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#!/usr/bin/env python
# -*- coding: utf-8 -*-
# -----------------------------------------------------------------------------
# Copyright (c) 2013, Nicolas P. Rougier. All rights reserved.
# Distributed under the terms of the new BSD License.
# -----------------------------------------------------------------------------
import numpy as np
from functools import reduce
from operator import mul
def dtype_reduce(dtype, level=0, depth=0):
"""
Try to reduce dtype up to a given level when it is possible
dtype = [ ('vertex', [('x', 'f4'), ('y', 'f4'), ('z', 'f4')]),
('normal', [('x', 'f4'), ('y', 'f4'), ('z', 'f4')]),
('color', [('r', 'f4'), ('g', 'f4'), ('b', 'f4'),
('a', 'f4')])]
level 0: ['color,vertex,normal,', 10, 'float32']
level 1: [['color', 4, 'float32']
['normal', 3, 'float32']
['vertex', 3, 'float32']]
"""
dtype = np.dtype(dtype)
fields = dtype.fields
# No fields
if fields is None:
if len(dtype.shape):
count = reduce(mul, dtype.shape)
else:
count = 1
# size = dtype.itemsize / count
if dtype.subdtype:
name = str(dtype.subdtype[0])
else:
name = str(dtype)
return ['', count, name]
else:
items = []
name = ''
# Get reduced fields
for key, value in fields.items():
dtype_list = dtype_reduce(value[0], level, depth + 1)
if type(dtype_list[0]) is str:
items.append([key, dtype_list[1], dtype_list[2]])
else:
items.append(dtype_list)
name += key + ','
# Check if we can reduce item list
ctype = None
count = 0
for i, item in enumerate(items):
# One item is a list, we cannot reduce
if type(item[0]) is not str:
return items
else:
if i == 0:
ctype = item[2]
count += item[1]
else:
if item[2] != ctype:
return items
count += item[1]
if depth >= level:
return [name, count, ctype]
else:
return items
def fetchcode(utype, prefix=""):
"""
Generate the GLSL code needed to retrieve fake uniform values from a
texture.
uniforms : sampler2D
Texture to fetch uniforms from
uniforms_shape: vec3
Size of texture (width,height,count) where count is the number of float
to be fetched.
collection_index: float
Attribute giving the index of the uniforms to be fetched. This index
relates to the index in the uniform array from python side.
"""
utype = np.dtype(utype)
_utype = dtype_reduce(utype, level=1)
header = """
uniform sampler2D uniforms;
uniform vec3 uniforms_shape;
attribute float collection_index;
"""
# Header generation (easy)
types = {1: 'float', 2: 'vec2 ', 3: 'vec3 ',
4: 'vec4 ', 9: 'mat3 ', 16: 'mat4 '}
for name, count, _ in _utype:
if name != '__unused__':
header += "varying %s %s%s;\n" % (types[count], prefix, name)
# Body generation (not so easy)
body = """\nvoid fetch_uniforms() {
float rows = uniforms_shape.x;
float cols = uniforms_shape.y;
float count = uniforms_shape.z;
float index = collection_index;
int index_x = int(mod(index, (floor(cols/(count/4.0))))) * int(count/4.0);
int index_y = int(floor(index / (floor(cols/(count/4.0)))));
float size_x = cols - 1.0;
float size_y = rows - 1.0;
float ty = 0.0;
if (size_y > 0.0)
ty = float(index_y)/size_y;
int i = index_x;
vec4 _uniform;\n"""
_utype = dict([(name, count) for name, count, _ in _utype])
store = 0
# Be very careful with utype name order (_utype.keys is wrong)
for name in utype.names:
if name == '__unused__':
continue
count, shift = _utype[name], 0
size = count
while count:
if store == 0:
body += "\n _uniform = texture2D(uniforms, vec2(float(i++)/size_x,ty));\n" # noqa
store = 4
if store == 4:
a = "xyzw"
elif store == 3:
a = "yzw"
elif store == 2:
a = "zw"
elif store == 1:
a = "w"
if shift == 0:
b = "xyzw"
elif shift == 1:
b = "yzw"
elif shift == 2:
b = "zw"
elif shift == 3:
b = "w"
i = min(min(len(b), count), len(a))
if size > 1:
body += " %s%s.%s = _uniform.%s;\n" % (prefix, name, b[:i], a[:i]) # noqa
else:
body += " %s%s = _uniform.%s;\n" % (prefix, name, a[:i])
count -= i
shift += i
store -= i
body += """}\n\n"""
return header + body
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