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#-*- coding:utf-8 -*-
# cython: profile=False
# Copyright © 2009-2017 B. Clausius <barcc@gmx.de>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# although this file is compiled with Python3 syntax, Cython needs at least division from __future__
from __future__ import print_function, division
# This line makes cython happy
global __name__, __package__ # pylint: disable=W0604
#px/__compiled = True
__compiled = False
#px/DEF OFFSCREEN = False
OFFSCREEN = False
#FIXME: do not use this functions
#px+from libc.stdlib cimport malloc, free
#px+from libc.string cimport memset
#px/from libc.math cimport cos, sin, tan, atan2, sqrt, M_PI, fabs
from math import cos, sin, tan, atan2, sqrt, pi as M_PI, fabs
#pxm>IF '[[GLDEBUG]]' == 'gldebug'
#px+from [[_debug_VARIANT]] cimport *
#pxm>IF '[[GLDEBUG]]' != 'gldebug'
#px+from gl_[[GLVARIANT]] cimport *
#pxm>IF_END
#px+cimport [[_gldraw_VARIANT]] as gldraw
#px:
from . import gldraw
from OpenGL.GLU import * # XXX: without the next line fails with python 3.5
from OpenGL.GL import *
from OpenGL.GL.ARB.vertex_shader import glGetActiveAttribARB as glGetActiveAttrib
#px.
#px/from libc.stdio cimport printf
def printf(fmt, *args): print(fmt % args, end='')
#px/from libc.stdio cimport puts
puts = print
#px/cdef enum: #
if True:
DEBUG_MSGGL = 0x02
DEBUG_MSGEXT = 0x08
DEBUG_DRAW = 0x10
DEBUG_PICK = 0x20
#px+cdef long debug
debug = 0
def set_debug_flags(module):
global debug
if module.DEBUG_MSGGL: debug |= DEBUG_MSGGL
if module.DEBUG_MSGEXT: debug |= DEBUG_MSGEXT
if module.DEBUG_DRAW: debug |= DEBUG_DRAW
if module.DEBUG_PICK: debug |= DEBUG_PICK
#px/cdef struct AtlasData:
class AtlasData: pass
#px+int x, w, h
#px+char *data
#px/cdef struct RenderData:
class renderdata:
#px+float bg_red
#px+float bg_green
#px+float bg_blue
#px+int y
#px+int width
#px+int height
#px+int pick_x
#px+int pick_y
#px+bint multisample
#px/gldraw.mat4 modelview_matrix
modelview_matrix = gldraw.mat4()
#px/gldraw.mat4 projection_matrix
projection_matrix = gldraw.mat4()
#px/gldraw.mat4 picking_matrix
picking_matrix = gldraw.mat4()
#px+GLuint prog_render
#px+GLuint projection_location
#px+GLuint modelview_location
#px+GLuint prog_hud # only used if DEBUG_DRAW
#px+GLuint prog_pick
#px+GLuint picking_location
#px+GLuint projection_pick_location
#px+GLuint modelview_pick_location
#px+bint shader_changed
#px+char *shader_vertsrc
#px+char *shader_fragsrc
#px+char *hud_vertsrc
#px+char *hud_fragsrc
#px+char *pick_vertsrc
#px+char *pick_fragsrc
#px/AtlasData atlasdata[gldraw.MAX_FACES]
atlasdata = [AtlasData() for i in range(gldraw.MAX_FACES)]
#px+int atlaslen
#px/float debug_modelview1[3]
debug_modelview1 = [0.] * 3
#px/float debug_modelview2[3]
debug_modelview2 = [0.] * 3
#px/int debug_viewport1[2]
debug_viewport1 = [0] * 2
#px/int debug_viewport2[2]
debug_viewport2 = [0] * 2
#px+cdef RenderData renderdata
#px/cdef struct UIData:
class uidata:
#px+bint synced
#px+bint background_changed
#px+float bg_red
#px+float bg_green
#px+float bg_blue
#px+bint viewport_changed
#px+bint rotation_changed
#px+float rotationxhalf, rotationyhalf
#px+bint rotation_quat_changed
#px/gldraw.vec4 rotation_quat
rotation_quat = gldraw.vec4()
#px+int pick_x
#px+int pick_y
#px+bint frustum_changed
#px+float fovy_radius
#px+float fovy_radius_zoom
#px+double bounding_sphere_radius
#px+int multisample_changed
#px+char *hud_vertsrc
#px+char *hud_fragsrc
#px+char *pick_vertsrc
#px+char *pick_fragsrc
#px+bint shaders_changed
#px+char *shader_vertsrc
#px+char *shader_fragsrc
#px/AtlasData atlasdata[gldraw.MAX_FACES]
atlasdata = [AtlasData() for i in range(gldraw.MAX_FACES)]
#px+int atlaslen
#px+bint data_changed
#px+int vertexdatalen
#px+char *vertexdata
#px/long vertexpointers[gldraw.ATTRIB_CNT-1]
vertexpointers = [None] * (gldraw.ATTRIB_CNT-1)
#px+int nblocks
#px/short cnts_block[gldraw.MAX_BLOCKS]
cnts_block = [None] * gldraw.MAX_BLOCKS
#px+int idx_debug
#px+int cnt_debug
#px+int cnt_pick
#px+int transformations_count
#px/gldraw.mat4 transformations[gldraw.MAX_TRANSFORMATIONS]
transformations = [[[None]*4, [None]*4, [None]*4, [None]*4] for __t in range(gldraw.MAX_TRANSFORMATIONS)]
#px+bint transformation_changed
#px/short transformation_blocks[gldraw.MAX_BLOCKS]
transformation_blocks = [None] * gldraw.MAX_BLOCKS
#px+int animation_changed
#px+int animation_blocks_count
#px/short animation_blocks[gldraw.MAX_BLOCKS]
animation_blocks = [None] * gldraw.MAX_BLOCKS
#px+float angle
#px+float rotation_x, rotation_y, rotation_z
#px+cdef UIData uidata
class syncpydata: pass
class uipydata: pass
pydata = {}
### quaternion functions
#pxm-FUNC P nogil
def quat_set_identity(quat:'gldraw.vec4 &'):
quat[0] = 1.
quat[1] = quat[2] = quat[3] = 0.
# (a+bi+cj+dk)(w+xi+yj+zk)
# (aw-bx-cy-dz) + (ax+bw+cz-dy)i + (ay-bz+cw+dx)j + (az+by-cx+dw)k
# ii = jj = kk = ijk = -1
#pxm-FUNC P nogil
def quat_mult(dest:'gldraw.vec4 &', src1:'gldraw.vec4 &', src2:'gldraw.vec4 &'):
#px+cdef float a,b,c,d
a = src1[0]*src2[0] - src1[1]*src2[1] - src1[2]*src2[2] - src1[3]*src2[3]
b = src1[0]*src2[1] + src1[1]*src2[0] + src1[2]*src2[3] - src1[3]*src2[2]
c = src1[0]*src2[2] - src1[1]*src2[3] + src1[2]*src2[0] + src1[3]*src2[1]
d = src1[0]*src2[3] + src1[1]*src2[2] - src1[2]*src2[1] + src1[3]*src2[0]
dest[0] = a
dest[1] = b
dest[2] = c
dest[3] = d
##pxm-FUNC P nogil
#def quat_norm(quat:'gldraw.vec4 &'):
# #px+cdef float n
# n = sqrt(quat[0]*quat[0] + quat[1]*quat[1] + quat[2]*quat[2] + quat[3]*quat[3])
# quat[0] /= n
# quat[1] /= n
# quat[2] /= n
# quat[3] /= n
# if quat[0] < 0.:
# quat[0] = -quat[0]
# quat[1] = -quat[1]
# quat[2] = -quat[2]
# quat[3] = -quat[3]
#pxm-FUNC P nogil
def quat_to_matrix(dest:'gldraw.mat4 &', src:'gldraw.vec4 &'):
#px+cdef float wx2,wy2,wz2, xx2,xy2,xz2, yy2,yz2,zz2
#px+cdef float nn
nn = src[0]*src[0] + src[1]*src[1] + src[2]*src[2] + src[3]*src[3]
wx2 = 2*src[0]*src[1] / nn
wy2 = 2*src[0]*src[2] / nn
wz2 = 2*src[0]*src[3] / nn
xx2 = 2*src[1]*src[1] / nn
xy2 = 2*src[1]*src[2] / nn
xz2 = 2*src[1]*src[3] / nn
yy2 = 2*src[2]*src[2] / nn
yz2 = 2*src[2]*src[3] / nn
zz2 = 2*src[3]*src[3] / nn
dest[0][0] = 1-yy2-zz2; dest[1][0] = xy2-wz2; dest[2][0] = xz2+wy2
dest[0][1] = xy2+wz2; dest[1][1] = 1-xx2-zz2; dest[2][1] = yz2-wx2
dest[0][2] = xz2-wy2; dest[1][2] = yz2+wx2; dest[2][2] = 1-xx2-yy2
#pxm-FUNC P nogil
def quat_from_angle_axis(quat:'gldraw.vec4 &', angle:float, x:float, y:float, z:float):
#px+cdef float sa, ca
ca = cos(angle)
sa = sin(angle)
quat[0] = ca
quat[1] = sa*x
quat[2] = sa*y
quat[3] = sa*z
### module state
def init_engine():
gldraw.init_gldraw()
if debug & DEBUG_MSGEXT:
print('init module:', __name__)
print(' from package:', __package__)
print(' compiled:', __compiled)
#px+print(' GL-type: [[GLVARIANT]]')
print(' OFFSCREEN:', OFFSCREEN)
uidata.synced = False
uidata.background_changed = True
uidata.viewport_changed = True
uidata.rotation_changed = True
uidata.rotation_quat_changed = False
uidata.frustum_changed = True
uidata.multisample_changed = 1
uidata.transformation_changed = False
uidata.animation_changed = 0
uidata.data_changed = False
uidata.shaders_changed = False
uidata.bg_red = 0.0
uidata.bg_green = 0.0
uidata.bg_blue = 0.0
renderdata.y = 0
renderdata.width = 1
renderdata.height = 1
uidata.rotationxhalf = 0.0
uidata.rotationyhalf = 0.0
quat_set_identity(uidata.rotation_quat)
uidata.pick_x = -1
uidata.pick_y = -1
renderdata.pick_x = -1
renderdata.pick_y = -1
#px+cdef float fovy_angle # field of view angle
fovy_angle = 33.0 # field of view angle
uidata.fovy_radius = tan(fovy_angle * M_PI / 360.0)
uidata.fovy_radius_zoom = uidata.fovy_radius # zoom == 1.
uidata.bounding_sphere_radius = 1.
uidata.angle = 0
# fill modelview_matrix
gldraw.matrix_set_identity(renderdata.modelview_matrix)
# fill projection_matrix
gldraw.matrix_set_identity(renderdata.projection_matrix)
renderdata.projection_matrix[2][3] = -1.
renderdata.projection_matrix[3][3] = 0.
# fill picking_matrix
gldraw.matrix_set_identity(renderdata.picking_matrix)
renderdata.shader_changed = False
renderdata.prog_render = 0
renderdata.prog_hud = 0
renderdata.prog_pick = 0
#pxm-FUNC P nogil
def _sync_modelview_matrix_translation():
renderdata.modelview_matrix[3][2] = -uidata.bounding_sphere_radius * (1/uidata.fovy_radius + 1.)
#pxm-FUNC P nogil
def _sync_modelview_matrix_rotation():
#px+cdef gldraw.vec4 *M
#px+cdef float sx, sy, cx, cy
#px+cdef float m00, m11, m12, m20
#px/M = <gldraw.vec4*>&renderdata.modelview_matrix[0][0]
M = renderdata.modelview_matrix
sx = sin(uidata.rotationxhalf)
sy = sin(uidata.rotationyhalf)
cx = cos(uidata.rotationxhalf)
cy = cos(uidata.rotationyhalf)
m00 = 2*cx*cx - 1.
m11 = 2*cy*cy - 1.
m12 = 2*sy*cy
m20 = 2*sx*cx
# pylint: disable=C0321,C0326
M[0][0] = m00; M[1][0] = 0.; M[2][0] = m20
M[0][1] = m12 * m20; M[1][1] = m11; M[2][1] = -m00 * m12
M[0][2] = -m11 * m20; M[1][2] = m12; M[2][2] = m00 * m11
def set_rotation_rel(x, y):
#px+cdef gldraw.vec4 quat
#px+cdef float nxy
nxy = sqrt(x*x + y*y)
quat_from_angle_axis(quat, nxy/50., y/nxy, x/nxy, 0.)
quat_mult(uidata.rotation_quat, quat, uidata.rotation_quat)
# avoid rotation about z-axis
#uidata.rotation_quat[3] = 0. # 1.
#uidata.rotation_quat[3] *= .9 # 2.
#quat_norm(uidata.rotation_quat)
# 3.
#quat_from_angle_axis(quat, fabs(uidata.rotation_quat[3])/10., 0., 0., 1.)
#quat_mult(uidata.rotation_quat, quat, uidata.rotation_quat)
uidata.rotation_quat_changed = True
#pxm-FUNC P nogil
def _sync_projection_matrix():
# Taken from the OpenGL documentation for glFrustum:
# glFrustum describes a perspective matrix that produces a perspective projection.
# The current matrix (see glMatrixMode) is multiplied by this matrix and the result
# replaces the current matrix, as if glMultMatrix were called with the following
# matrix as its argument:
# [ 2*nearVal ]
# [ ---------- 0 A 0 ]
# [ right-left ]
# [ 2*nearVal ]
# [ 0 --------- B 0 ]
# [ top-bottom ] [p00 0 A 0]
# [ ] = [0 p11 B 0]
# [ 0 0 C D ] [0 0 C D]
# [ ] [0 0 -1 0]
# [ ]
# [ 0 0 -1 0 ]
# [ ]
#
# right+left top+bottom farVal+nearVal 2*farVal*nearVal
# A = ---------- B = ---------- C = - -------------- D = - ----------------
# right-left top-bottom farVal-nearVal farVal-nearVal
#
# Typically, the matrix mode is GL_PROJECTION, and
# (left, bottom, -nearVal) and (right, top, -nearVal)
# specify the points on the near clipping plane that are mapped to the lower left and
# upper right corners of the window, assuming that the eye is located at (0, 0, 0).
# -farVal specifies the location of the far clipping plane.
# Both nearVal and farVal must be positive.
#
# right == -left, top == -bottom => A = B = 0
#
# p00 = 1 / fovy_radius / aspectx
# p11 = 1 / fovy_radius / aspecty
# C = -(1/fovy_radius/zoom + 1.)
# D = -(1/fovy_radius/zoom + 2.) * bounding_sphere_radius/fovy_radius/zoom
#px+cdef float _1_aspectx, _1_aspecty
if renderdata.width < renderdata.height:
_1_aspectx = 1.
_1_aspecty = renderdata.width / renderdata.height
else:
_1_aspectx = renderdata.height / renderdata.width
_1_aspecty = 1.
renderdata.projection_matrix[0][0] = _1_aspectx / uidata.fovy_radius_zoom
renderdata.projection_matrix[1][1] = _1_aspecty / uidata.fovy_radius_zoom
renderdata.projection_matrix[2][2] = -(1/uidata.fovy_radius + 1.)
renderdata.projection_matrix[3][2] = -(1/uidata.fovy_radius + 2.
) * uidata.bounding_sphere_radius / uidata.fovy_radius
#pxm-FUNC P nogil
def _set_picking_matrix(x:int, y:int):
# Set picking matrix, restrict drawing to one pixel of the viewport
# same as: _glLoadIdentity()
# _gluPickMatrix(x, y, 1, 1, viewport)
# same as: _glLoadIdentity()
# _glTranslatef(renderdata.width - 2*x, renderdata.height - 2*y, 0.)
# _glScalef(renderdata.width, renderdata.height, 1.0)
renderdata.picking_matrix[3][0] = renderdata.width - 2*x
renderdata.picking_matrix[3][1] = renderdata.height - 2*y
renderdata.picking_matrix[0][0] = renderdata.width
renderdata.picking_matrix[1][1] = renderdata.height
#pxm-FUNC P nogil
def _set_picking_matrix_identity():
renderdata.picking_matrix[3][0] = 0.
renderdata.picking_matrix[3][1] = 0.
renderdata.picking_matrix[0][0] = 1.
renderdata.picking_matrix[1][1] = 1.
def set_frustum(bounding_sphere_radius, zoom):
uidata.frustum_changed = True
if bounding_sphere_radius > 0:
uidata.bounding_sphere_radius = bounding_sphere_radius
uidata.fovy_radius_zoom = uidata.fovy_radius / zoom
def set_background_color(red, green, blue):
uidata.background_changed = True
uidata.bg_red = red
uidata.bg_green = green
uidata.bg_blue = blue
def set_antialiasing(multisample):
uidata.multisample_changed = 2 if multisample else 1
def set_rotation_xy(x, y):
x %= 360
# pylint: disable=C0321
if y < -120: y = -120
elif y > 120: y = 120
uidata.rotation_changed = True
uidata.rotationxhalf = M_PI * x / 360.0
uidata.rotationyhalf = M_PI * y / 360.0
return x, y
#pxm-FUNC PD nogil
def render_resize(y:int, width:int, height:int):
renderdata.y = y
renderdata.width = width
renderdata.height = height
uidata.viewport_changed = True
def set_transformations(blocks):
assert uidata.nblocks == len(blocks)
#px+cdef int i
#px+cdef short b
for i, b, unused in blocks:
uidata.transformation_blocks[i] = b
uidata.transformation_changed = True
#pxm-FUNC P
def set_animation_start(blocks, axisx:float, axisy:float, axisz:float)->'cpdef':
for i, (b, unused) in enumerate(blocks):
uidata.animation_blocks[i] = b
uidata.animation_blocks_count = i+1
uidata.angle = 0.0
uidata.rotation_x = axisx
uidata.rotation_y = axisy
uidata.rotation_z = axisz
uidata.animation_changed = 1
#pxm-FUNC PD
def set_animation_next(angle:float):
uidata.angle = -angle
uidata.animation_changed = 2
def set_data(nblocks, vertexdata, vertexpointers, vertexinfo, transformations):
pydata_postsync()
#px+cdef int t,i,j
assert nblocks <= gldraw.MAX_BLOCKS, (nblocks, gldraw.MAX_BLOCKS)
uidata.nblocks = nblocks
pydata['vertexdata'] = vertexdata
uidata.vertexdatalen = len(vertexdata)
uidata.vertexdata = vertexdata
assert len(vertexpointers) == gldraw.ATTRIB_CNT-1
for i in range(gldraw.ATTRIB_CNT-1):
uidata.vertexpointers[i] = vertexpointers[i]
cnts_block, uidata.idx_debug, uidata.cnt_debug, uidata.cnt_pick = vertexinfo
assert len(cnts_block) == nblocks
for i in range(nblocks):
uidata.cnts_block[i] = cnts_block[i]
assert len(transformations) <= gldraw.MAX_TRANSFORMATIONS, len(transformations)
uidata.transformations_count = len(transformations)
for t in range(uidata.transformations_count):
for i in range(4):
for j in range(4):
uidata.transformations[t][i][j] = float(transformations[t][i][j])
uidata.data_changed = True
def pydata_postsync():
global pydata_backed
if uidata.synced:
pydata_backed = dict(pydata)
uidata.synced = False
def update_shader_version(shader_src):
assert shader_src.startswith(b'#version 120\n')
#px/IF '[[GLVARIANT]]' == 'es2':
if False:
shader_src = b'#version 100\n' + shader_src.split(b'\n', 1)[1]
return shader_src
def set_shaders(shader_vertsrc, shader_fragsrc):
pydata_postsync()
shader_vertsrc = update_shader_version(shader_vertsrc)
shader_fragsrc = update_shader_version(shader_fragsrc)
pydata['shader_vertsrc'] = shader_vertsrc
uidata.shader_vertsrc = shader_vertsrc
pydata['shader_fragsrc'] = shader_fragsrc
uidata.shader_fragsrc = shader_fragsrc
uidata.shaders_changed = True
def set_fixedshaders(fixedshaders):
pydata_postsync()
fixedshaders = [update_shader_version(s) for s in fixedshaders]
pydata['fixedshaders'] = fixedshaders
uidata.pick_vertsrc = fixedshaders[0]
uidata.pick_fragsrc = fixedshaders[1]
if debug & DEBUG_DRAW:
uidata.hud_vertsrc = fixedshaders[2]
uidata.hud_fragsrc = fixedshaders[1]
#pxm-FUNC PD nogil
def sync_set_fixedshaders():
renderdata.pick_vertsrc = uidata.pick_vertsrc
renderdata.pick_fragsrc = uidata.pick_fragsrc
if debug & DEBUG_DRAW:
renderdata.hud_vertsrc = uidata.hud_vertsrc
renderdata.hud_fragsrc = uidata.hud_fragsrc
def set_pick_position(x, y):
uidata.pick_x = x
uidata.pick_y = y
#pxm-FUNC PD nogil
def sync_set_pick_position():
renderdata.pick_x = uidata.pick_x
renderdata.pick_y = uidata.pick_y
#pxm-FUNC P
def set_atlas_data(i:int, data:bytes, x:int, w:int, h:int)->'cpdef':
assert i < gldraw.MAX_FACES, (i, gldraw.MAX_FACES)
if i == 0:
uipydata.atlasdata = []
uipydata.atlasdata.append(data)
uidata.atlasdata[i].x = x
uidata.atlasdata[i].w = w
uidata.atlasdata[i].h = h
uidata.atlasdata[i].data = data
uidata.atlaslen = i+1
#pxm-FUNC PD nogil
def sync_set_atlas_data():
#px+cdef int i
for i in range(uidata.atlaslen):
renderdata.atlasdata[i].x = uidata.atlasdata[i].x
renderdata.atlasdata[i].w = uidata.atlasdata[i].w
renderdata.atlasdata[i].h = uidata.atlasdata[i].h
renderdata.atlasdata[i].data = uidata.atlasdata[i].data
renderdata.atlaslen = uidata.atlaslen
#pxm-FUNC PD nogil
def sync():
uidata.synced = True
if uidata.background_changed:
renderdata.bg_red = uidata.bg_red
renderdata.bg_green = uidata.bg_green
renderdata.bg_blue = uidata.bg_blue
uidata.background_changed = False
if uidata.viewport_changed:
_sync_projection_matrix()
uidata.viewport_changed = False
if uidata.rotation_changed:
_sync_modelview_matrix_rotation()
uidata.rotation_changed = False
if uidata.rotation_quat_changed:
quat_to_matrix(renderdata.modelview_matrix, uidata.rotation_quat)
uidata.rotation_quat_changed = False
if uidata.frustum_changed:
_sync_modelview_matrix_translation()
_sync_projection_matrix()
uidata.frustum_changed = False
if uidata.multisample_changed:
renderdata.multisample = uidata.multisample_changed - 1
uidata.multisample_changed = 0
if uidata.data_changed:
gldraw.sync_vertexdata(uidata.vertexdatalen, uidata.vertexdata, uidata.vertexpointers)
gldraw.sync_blocks(uidata.nblocks, uidata.cnts_block, uidata.idx_debug, uidata.cnt_debug, uidata.cnt_pick)
gldraw.sync_transformations(uidata.transformations_count, uidata.transformations)
uidata.data_changed = False
if uidata.transformation_changed:
gldraw.sync_block_transformations(uidata.transformation_blocks)
uidata.transformation_changed = False
if uidata.animation_changed == 2:
gldraw.sync_animation_next(uidata.angle, uidata.rotation_x, uidata.rotation_y, uidata.rotation_z)
uidata.animation_changed = 0
elif uidata.animation_changed == 1:
gldraw.sync_animation_start(uidata.animation_blocks_count, uidata.animation_blocks)
uidata.animation_changed = 0
if uidata.shaders_changed:
renderdata.shader_changed = True
renderdata.shader_vertsrc = uidata.shader_vertsrc
renderdata.shader_fragsrc = uidata.shader_fragsrc
uidata.shaders_changed = False
### GL state
#pxm-FUNC P nogil
def _gl_print_string(msg:'char *', name:'GLenum'):
#px/printf('%s %s\n', msg, <char*>glGetString(name))
printf('%s %s\n', msg, glGetString(name))
#pxm-FUNC P nogil
def _gl_print_float(msg:'char *', name:'GLenum'):
#px+cdef GLfloat i
#px/glGetFloatv(name, &i)
i = glGetFloatv(name)
printf('%s %f\n', msg, i)
#pxm-FUNC P nogil
def _gl_print_integer(msg:'char *', name:'GLenum'):
#px+cdef GLint i
#px/glGetIntegerv(name, &i)
i = glGetIntegerv(name)
printf('%s %d\n', msg, i)
#pxm-FUNC P nogil
def _gl_print_bool(msg:'char *', name:'GLenum'):
#px+cdef GLboolean i
#px+glGetBooleanv(name, &i)
#px/printf('%s %d\n', msg, <int>i)
printf('%s %d\n', msg, glGetBooleanv(name))
#pxm-FUNC PD nogil
def gl_init():
if debug & DEBUG_MSGGL:
puts('GL Strings:')
_gl_print_string(' GL Vendor:', GL_VENDOR)
_gl_print_string(' GL Renderer:', GL_RENDERER)
_gl_print_string(' GL Version:', GL_VERSION)
_gl_print_string(' GL Shading Language Version:', GL_SHADING_LANGUAGE_VERSION)
#_gl_print_string(' GL Extensions:', GL_EXTENSIONS)
_gl_print_integer(' GL_SAMPLE_BUFFERS:', GL_SAMPLE_BUFFERS)
_gl_print_float(' GL_SAMPLE_COVERAGE_VALUE:', GL_SAMPLE_COVERAGE_VALUE)
_gl_print_bool(' GL_SAMPLE_COVERAGE_INVERT:', GL_SAMPLE_COVERAGE_INVERT)
_gl_print_integer(' GL_SAMPLES:', GL_SAMPLES)
#px/IF '[[GLVARIANT]]' == 'ogl':
if True:
printf(' GL_MULTISAMPLE: %d\n', glIsEnabled(GL_MULTISAMPLE))
#print(' GL_SAMPLE_ALPHA_TO_COVERAGE:', glIsEnabled(GL_SAMPLE_ALPHA_TO_COVERAGE))
#print(' GL_SAMPLE_COVERAGE:', glIsEnabled(GL_SAMPLE_COVERAGE))
_gl_print_integer(' GL_MAX_VERTEX_ATTRIBS:', GL_MAX_VERTEX_ATTRIBS)
_gl_print_integer(' GL_MAX_TEXTURE_SIZE:', GL_MAX_TEXTURE_SIZE)
gldraw.gl_init_buffers()
if debug & DEBUG_DRAW:
gl_create_hud_program()
gl_create_pick_program()
#pxm-FUNC PD nogil
def gl_exit():
gldraw.gl_delete_buffers()
if renderdata.prog_render > 0: glDeleteProgram(renderdata.prog_render)
if renderdata.prog_hud > 0: glDeleteProgram(renderdata.prog_hud)
if renderdata.prog_pick > 0: glDeleteProgram(renderdata.prog_pick)
renderdata.prog_render = 0
renderdata.prog_hud = 0
renderdata.prog_pick = 0
### render functions
#pxm-FUNC PD nogil
def gl_set_atlas_texture(width:int, height:int):
#px+cdef int i, x, w, h
#px+cdef char *data = <char*>malloc(width*height*4)
#px+memset(data, 0, width*height*4)
#FIXME: GL_INVALID_OPERATION, but it works, at least on the phone a call to glTexImage2D is needed before glTexSubImage2D
#px+glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)
#px+free(data)
for i in range(renderdata.atlaslen):
x, w, h = renderdata.atlasdata[i].x, renderdata.atlasdata[i].w, renderdata.atlasdata[i].h
data = renderdata.atlasdata[i].data
glTexSubImage2D(GL_TEXTURE_2D, 0, x, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, data)
#pxm-FUNC P nogil
def _gl_set_matrix(location:'GLint', matrix:'gldraw.mat4 &'):
#px/glUniformMatrix4fv(location, 1, GL_FALSE, &matrix[0][0])
glUniformMatrix4fv(location, 1, GL_FALSE, matrix)
#pxm-FUNC PD nogil
def gl_render():
if renderdata.shader_changed:
gl_create_render_program()
renderdata.shader_changed = False
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
glFrontFace(GL_CCW)
gldraw.gl_enable_data()
glViewport(0, renderdata.y, renderdata.width, renderdata.height)
if debug & DEBUG_PICK:
_set_picking_matrix_identity()
_gl_render_pick()
else:
glUseProgram(renderdata.prog_render)
#px/IF '[[GLVARIANT]]' == 'ogl':
if True:
if renderdata.multisample:
glEnable(GL_MULTISAMPLE)
else:
glDisable(GL_MULTISAMPLE)
#px+IF OFFSCREEN:
#px+ glClearColor(renderdata.bg_red, renderdata.bg_green, renderdata.bg_blue, 0.)
#px/ELSE:
if True:
glClearColor(renderdata.bg_red, renderdata.bg_green, renderdata.bg_blue, 1.)
_gl_set_matrix(renderdata.projection_location, renderdata.projection_matrix)
_gl_set_matrix(renderdata.modelview_location, renderdata.modelview_matrix)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
gldraw.gl_draw_cube()
if debug & DEBUG_DRAW:
gldraw.gl_draw_cube_debug()
glClearColor(0, 0, 0, 0)
glUseProgram(0)
gldraw.gl_disable_data()
glDisable(GL_CULL_FACE)
glDisable(GL_DEPTH_TEST)
#pxm-FUNC PD nogil
def gl_render_select_debug():
#px/cdef GLfloat selectdata[12]
selectdata = [0.] * 12
selectdata[0] = renderdata.debug_modelview1[0]
selectdata[1] = renderdata.debug_modelview1[1]
selectdata[2] = renderdata.debug_modelview1[2]
selectdata[3] = renderdata.debug_modelview2[0]
selectdata[4] = renderdata.debug_modelview2[1]
selectdata[5] = renderdata.debug_modelview2[2]
selectdata[6] = renderdata.debug_viewport1[0] / renderdata.width * 2 - 1
selectdata[7] = renderdata.debug_viewport1[1] / renderdata.height * 2 - 1
selectdata[8] = 0
selectdata[9] = renderdata.debug_viewport2[0] / renderdata.width * 2 - 1
selectdata[10] = renderdata.debug_viewport2[1] / renderdata.height * 2 - 1
selectdata[11] = 0
gldraw.gl_enable_data()
glUseProgram(renderdata.prog_render)
glViewport(0, renderdata.y, renderdata.width, renderdata.height)
#px/gldraw.gl_draw_select_debug(&selectdata[0], sizeof(selectdata), renderdata.prog_hud)
gldraw.gl_draw_select_debug(selectdata, 0, renderdata.prog_hud)
glUseProgram(0)
gldraw.gl_disable_data()
### picking functions
#pxm-FUNC P nogil
def _gl_render_pick():
glUseProgram(renderdata.prog_pick)
#px/IF '[[GLVARIANT]]' == 'ogl':
if True:
glDisable(GL_MULTISAMPLE)
glClearColor(0., 0., 0., 1.)
_gl_set_matrix(renderdata.picking_location, renderdata.picking_matrix)
_gl_set_matrix(renderdata.projection_pick_location, renderdata.projection_matrix)
_gl_set_matrix(renderdata.modelview_pick_location, renderdata.modelview_matrix)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
gldraw.gl_pick_cube()
#pxm-FUNC PD nogil
def gl_pick_polygons()->int:
#px+cdef unsigned char pixel[4]
#px+cdef int index
if not (0 <= renderdata.pick_x < renderdata.width and 0 <= renderdata.pick_y < renderdata.height):
return 0
_set_picking_matrix(renderdata.pick_x, renderdata.pick_y)
glEnable(GL_DEPTH_TEST)
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
glFrontFace(GL_CCW)
gldraw.gl_enable_data()
glViewport(0, 0, 1, 1)
_gl_render_pick()
gldraw.gl_disable_data()
glDisable(GL_CULL_FACE)
glDisable(GL_DEPTH_TEST)
#px/glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel)
pixel = glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, [[[0, 0, 0, 0]]])[0][0]
return pixel[0]<<4 | pixel[1] | pixel[2]>>4
#pxm-FUNC P nogil
def _modelview_to_viewport(vvect:'float *', mvect:'int *'):
#px+cdef gldraw.vec4 *M
#px+cdef gldraw.vec4 *P
#px+cdef float u0, u1, u2, v0, v1, v3
#px/M = <gldraw.vec4*>&renderdata.modelview_matrix[0][0]
M = renderdata.modelview_matrix
#px/P = <gldraw.vec4*>&renderdata.projection_matrix[0][0]
P = renderdata.projection_matrix
# u = M^T * vvect
#assert M[1][0] == 0
u0 = M[0][0]*vvect[0] + M[1][0]*vvect[1] + M[2][0]*vvect[2] + M[3][0]
u1 = M[0][1]*vvect[0] + M[1][1]*vvect[1] + M[2][1]*vvect[2] + M[3][1]
u2 = M[0][2]*vvect[0] + M[1][2]*vvect[1] + M[2][2]*vvect[2] + M[3][2]
#u3 = 1.
# v = P * u
v0 = P[0][0] * u0 + P[1][0] * u1 + P[2][0] * u2 + P[3][0] #* u3
v1 = P[0][1] * u0 + P[1][1] * u1 + P[2][1] * u2 + P[3][1] #* u3
#v2 = P[0][2] * u0 + P[1][2] * u1 + P[2][2] * u2 + P[3][2] * u3
v3 = P[0][3] * u0 + P[1][3] * u1 + P[2][3] * u2 + P[3][3] #* u3
mvect[0] = int((v0 / v3 + 1) / 2 * renderdata.width)
mvect[1] = int((v1 / v3 + 1) / 2 * renderdata.height)
#pxm-FUNC P nogil
def _viewport_to_modelview(vvect:'int *', mvect:'float *'):
#px+cdef gldraw.vec4 *MT
#px+cdef gldraw.vec4 *P
#px+cdef float u0, u1, u2, u3, v0, v1, v2
v0 = vvect[0] / renderdata.width * 2 - 1
v1 = vvect[1] / renderdata.height * 2 - 1
v2 = 0
#v3 = 1
# P * P^-1 = I
# a 0 0 0 A 0 0 0 aA 0 0 0 E = -eD/c
# 0 b 0 0 * 0 B 0 0 = 0 bB 0 0 ,
# 0 0 e c 0 0 0 D 0 0 cC 0
# 0 0 d 0 0 0 C E 0 0 0 dD
#px/P = <gldraw.vec4*>&renderdata.projection_matrix[0][0]
P = renderdata.projection_matrix
# u = P^-1 * v
u0 = 1 / P[0][0] * v0
u1 = 1 / P[1][1] * v1
u2 = 1 / P[2][3]
#assert u2 == -1
u3 = - P[2][2] / P[3][2] / P[2][3]
# MT * MT^-1 = I
# a b c 0 a 0 f 0 1 0 0 0 U = -cz
# 0 d e 0 * b d g 0 = 0 1 0 0, V = -ez
# f g h 0 c e h 0 0 0 1 0 W = -hz
# 0 0 z 1 U V W 1 0 0 0 1
#px/MT = <gldraw.vec4*>&renderdata.modelview_matrix[0][0]
MT = renderdata.modelview_matrix
# v = M^-1 * u
v0 = MT[0][0]*u0 + MT[0][1]*u1 + MT[0][2]*u2 - MT[0][2] * MT[3][2]*u3
v1 = MT[1][0]*u0 + MT[1][1]*u1 + MT[1][2]*u2 - MT[1][2] * MT[3][2]*u3
v2 = MT[2][0]*u0 + MT[2][1]*u1 + MT[2][2]*u2 - MT[2][2] * MT[3][2]*u3
#v3 = u3
mvect[0] = v0 / u3
mvect[1] = v1 / u3
mvect[2] = v2 / u3
def get_cursor_angle(d):
#px+cdef float angle
#px+cdef int i
#px+cdef float x, y
renderdata.debug_viewport1[0] = uidata.pick_x
renderdata.debug_viewport1[1] = uidata.pick_y
_viewport_to_modelview(renderdata.debug_viewport1, renderdata.debug_modelview1)
for i in range(3):
renderdata.debug_modelview2[i] = d[i] + renderdata.debug_modelview1[i]
_modelview_to_viewport(renderdata.debug_modelview2, renderdata.debug_viewport2)
x = renderdata.debug_viewport1[0] - renderdata.debug_viewport2[0]
y = renderdata.debug_viewport1[1] - renderdata.debug_viewport2[1]
angle = atan2(x, y) * 180.0 / M_PI
return angle
### shader functions
#pxm-FUNC P nogil
def _gl_print_shader_log(shader:'GLuint'):
#px+cdef GLint log_len
#px+cdef GLsizei length
#px+cdef char log[1024]
#px/glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_len)
log_len = glGetShaderiv(shader, GL_INFO_LOG_LENGTH)
if log_len > 0:
puts('==== shader info log:')
#px/glGetShaderInfoLog(shader, 1023, &length, log)
log = glGetShaderInfoLog(shader).decode('utf-8')
printf('%s', log)
puts('====')
else:
puts('==== empty shader info log')
#pxm-FUNC P nogil
def _gl_print_program_log(program:'GLuint'):
#px+cdef GLint log_len
#px+cdef GLsizei length
#px+cdef char log[1024]
#px/glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_len)
log_len = glGetProgramiv(program, GL_INFO_LOG_LENGTH)
if log_len > 0:
puts('==== program info log:')
#px/glGetProgramInfoLog(program, 1023, &length, log)
log = glGetProgramInfoLog(program).decode('utf-8')
printf('%s', log)
puts('====')
else:
puts('==== empty program info log')
#pxm-FUNC P nogil
def _gl_create_compiled_shader(shadertype:'GLenum', source:'char *')->'GLuint':
#px+cdef GLuint shader
#px+cdef const_GLchar_ptr pchar
#px+cdef GLint compile_status
shader = glCreateShader(shadertype)
if shader == 0:
puts('Failed to create shader')
return 0
#px+pchar = <const_GLchar_ptr><char*>source
#px/glShaderSource(shader, 1, &pchar, NULL)
glShaderSource(shader, source.decode('utf-8')) # PyOpenGL needs str currently
glCompileShader(shader)
if debug & DEBUG_MSGGL:
#px/glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &compile_status)
compile_status = glGetShaderiv(shader, GL_INFO_LOG_LENGTH)
printf('GL_INFO_LOG_LENGTH %d\n', compile_status)
compile_status = compile_status <= 1
if compile_status:
#px/glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status)
compile_status = glGetShaderiv(shader, GL_COMPILE_STATUS)
else:
#px/glGetShaderiv(shader, GL_COMPILE_STATUS, &compile_status)
compile_status = glGetShaderiv(shader, GL_COMPILE_STATUS)
if not compile_status:
_gl_print_shader_log(shader)
return shader
#pxm-FUNC P nogil
def _get_program_iv(program:'GLuint', pname:'GLenum')->'GLint':
#px+cdef GLint param
#px/glGetProgramiv(program, pname, ¶m)
param = int(glGetProgramiv(program, pname))
return param
#pxm-FUNC P nogil
def _gl_print_program_info(program:'GLuint')->'GLint':
#px+cdef GLint link_status, info_log_length, param, aaml, auml
#px+cdef int i
#px+cdef GLsizei alength
#px+cdef GLint asize, location
#px+cdef GLenum atype
#px+cdef char aname[1024]
printf('shader program info %d\n', program)
glValidateProgram(program)
printf(' delete status %d\n', _get_program_iv(program, GL_DELETE_STATUS))
link_status = _get_program_iv(program, GL_LINK_STATUS)
printf(' link status %d\n', link_status)
printf(' validate status %d\n', _get_program_iv(program, GL_VALIDATE_STATUS))
info_log_length = _get_program_iv(program, GL_INFO_LOG_LENGTH)
printf(' info log length %d\n', info_log_length)
printf(' attached shaders %d\n',_get_program_iv(program, GL_ATTACHED_SHADERS))
aaml = _get_program_iv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH)
printf(' active attribute max length %d\n', aaml)
auml = _get_program_iv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH)
printf(' active uniform max length %d\n', auml)
#px/glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES, ¶m)
param = glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES)
printf('active attributes %d:\n', param)
for i in range(param):
#px/glGetActiveAttrib(program, i, 1023, &alength, &asize, &atype, aname)
aname, asize, atype = glGetActiveAttrib(program, i); alength = len(aname)
location = glGetAttribLocation(program, aname)
printf(' %d %-*s length=%d size=%d type=%d location=%d\n', i, aaml+3, aname, alength, asize, atype, location)
#px/glGetProgramiv(program, GL_ACTIVE_UNIFORMS, ¶m)
param = glGetProgramiv(program, GL_ACTIVE_UNIFORMS)
printf('active uniforms %d:\n', param)
for i in range(param):
#px/glGetActiveUniform(program, i, 1023, &alength, &asize, &atype, aname)
aname, asize, atype = glGetActiveUniform(program, i); alength = len(aname)
location = glGetUniformLocation(program, aname)
printf(' %d %-*s length=%d size=%d type=%d location=%d\n', i, auml+3, aname, alength, asize, atype, location)
return link_status and info_log_length <= 1
#pxm-FUNC P nogil
def _gl_program_add_shaders(program:'GLuint', vertex_source:'char *', fragment_source:'char *'):
#px+cdef GLuint vertex_shader = 0, fragment_shader = 0
#px+cdef GLint link_status
if debug & DEBUG_MSGGL: puts(' creating vertex shader')
vertex_shader = _gl_create_compiled_shader(GL_VERTEX_SHADER, vertex_source)
if vertex_shader:
glAttachShader(program, vertex_shader)
else:
puts('error: no vertex shader')
if debug & DEBUG_MSGGL: puts(' creating fragment shader')
fragment_shader = _gl_create_compiled_shader(GL_FRAGMENT_SHADER, fragment_source)
if fragment_shader:
glAttachShader(program, fragment_shader)
else:
puts('error: no fragment shader')
glLinkProgram(program)
if debug & DEBUG_MSGGL:
link_status = _gl_print_program_info(program)
else:
#px/glGetProgramiv(program, GL_LINK_STATUS, &link_status)
link_status = glGetProgramiv(program, GL_LINK_STATUS)
if not link_status:
printf('link status %d\n', link_status)
_gl_print_program_log(program)
if vertex_shader:
glDetachShader(program, vertex_shader)
glDeleteShader(vertex_shader)
if fragment_shader:
glDetachShader(program, fragment_shader)
glDeleteShader(fragment_shader)
#pxm-FUNC PD nogil
def gl_create_render_program():
#px+cdef GLint location
if debug & DEBUG_MSGGL: puts('Creating render shaders:')
if renderdata.prog_render > 0:
glDeleteProgram(renderdata.prog_render)
renderdata.prog_render = glCreateProgram()
glBindAttribLocation(renderdata.prog_render, gldraw.ATTRIB_LOCATION+0, b'vertex_attr')
glBindAttribLocation(renderdata.prog_render, gldraw.ATTRIB_LOCATION+1, b'normal_attr')
glBindAttribLocation(renderdata.prog_render, gldraw.ATTRIB_LOCATION+2, b'color_attr')
glBindAttribLocation(renderdata.prog_render, gldraw.ATTRIB_LOCATION+3, b'texcoord_attr')
glBindAttribLocation(renderdata.prog_render, gldraw.ATTRIB_LOCATION+4, b'barycentric_attr')
_gl_program_add_shaders(renderdata.prog_render, renderdata.shader_vertsrc, renderdata.shader_fragsrc)
if renderdata.prog_render > 0:
glUseProgram(renderdata.prog_render)
location = glGetUniformLocation(renderdata.prog_render, b'tex')
glUniform1i(location, 0) # 0 is the texture unit (-> glActiveTexture)
renderdata.modelview_location = glGetUniformLocation(renderdata.prog_render, b'modelview')
renderdata.projection_location = glGetUniformLocation(renderdata.prog_render, b'projection')
location = glGetUniformLocation(renderdata.prog_render, b'object')
gldraw.gl_init_object_location(location)
#pxm-FUNC P nogil
def gl_create_hud_program():
#px+cdef GLint location
if debug & DEBUG_MSGGL: puts('Creating "hud" shaders:')
if renderdata.prog_hud > 0:
glDeleteProgram(renderdata.prog_hud)
renderdata.prog_hud = glCreateProgram()
glBindAttribLocation(renderdata.prog_hud, gldraw.ATTRIB_LOCATION+0, b'vertex_attr')
glBindAttribLocation(renderdata.prog_hud, gldraw.ATTRIB_LOCATION+2, b'color_attr')
_gl_program_add_shaders(renderdata.prog_hud, renderdata.hud_vertsrc, renderdata.hud_fragsrc)
if renderdata.prog_hud > 0:
glUseProgram(renderdata.prog_hud)
#pxm-FUNC P nogil
def gl_create_pick_program():
if debug & DEBUG_MSGGL: puts('Creating "pick" shaders:')
if renderdata.prog_pick > 0:
glDeleteProgram(renderdata.prog_pick)
renderdata.prog_pick = glCreateProgram()
glBindAttribLocation(renderdata.prog_pick, gldraw.PICKATTRIB_LOCATION+0, b'vertex_attr')
glBindAttribLocation(renderdata.prog_pick, gldraw.PICKATTRIB_LOCATION+1, b'color_attr')
_gl_program_add_shaders(renderdata.prog_pick, renderdata.pick_vertsrc, renderdata.pick_fragsrc)
if renderdata.prog_pick > 0:
glUseProgram(renderdata.prog_pick)
renderdata.picking_location = glGetUniformLocation(renderdata.prog_pick, b'picking')
renderdata.projection_pick_location = glGetUniformLocation(renderdata.prog_pick, b'projection')
renderdata.modelview_pick_location = glGetUniformLocation(renderdata.prog_pick, b'modelview')
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