1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257
|
# Shader module from pyglet/experimental
from ctypes import *
from pyglet.gl import *
class GLSLException(Exception): pass
def glsl_log(handle):
if handle == 0:
return ''
log_len = c_int(0)
glGetObjectParameterivARB(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB,
byref(log_len))
if log_len.value == 0:
return ''
log = create_string_buffer(log_len.value) # does log_len include the NUL?
chars_written = c_int(0)
glGetInfoLogARB(handle, log_len.value, byref(chars_written), log)
return log.value
class Shader(object):
s_tag = 0
def __init__(self, name, prog):
self.name = name
self.prog = prog
self.shader = 0
self.compiling = False
self.tag = -1
self.dependencies = []
def __del__(self):
self.destroy()
def _source(self):
if self.tag == Shader.s_tag: return []
self.tag = Shader.s_tag
r = []
for d in self.dependencies:
r.extend(d._source())
r.append(self.prog)
return r
def _compile(self):
if self.shader: return
if self.compiling : return
self.compiling = True
self.shader = glCreateShaderObjectARB(self.shaderType())
if self.shader == 0:
raise GLSLException('faled to create shader object')
prog = c_char_p(self.prog)
length = c_int(-1)
glShaderSourceARB(self.shader,
1,
cast(byref(prog), POINTER(POINTER(c_char))),
byref(length))
glCompileShaderARB(self.shader)
self.compiling = False
compile_status = c_int(0)
glGetObjectParameterivARB(self.shader, GL_OBJECT_COMPILE_STATUS_ARB, byref(compile_status))
if not compile_status.value:
err = glsl_log(self.shader)
glDeleteObjectARB(self.shader)
self.shader = 0
raise GLSLException('failed to compile shader', err)
def _attachTo(self, program):
if self.tag == Shader.s_tag: return
self.tag = Shader.s_tag
for d in self.dependencies:
d._attachTo(program)
if self.isCompiled():
glAttachObjectARB(program, self.shader)
def addDependency(self, shader):
self.dependencies.append(shader)
return self
def destroy(self):
if self.shader != 0: glDeleteObjectARB(self.shader)
def shaderType(self):
raise NotImplementedError()
def isCompiled(self):
return self.shader != 0
def attachTo(self, program):
Shader.s_tag = Shader.s_tag + 1
self._attachTo(program)
# ATI/apple's glsl compiler is broken.
def attachFlat(self, program):
if self.isCompiled():
glAttachObjectARB(program, self.shader)
def compileFlat(self):
if self.isCompiled(): return
self.shader = glCreateShaderObjectARB(self.shaderType())
if self.shader == 0:
raise GLSLException('faled to create shader object')
all_source = ['\n'.join(self._source()).encode('utf-8')]
prog = (c_char_p * len(all_source))(*all_source)
length = (c_int * len(all_source))(-1)
glShaderSourceARB(self.shader,
len(all_source),
cast(prog, POINTER(POINTER(c_char))),
length)
glCompileShaderARB(self.shader)
compile_status = c_int(0)
glGetObjectParameterivARB(self.shader, GL_OBJECT_COMPILE_STATUS_ARB, byref(compile_status))
if not compile_status.value:
err = glsl_log(self.shader)
glDeleteObjectARB(self.shader)
self.shader = 0
raise GLSLException('failed to compile shader', err)
def compile(self):
if self.isCompiled(): return
for d in self.dependencies:
d.compile()
self._compile()
class VertexShader(Shader):
def shaderType(self): return GL_VERTEX_SHADER_ARB
class FragmentShader(Shader):
def shaderType(self): return GL_FRAGMENT_SHADER_ARB
class ShaderProgram(object):
def __init__(self, vertex_shader=None, fragment_shader=None):
self.vertex_shader = vertex_shader
self.fragment_shader = fragment_shader
self.program = 0
def __del__(self):
self.destroy()
def destroy(self):
if self.program != 0: glDeleteObjectARB(self.program)
def setShader(self, shader):
if isinstance(shader, FragmentShader):
self.fragment_shader = shader
if isinstance(shader, VertexShader):
self.vertex_shader = shader
if self.program != 0: glDeleteObjectARB(self.program)
def link(self):
if self.vertex_shader is not None: self.vertex_shader.compileFlat()
if self.fragment_shader is not None: self.fragment_shader.compileFlat()
self.program = glCreateProgramObjectARB()
if self.program == 0:
raise GLSLException('failed to create program object')
if self.vertex_shader is not None: self.vertex_shader.attachFlat(self.program)
if self.fragment_shader is not None: self.fragment_shader.attachFlat(self.program)
glLinkProgramARB(self.program)
link_status = c_int(0)
glGetObjectParameterivARB(self.program, GL_OBJECT_LINK_STATUS_ARB, byref(link_status))
if link_status.value == 0:
err = glsl_log(self.program)
glDeleteObjectARB(self.program)
self.program = 0
raise GLSLException('failed to link shader', err)
self.__class__._uloc_ = {}
self.__class__._vloc_ = {}
return self.program
def prog(self):
if self.program: return self.program
return self.link()
def install(self):
p = self.prog()
if p != 0:
glUseProgramObjectARB(p)
def uninstall(self):
glUseProgramObjectARB(0)
def uniformLoc(self, var):
try:
return self.__class__._uloc_[var]
except:
if self.program == 0:
self.link()
self.__class__._uloc_[var] = v = glGetUniformLocationARB(
self.program, var.encode('utf-8'))
return v
def uset1F(self, var, x):
glUniform1fARB(self.uniformLoc(var), x)
def uset2F(self, var, x, y):
glUniform2fARB(self.uniformLoc(var), x, y)
def uset3F(self, var, x, y, z):
glUniform3fARB(self.uniformLoc(var), x, y, z)
def uset4F(self, var, x, y, z, w):
glUniform4fARB(self.uniformLoc(var), x, y, z, w)
def uset1I(self, var, x):
glUniform1iARB(self.uniformLoc(var), x)
def uset3I(self, var, x, y, z):
glUniform1iARB(self.uniformLoc(var), x, y, z)
def usetM4F(self, var, m):
pass
# glUniform1iARB(self.uniformLoc(var), x, y, z)
def usetTex(self, var, u, v):
glUniform1iARB(self.uniformLoc(var), u)
glActiveTexture(GL_TEXTURE0 + u)
glBindTexture(v.gl_tgt, v.gl_id)
__all__ = ['VertexShader', 'FragmentShader', 'ShaderProgram', 'GLSLException']
|