annotate pytouhou/ui/opengl/shader.pyx @ 719:28e6332b088d

Add a dump_ecl example.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 30 Oct 2019 10:28:52 +0100
parents a6af3ff86612
children
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1 # -*- encoding: utf-8 -*-
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2 #
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3 # Copyright Tristam Macdonald 2008.
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4 # Copyright Emmanuel Gil Peyrot 2012.
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5 #
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6 # Distributed under the Boost Software License, Version 1.0
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7 # (see http://www.boost.org/LICENSE_1_0.txt)
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8 #
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9 # Source: https://swiftcoder.wordpress.com/2008/12/19/simple-glsl-wrapper-for-pyglet/
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10 #
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11
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12 from pytouhou.lib.opengl cimport \
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13 (glCreateProgram, glCreateShader, GL_VERTEX_SHADER,
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14 GL_FRAGMENT_SHADER, glShaderSource, glCompileShader, glGetShaderiv,
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15 GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, glGetShaderInfoLog,
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16 glAttachShader, glLinkProgram, glGetProgramiv, glGetProgramInfoLog,
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17 GL_LINK_STATUS, glUseProgram, glGetUniformLocation, glUniform1fv,
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18 glUniform4fv, glUniformMatrix4fv, glBindAttribLocation,
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19 glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup)
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20
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21 from libc.stdlib cimport malloc, free
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22 from .backend cimport shader_header, use_debug_group
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23
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24
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25 class GLSLException(Exception):
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26 pass
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28
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29 cdef class Shader:
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30 def __init__(self, vert=None, frag=None):
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31 if use_debug_group:
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32 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Program creation")
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33
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34 # create the program handle
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35 self.handle = glCreateProgram()
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36 # we are not linked yet
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37 self.linked = False
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38
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39 # cache the uniforms location
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40 self.location_cache = {}
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41
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42 # create the vertex shader
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43 vert_src = vert.encode()
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44 self.create_shader(vert_src, GL_VERTEX_SHADER)
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45
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46 # create the fragment shader
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47 frag_src = frag.encode()
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48 self.create_shader(frag_src, GL_FRAGMENT_SHADER)
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49
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50 #TODO: put those elsewhere.
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51 glBindAttribLocation(self.handle, 0, 'in_position')
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52 glBindAttribLocation(self.handle, 1, 'in_texcoord')
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53 glBindAttribLocation(self.handle, 2, 'in_color')
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54
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55 # attempt to link the program
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56 self.link()
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57
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58 if use_debug_group:
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59 glPopDebugGroup()
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60
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61 cdef bint create_shader(self, const GLchar *string, GLenum_shader shader_type) except True:
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62 cdef GLint temp
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63 cdef const GLchar *strings[2]
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64 strings[:] = [shader_header, string]
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65
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66 # create the shader handle
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67 shader = glCreateShader(shader_type)
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68
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69 # upload the source strings
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70 glShaderSource(shader, 2, strings, NULL)
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71
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72 # compile the shader
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73 glCompileShader(shader)
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74
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75 # retrieve the compile status
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76 glGetShaderiv(shader, GL_COMPILE_STATUS, &temp)
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77
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78 # if compilation failed, print the log
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79 if not temp:
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80 # retrieve the log length
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81 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &temp)
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82 # create a buffer for the log
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83 temp_buf = <GLchar*>malloc(temp * sizeof(GLchar))
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84 # retrieve the log text
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85 glGetShaderInfoLog(shader, temp, NULL, temp_buf)
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86 buf = temp_buf[:temp]
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87 free(temp_buf)
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88 # print the log to the console
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89 raise GLSLException(buf)
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90 else:
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91 # all is well, so attach the shader to the program
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92 glAttachShader(self.handle, shader)
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93
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94 cdef bint link(self) except True:
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95 cdef GLint temp
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96
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97 # link the program
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98 glLinkProgram(self.handle)
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99
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100 # retrieve the link status
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101 glGetProgramiv(self.handle, GL_LINK_STATUS, &temp)
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102
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103 # if linking failed, print the log
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104 if not temp:
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105 # retrieve the log length
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106 glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, &temp)
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107 # create a buffer for the log
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108 temp_buf = <GLchar*>malloc(temp * sizeof(GLchar))
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109 # retrieve the log text
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110 glGetProgramInfoLog(self.handle, temp, NULL, temp_buf)
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111 buf = temp_buf[:temp]
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112 free(temp_buf)
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113 # print the log to the console
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114 raise GLSLException(buf)
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115 else:
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116 # all is well, so we are linked
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117 self.linked = True
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118
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119 cdef GLint get_uniform_location(self, name) except -1:
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120 if isinstance(name, str):
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121 name = name.encode()
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122 if name not in self.location_cache:
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123 loc = glGetUniformLocation(self.handle, name)
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124 if loc == -1:
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125 raise GLSLException('Undefined {} uniform.'.format(name))
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126 self.location_cache[name] = loc
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127 return self.location_cache[name]
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128
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129 cdef void bind(self) nogil:
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130 # bind the program
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131 glUseProgram(self.handle)
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132
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133 # upload a floating point uniform
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134 # this program must be currently bound
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135 cdef bint uniform_1(self, name, GLfloat val) except True:
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136 glUniform1fv(self.get_uniform_location(name), 1, &val)
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137
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138 # upload a vec4 uniform
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139 cdef bint uniform_4(self, name, GLfloat a, GLfloat b, GLfloat c, GLfloat d) except True:
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140 cdef GLfloat vals[4]
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141 vals[0] = a
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142 vals[1] = b
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143 vals[2] = c
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144 vals[3] = d
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145 glUniform4fv(self.get_uniform_location(name), 1, vals)
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146
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147 # upload a uniform matrix
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148 # works with matrices stored as lists,
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149 # as well as euclid matrices
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150 cdef bint uniform_matrix(self, name, Matrix *mat) except True:
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151 # obtain the uniform location
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152 loc = self.get_uniform_location(name)
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153 # uplaod the 4x4 floating point matrix
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154 glUniformMatrix4fv(loc, 1, False, <GLfloat*>mat)