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# /*#########################################################################
#
# The PyMca X-Ray Fluorescence Toolkit
#
# Copyright (c) 2004-2015 European Synchrotron Radiation Facility
#
# This file is part of the PyMca X-ray Fluorescence Toolkit developed at
# the ESRF by the Software group.
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#
# ###########################################################################*/
__author__ = "T. Vincent - ESRF Data Analysis"
__contact__ = "thomas.vincent@esrf.fr"
__license__ = "MIT"
__copyright__ = "European Synchrotron Radiation Facility, Grenoble, France"
__doc__ = """
This module provides a class to handle shader program compilation.
"""
# import ######################################################################
from ctypes import c_float
import warnings
import numpy
from .gl import * # noqa
from .GLContext import getGLContext
# utils #######################################################################
def _glGetActiveAttrib(program, index):
"""Wrap PyOpenGL glGetActiveAttrib as for glGetActiveUniform
"""
bufSize = glGetProgramiv(program, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH)
length = GLsizei()
size = GLint()
type_ = GLenum()
name = (GLchar * bufSize)()
glGetActiveAttrib(program, index, bufSize, length, size, type_, name)
return name.value, size.value, type_.value
# GLProgram ###################################################################
class GLProgram(object):
"""Wrap OpenGL shader program.
The program is compiled lazily (i.e., at first program :meth:`use`).
When the program is compiled, it stores attributes and uniforms locations.
So, attributes and uniforms must be used after :meth:`use`.
This object supports multiple OpenGL contexts.
"""
def __init__(self, vertexShaderSrc, fragmentShaderSrc):
"""Create the object handling a shader program.
:param str vertexShaderSrc: The source of the vertex shader.
:param str fragmentShaderSrc: The source of the fragment shader.
"""
self._vertexShaderSrc = vertexShaderSrc
self._fragmentShaderSrc = fragmentShaderSrc
self._programs = {}
@staticmethod
def _compileGL(vertexShaderSrc, fragmentShaderSrc):
program = glCreateProgram()
vertexShader = glCreateShader(GL_VERTEX_SHADER)
glShaderSource(vertexShader, vertexShaderSrc)
glCompileShader(vertexShader)
if glGetShaderiv(vertexShader, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(vertexShader))
glAttachShader(program, vertexShader)
glDeleteShader(vertexShader)
fragmentShader = glCreateShader(GL_FRAGMENT_SHADER)
glShaderSource(fragmentShader, fragmentShaderSrc)
glCompileShader(fragmentShader)
if glGetShaderiv(fragmentShader, GL_COMPILE_STATUS) != GL_TRUE:
raise RuntimeError(glGetShaderInfoLog(fragmentShader))
glAttachShader(program, fragmentShader)
glDeleteShader(fragmentShader)
glLinkProgram(program)
if glGetProgramiv(program, GL_LINK_STATUS) != GL_TRUE:
raise RuntimeError(glGetProgramInfoLog(program))
glValidateProgram(program)
if glGetProgramiv(program, GL_VALIDATE_STATUS) != GL_TRUE:
warnings.warn(
'Cannot validate program: ' + \
glGetProgramInfoLog(program).decode('ascii'),
RuntimeWarning)
attributes = {}
for index in range(glGetProgramiv(program, GL_ACTIVE_ATTRIBUTES)):
name = _glGetActiveAttrib(program, index)[0]
nameStr = name.decode('ascii')
attributes[nameStr] = glGetAttribLocation(program, name)
uniforms = {}
for index in range(glGetProgramiv(program, GL_ACTIVE_UNIFORMS)):
name = glGetActiveUniform(program, index)[0]
nameStr = name.decode('ascii')
uniforms[nameStr] = glGetUniformLocation(program, name)
return program, attributes, uniforms
def _getProgramInfo(self):
glContext = getGLContext()
if glContext not in self._programs:
raise RuntimeError(
"Program was not compiled for current OpenGL context.")
return self._programs[glContext]
@property
def attributes(self):
"""Vertex attributes names and locations as a dict of {str: int}.
WARNING:
Read-only usage.
To use only with a valid OpenGL context and after :meth:`use`
has been called for this context.
"""
return self._getProgramInfo()[1]
@property
def uniforms(self):
"""Program uniforms names and locations as a dict of {str: int}.
WARNING:
Read-only usage.
To use only with a valid OpenGL context and after :meth:`use`
has been called for this context.
"""
return self._getProgramInfo()[2]
@property
def program(self):
"""OpenGL id of the program.
WARNING:
To use only with a valid OpenGL context and after :meth:`use`
has been called for this context.
"""
return self._getProgramInfo()[0]
def discard(self):
pass # Not implemented yet
def __del__(self):
self.discard()
def use(self):
glContext = getGLContext()
if glContext not in self._programs:
self._programs[glContext] = self._compileGL(
self._vertexShaderSrc, self._fragmentShaderSrc)
glUseProgram(self.program)
def setUniformMatrix(self, name, value, transpose=True, safe=False):
"""Wrap glUniformMatrix[2|3|4]fv
:param str name: The name of the uniform.
:param value: The 2D matrix (or the array of matrices, 3D).
Matrices are 2x2, 3x3 or 4x4.
:type value: numpy.ndarray with 2 or 3 dimensions of float32
:param bool transpose: Whether to transpose (True, default) or not.
:param bool safe: False: raise an error if no uniform with this name;
True: silently ignores it.
:raises KeyError: if no uniform corresponds to name.
"""
assert value.dtype == numpy.float32
shape = value.shape
assert len(shape) in (2, 3)
assert shape[-1] in (2, 3, 4)
assert shape[-1] == shape[-2] # As in OpenGL|ES 2.0
location = self.uniforms.get(name)
if location is not None:
count = 1 if len(shape) == 2 else shape[0]
transpose = GL_TRUE if transpose else GL_FALSE
if shape[-1] == 2:
glUniformMatrix2fv(location, count, transpose, value)
elif shape[-1] == 3:
glUniformMatrix3fv(location, count, transpose, value)
elif shape[-1] == 4:
glUniformMatrix4fv(location, count, transpose, value)
elif not safe:
raise KeyError('No uniform: %s' % name)
# main ########################################################################
if __name__ == "__main__":
import sys
try:
from PyQt4.QtGui import QApplication
from PyQt4.QtOpenGL import QGLWidget
except ImportError:
from PyQt5.QtWidgets import QApplication
from PyQt5.QtOpenGL import QGLWidget
# TODO a better test example
class Test(QGLWidget):
_vertexShaderSrc = """
attribute vec2 position;
void main(void) {
gl_Position = vec4(position, 0.0, 1.0);
}
"""
_fragmentShaderSrc = """
uniform vec4 color;
void main(void) {
gl_FragColor = color;
}
"""
def initializeGL(self):
glClearColor(1., 1., 1., 0.)
self.glProgram = Program(self._vertexShaderSrc,
self._fragmentShaderSrc)
def paintGL(self):
glClear(GL_COLOR_BUFFER_BIT)
self.glProgram.use()
print("Attributes: {0}".format(self.glProgram.attributes))
print("Uniforms: {0}".format(self.glProgram.uniforms))
w, h = 128, 128
data = (c_float * (w * h * 3))()
for i in range(w * h):
data[3*i] = i/float(w*h)
data[3*i+1] = i/float(w*h)
data[3*i+2] = i/float(w*h)
glUniform4f(self.glProgram.uniforms['color'], 1., 0., 0., 1.)
positions = (c_float * (4 * 2))(
0., 0., 1., 0., 0., 1., 1., 1.)
glEnableVertexAttribArray(self.glProgram.attributes['position'])
glVertexAttribPointer(self.glProgram.attributes['position'],
2,
GL_FLOAT,
GL_FALSE,
0, positions)
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
def resizeGL(self, w, h):
glViewport(0, 0, w, h)
app = QApplication([])
widget = Test()
widget.show()
sys.exit(app.exec())
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