
uniform sampler2D texture, mask;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
vec4 maskFrag = texture2D(mask,gl_TexCoord[1].st);
gl_FragColor.a = gl_Color.a * maskFrag.a * textureFrag.a;
gl_FragColor.rgb = textureFrag.rgb * (gl_Color.rgb*2.0-1.0)/2.0;
}
'''
# RadialStim uses a 1D mask with a 2D texture
fragSignedColorTexMask1D = '''
uniform sampler2D texture;
uniform sampler1D mask;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
vec4 maskFrag = texture1D(mask,gl_TexCoord[1].s);
gl_FragColor.a = gl_Color.a*maskFrag.a*textureFrag.a;
gl_FragColor.rgb = (textureFrag.rgb* (gl_Color.rgb*2.0-1.0)+1.0)/2.0;
}
'''
fragSignedColorTexMask1D_adding = '''
uniform sampler2D texture;
uniform sampler1D mask;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
vec4 maskFrag = texture1D(mask,gl_TexCoord[1].s);
gl_FragColor.a = gl_Color.a * maskFrag.a*textureFrag.a;
gl_FragColor.rgb = textureFrag.rgb * (gl_Color.rgb*2.0-1.0)/2.0;
}
'''
# imageStim is providing its texture unsigned
fragImageStim = '''
uniform sampler2D texture;
uniform sampler2D mask;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
vec4 maskFrag = texture2D(mask,gl_TexCoord[1].st);
gl_FragColor.a = gl_Color.a*maskFrag.a*textureFrag.a;
gl_FragColor.rgb = ((textureFrag.rgb*2.0-1.0)*(gl_Color.rgb*2.0-1.0)+1.0)/2.0;
}
'''
# imageStim is providing its texture unsigned
fragImageStim_adding = '''
uniform sampler2D texture;
uniform sampler2D mask;
void main() {
vec4 textureFrag = texture2D(texture,gl_TexCoord[0].st);
vec4 maskFrag = texture2D(mask,gl_TexCoord[1].st);
gl_FragColor.a = gl_Color.a*maskFrag.a*textureFrag.a;
gl_FragColor.rgb = (textureFrag.rgb*2.0-1.0)*(gl_Color.rgb*2.0-1.0)/2.0;
}
'''
# in every case our vertex shader is simple (we don't transform coords)
vertSimple = """
void main() {
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
gl_TexCoord[2] = gl_MultiTexCoord2;
gl_Position = ftransform();
}
"""
vertPhongLighting = """
// Vertex shader for the Phong Shading Model
//
// This code is based of the tutorial here:
// https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php
//
// Only supports directional and point light sources for now. Spotlights will be
// added later on.
//
#version 110
varying vec3 N;
varying vec3 v;
varying vec4 frontColor;
void main(void)
{
v = vec3(gl_ModelViewMatrix * gl_Vertex);
N = normalize(gl_NormalMatrix * gl_Normal);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
gl_Position = ftransform();
frontColor = gl_Color;
}
"""
fragPhongLighting = """
// Fragment shader for the Phong Shading Model
//
// This code is based of the tutorial here:
// https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/lighting.php
//
// Use `embedShaderSourceDefs` from gltools to enable the code path for diffuse
// texture maps by setting DIFFUSE to 1. The number of lights can be specified
// by setting MAX_LIGHTS, by default, the maximum should be 8. However, build
// your shader for the exact number of lights required.
//
// Only supports directional and point light sources for now. Spotlights will be
// added later on.
//
#version 110
varying vec3 N;
varying vec3 v;
varying vec4 frontColor;
#ifdef DIFFUSE_TEXTURE
uniform sampler2D diffTexture;
#endif
// Calculate lighting attenuation using the same formula OpenGL uses
float calcAttenuation(float kConst, float kLinear, float kQuad, float dist) {
return 1.0 / (kConst + kLinear * dist + kQuad * dist * dist);
}
void main (void)
{
#ifdef DIFFUSE_TEXTURE
vec4 diffTexColor = texture2D(diffTexture, gl_TexCoord[0].st);
#endif
#if MAX_LIGHTS > 0
vec3 N = normalize(N);
vec4 finalColor = vec4(0.0);
// loop over available lights
for (int i=0; i < MAX_LIGHTS; i++)
{
vec3 L;
float attenuation = 1.0; // default factor, no attenuation
// check if directional, compute attenuation if a point source
if (gl_LightSource[i].position.w == 0.0)
{
// off at infinity, only use direction
L = normalize(gl_LightSource[i].position.xyz);
// attenuation is 1.0 (no attenuation for directional sources)
}
else
{
L = normalize(gl_LightSource[i].position.xyz - v);
attenuation = calcAttenuation(
gl_LightSource[i].constantAttenuation,
gl_LightSource[i].linearAttenuation,
gl_LightSource[i].quadraticAttenuation,
length(gl_LightSource[i].position.xyz - v));
}
vec3 E = normalize(-v);
vec3 R = normalize(-reflect(L, N));
// combine scene ambient with object
vec4 ambient = gl_FrontMaterial.diffuse *
(gl_FrontLightProduct[i].ambient + gl_LightModel.ambient);
// calculate diffuse component
vec4 diffuse = gl_FrontLightProduct[i].diffuse * max(dot(N, L), 0.0);
#ifdef DIFFUSE_TEXTURE
// multiply in material texture colors if specified
diffuse *= diffTexColor;
ambient *= diffTexColor; // ambient should be modulated by diffuse color
#endif
vec3 halfwayVec = normalize(L + E);
vec4 specular = gl_FrontLightProduct[i].specular *
pow(max(dot(N, halfwayVec), 0.0), gl_FrontMaterial.shininess);
// clamp color values for specular and diffuse
ambient = clamp(ambient, 0.0, 1.0);
diffuse = clamp(diffuse, 0.0, 1.0);
specular = clamp(specular, 0.0, 1.0);
// falloff with distance from eye? might be something to consider for
// realism
vec4 emission = clamp(gl_FrontMaterial.emission, 0.0, 1.0);
finalColor += ambient + emission + attenuation * (diffuse + specular);
}
gl_FragColor = finalColor; // use texture alpha
#else
// no lights, only track ambient component, frontColor modulates ambient
vec4 ambient = gl_FrontLightProduct[0].ambient * gl_LightModel.ambient;
ambient = clamp(ambient, 0.0, 1.0);
#ifdef DIFFUSE_TEXTURE
gl_FragColor = ambient * texture2D(diffTexture, gl_TexCoord[0].st);
#else
gl_FragColor = ambient;
#endif
#endif
}
"""
vertSkyBox = """
varying vec3 texCoord;
void main(void)
{
texCoord = gl_Vertex;
gl_Position = ftransform().xyww;
}
"""
fragSkyBox = """
varying vec3 texCoord;
uniform samplerCube SkyTexture;
void main (void)
{
gl_FragColor = texture(SkyTexture, texCoord);
}
"""
fragTextBox2 = '''
uniform sampler2D texture;
void main() {
vec2 uv = gl_TexCoord[0].xy;
vec4 current = texture2D(texture, uv);
float r = current.r;
float g = current.g;
float b = current.b;
float a = current.a;
gl_FragColor = vec4( gl_Color.rgb, (r+g+b)/2.);
}
'''
fragTextBox2alpha = '''
uniform sampler2D texture;
void main() {
vec4 current = texture2D(texture,gl_TexCoord[0].st);
gl_FragColor = vec4( gl_Color.rgb, current.a);
}
'''
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