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shader.py
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shader.py
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# 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']