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from OpenGL import GL
from OpenGL.GL import shaders # noqa
try:
from OpenGL import NullFunctionError
except ImportError:
from OpenGL.error import NullFunctionError
import numpy as np
import re
## For centralizing and managing vertex/fragment shader programs.
def initShaders():
global Shaders
Shaders = [
ShaderProgram(None, [
VertexShader("""
uniform mat4 u_mvp;
attribute vec4 a_position;
attribute vec4 a_color;
varying vec4 v_color;
void main() {
v_color = a_color;
gl_Position = u_mvp * a_position;
}
"""),
FragmentShader("""
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
void main() {
gl_FragColor = v_color;
}
""")
]),
## increases fragment alpha as the normal turns orthogonal to the view
## this is useful for viewing shells that enclose a volume (such as isosurfaces)
ShaderProgram('balloon', [
VertexShader("""
uniform mat4 u_mvp;
uniform mat3 u_normal;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
varying vec4 v_color;
varying vec3 v_normal;
void main() {
v_normal = normalize(u_normal * a_normal);
v_color = a_color;
gl_Position = u_mvp * a_position;
}
"""),
FragmentShader("""
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec3 v_normal;
void main() {
vec4 color = v_color;
color.w = min(color.w + 2.0 * color.w * pow(v_normal.x*v_normal.x + v_normal.y*v_normal.y, 5.0), 1.0);
gl_FragColor = color;
}
""")
]),
## colors fragments based on face normals relative to view
## This means that the colors will change depending on how the view is rotated
ShaderProgram('viewNormalColor', [
VertexShader("""
uniform mat4 u_mvp;
uniform mat3 u_normal;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
varying vec4 v_color;
varying vec3 v_normal;
void main() {
v_normal = normalize(u_normal * a_normal);
v_color = a_color;
gl_Position = u_mvp * a_position;
}
"""),
FragmentShader("""
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec3 v_normal;
void main() {
vec3 rgb = (v_normal + 1.0) * 0.5;
gl_FragColor = vec4(rgb, v_color.a);
}
""")
]),
## colors fragments based on absolute face normals.
ShaderProgram('normalColor', [
VertexShader("""
uniform mat4 u_mvp;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
varying vec4 v_color;
varying vec3 v_normal;
void main() {
v_normal = normalize(a_normal);
v_color = a_color;
gl_Position = u_mvp * a_position;
}
"""),
FragmentShader("""
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec3 v_normal;
void main() {
vec3 rgb = (v_normal + 1.0) * 0.5;
gl_FragColor = vec4(rgb, v_color.a);
}
""")
]),
## very simple simulation of lighting.
## The light source position is always relative to the camera.
ShaderProgram('shaded', [
VertexShader("""
uniform mat4 u_mvp;
uniform mat3 u_normal;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
varying vec4 v_color;
varying vec3 v_normal;
void main() {
v_normal = normalize(u_normal * a_normal);
v_color = a_color;
gl_Position = u_mvp * a_position;
}
"""),
FragmentShader("""
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec3 v_normal;
void main() {
float p = dot(v_normal, normalize(vec3(1.0, -1.0, -1.0)));
p = p < 0. ? 0. : p * 0.8;
vec3 rgb = v_color.rgb * (0.2 + p);
gl_FragColor = vec4(rgb, v_color.a);
}
""")
]),
## colors get brighter near edges of object
ShaderProgram('edgeHilight', [
VertexShader("""
uniform mat4 u_mvp;
uniform mat3 u_normal;
attribute vec4 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
varying vec4 v_color;
varying vec3 v_normal;
void main() {
v_normal = normalize(u_normal * a_normal);
v_color = a_color;
gl_Position = u_mvp * a_position;
}
"""),
FragmentShader("""
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec3 v_normal;
void main() {
float s = pow(v_normal.x*v_normal.x + v_normal.y*v_normal.y, 2.0);
vec3 rgb = v_color.rgb + s * (1.0-v_color.rgb);
gl_FragColor = vec4(rgb, v_color.a);
}
""")
]),
## colors fragments by z-value.
## This is useful for coloring surface plots by height.
## This shader uses a uniform called "colorMap" to determine how to map the colors:
## red = pow(colorMap[0]*(z + colorMap[1]), colorMap[2])
## green = pow(colorMap[3]*(z + colorMap[4]), colorMap[5])
## blue = pow(colorMap[6]*(z + colorMap[7]), colorMap[8])
## (set the values like this: shader['uniformMap'] = array([...])
ShaderProgram('heightColor', [
VertexShader("""
uniform mat4 u_mvp;
attribute vec4 a_position;
varying float zpos;
void main() {
zpos = a_position.z;
gl_Position = u_mvp * a_position;
}
"""),
FragmentShader("""
#ifdef GL_ES
precision mediump float;
#endif
uniform float colorMap[9];
varying float zpos;
void main() {
vec3 color;
color.x = colorMap[0] * (zpos + colorMap[1]);
if (colorMap[2] != 1.0)
color.x = pow(color.x, colorMap[2]);
color.x = clamp(color.x, 0.0, 1.0);
color.y = colorMap[3] * (zpos + colorMap[4]);
if (colorMap[5] != 1.0)
color.y = pow(color.y, colorMap[5]);
color.y = clamp(color.y, 0.0, 1.0);
color.z = colorMap[6] * (zpos + colorMap[7]);
if (colorMap[8] != 1.0)
color.z = pow(color.z, colorMap[8]);
color.z = clamp(color.z, 0.0, 1.0);
gl_FragColor = vec4(color, 1.0);
}
"""),
], uniforms={'colorMap': [1, 1, 1, 1, 0.5, 1, 1, 0, 1]}),
]
CompiledShaderPrograms = {}
def getShaderProgram(name):
return ShaderProgram.names[name]
class Shader(object):
def __init__(self, shaderType, code):
self.shaderType = shaderType
self.code = code
self.compiled = None
def shader(self):
if self.compiled is None:
try:
self.compiled = shaders.compileShader(self.code, self.shaderType)
except NullFunctionError:
raise Exception("This OpenGL implementation does not support shader programs; many OpenGL features in pyqtgraph will not work.")
except RuntimeError as exc:
## Format compile errors a bit more nicely
if len(exc.args) == 3:
err, code, typ = exc.args
if not err.startswith('Shader compile failure'):
raise
code = code[0].decode('utf_8').split('\n')
err, c, msgs = err.partition(':')
err = err + '\n'
msgs = re.sub('b\'','',msgs)
msgs = re.sub('\'$','',msgs)
msgs = re.sub('\\\\n','\n',msgs)
msgs = msgs.split('\n')
errNums = [()] * len(code)
for i, msg in enumerate(msgs):
msg = msg.strip()
if msg == '':
continue
m = re.match(r'(\d+\:)?\d+\((\d+)\)', msg)
if m is not None:
line = int(m.groups()[1])
errNums[line-1] = errNums[line-1] + (str(i+1),)
#code[line-1] = '%d\t%s' % (i+1, code[line-1])
err = err + "%d %s\n" % (i+1, msg)
errNums = [','.join(n) for n in errNums]
maxlen = max(map(len, errNums))
code = [errNums[i] + " "*(maxlen-len(errNums[i])) + line for i, line in enumerate(code)]
err = err + '\n'.join(code)
raise Exception(err)
else:
raise
return self.compiled
class VertexShader(Shader):
def __init__(self, code):
Shader.__init__(self, GL.GL_VERTEX_SHADER, code)
class FragmentShader(Shader):
def __init__(self, code):
Shader.__init__(self, GL.GL_FRAGMENT_SHADER, code)
class ShaderProgram(object):
names = {}
def __init__(self, name, shaders, uniforms=None):
self.name = name
ShaderProgram.names[name] = self
self.shaders = shaders
self.prog = None
self.blockData = {}
self.uniformData = {}
## parse extra options from the shader definition
if uniforms is not None:
for k,v in uniforms.items():
self[k] = v
def setBlockData(self, blockName, data):
if data is None:
del self.blockData[blockName]
else:
self.blockData[blockName] = data
def setUniformData(self, uniformName, data):
if data is None:
del self.uniformData[uniformName]
else:
self.uniformData[uniformName] = data
def __setitem__(self, item, val):
self.setUniformData(item, val)
def __delitem__(self, item):
self.setUniformData(item, None)
def program(self, *, es2_compat=False):
# for reasons that may vary across drivers, having vertex attribute
# array generic location 0 enabled (glEnableVertexAttribArray(0)) is
# required for rendering to take place.
# this only becomes an issue if we are using glVertexAttrib{1,4}f
# because that's when we *don't* call glEnableVertexAttribArray.
# since we always need vertex coordinates to come from arrays, it is
# sufficient for us to bind "a_position" explicitly to 0.
if self.prog is None:
try:
# we know that macOS OpenGL 4.1 Core has ARB_ES2_compatibility,
# so we can get it to run legacy shaders by marking the shaders
# as ES2
compiled = []
for shader in self.shaders:
sources = [shader.code]
if es2_compat and not shader.code.lstrip().startswith("#version"):
sources.insert(0, "#version 100\n")
compiled.append(shaders.compileShader(sources, shader.shaderType))
self.prog = shaders.compileProgram(*compiled) ## compile program
except:
self.prog = -1
raise
# bind generic vertex attrib 0 to "a_position" and relink
GL.glBindAttribLocation(self.prog, 0, "a_position")
GL.glLinkProgram(self.prog)
return self.prog
def __enter__(self):
if len(self.shaders) > 0 and self.program() != -1:
GL.glUseProgram(self.program())
try:
## load uniform values into program
for uniformName, data in self.uniformData.items():
loc = self.uniform(uniformName)
if loc == -1:
raise Exception('Could not find uniform variable "%s"' % uniformName)
GL.glUniform1fv(loc, len(data), np.array(data, dtype=np.float32))
### bind buffer data to program blocks
#if len(self.blockData) > 0:
#bindPoint = 1
#for blockName, data in self.blockData.items():
### Program should have a uniform block declared:
###
### layout (std140) uniform blockName {
### vec4 diffuse;
### };
### pick any-old binding point. (there are a limited number of these per-program
#bindPoint = 1
### get the block index for a uniform variable in the shader
#blockIndex = glGetUniformBlockIndex(self.program(), blockName)
### give the shader block a binding point
#glUniformBlockBinding(self.program(), blockIndex, bindPoint)
### create a buffer
#buf = glGenBuffers(1)
#glBindBuffer(GL_UNIFORM_BUFFER, buf)
#glBufferData(GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW)
### also possible to use glBufferSubData to fill parts of the buffer
### bind buffer to the same binding point
#glBindBufferBase(GL_UNIFORM_BUFFER, bindPoint, buf)
except:
GL.glUseProgram(0)
raise
def __exit__(self, *args):
if len(self.shaders) > 0:
GL.glUseProgram(0)
def uniform(self, name):
"""Return the location integer for a uniform variable in this program"""
return GL.glGetUniformLocation(self.program(), name.encode('utf_8'))
#def uniformBlockInfo(self, blockName):
#blockIndex = glGetUniformBlockIndex(self.program(), blockName)
#count = glGetActiveUniformBlockiv(self.program(), blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS)
#indices = []
#for i in range(count):
#indices.append(glGetActiveUniformBlockiv(self.program(), blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES))
initShaders()
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