Mercurial > touhou
annotate pytouhou/ui/shader.py @ 422:52829ebe2561
Refactor window management in its own class.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 16 Jul 2013 21:07:15 +0200 |
parents | 346614f788f1 |
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rev | line source |
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1 # |
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2 # Copyright Tristam Macdonald 2008. |
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3 # Copyright Emmanuel Gil Peyrot 2012. |
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4 # |
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5 # Distributed under the Boost Software License, Version 1.0 |
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6 # (see http://www.boost.org/LICENSE_1_0.txt) |
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7 # |
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8 # Source: https://swiftcoder.wordpress.com/2008/12/19/simple-glsl-wrapper-for-pyglet/ |
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9 # |
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10 |
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11 from pyglet.gl import (glCreateProgram, glCreateShader, GL_VERTEX_SHADER, |
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12 GL_FRAGMENT_SHADER, glShaderSource, glCompileShader, |
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13 glGetShaderiv, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, |
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14 glGetShaderInfoLog, glAttachShader, glLinkProgram, |
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15 glGetProgramiv, glGetProgramInfoLog, GL_LINK_STATUS, |
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16 glUseProgram, glGetUniformLocation, glUniform1f, |
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17 glUniform2f, glUniform3f, glUniform4f, glUniform1i, |
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18 glUniform2i, glUniform3i, glUniform4i, |
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19 glUniformMatrix4fv, glBindAttribLocation) |
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20 |
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21 from ctypes import (c_char, c_char_p, c_int, POINTER, byref, cast, |
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22 create_string_buffer) |
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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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27 |
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28 |
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29 class Shader(object): |
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30 # vert and frag take arrays of source strings the arrays will be |
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31 # concattenated into one string by OpenGL |
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32 def __init__(self, vert=None, frag=None): |
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33 # create the program handle |
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34 self.handle = glCreateProgram() |
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35 # we are not linked yet |
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36 self.linked = False |
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37 |
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38 # cache the uniforms location |
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39 self.location_cache = {} |
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40 |
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41 # create the vertex shader |
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42 self.createShader(vert, GL_VERTEX_SHADER) |
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43 # create the fragment shader |
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44 self.createShader(frag, GL_FRAGMENT_SHADER) |
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45 |
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46 #TODO: put those elsewhere. |
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47 glBindAttribLocation(self.handle, 0, 'in_position') |
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48 glBindAttribLocation(self.handle, 1, 'in_texcoord') |
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49 glBindAttribLocation(self.handle, 2, 'in_color') |
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50 |
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51 # attempt to link the program |
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52 self.link() |
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53 |
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54 def load_source(self, path): |
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55 with open(path, 'rb') as file: |
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56 source = file.read() |
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57 return source |
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58 |
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59 def createShader(self, strings, type): |
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60 count = len(strings) |
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61 # if we have no source code, ignore this shader |
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62 if count < 1: |
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63 return |
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64 |
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65 # create the shader handle |
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66 shader = glCreateShader(type) |
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67 |
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68 # convert the source strings into a ctypes pointer-to-char array, and upload them |
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69 # this is deep, dark, dangerous black magick - don't try stuff like this at home! |
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70 src = (c_char_p * count)(*strings) |
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71 glShaderSource(shader, count, cast(byref(src), POINTER(POINTER(c_char))), None) |
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72 |
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73 # compile the shader |
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74 glCompileShader(shader) |
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75 |
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76 temp = c_int(0) |
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77 # retrieve the compile status |
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78 glGetShaderiv(shader, GL_COMPILE_STATUS, byref(temp)) |
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79 |
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80 # if compilation failed, print the log |
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81 if not temp: |
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82 # retrieve the log length |
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83 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, byref(temp)) |
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84 # create a buffer for the log |
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85 buffer = create_string_buffer(temp.value) |
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86 # retrieve the log text |
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87 glGetShaderInfoLog(shader, temp, None, buffer) |
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88 # print the log to the console |
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89 raise GLSLException(buffer.value) |
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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 def link(self): |
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95 # link the program |
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96 glLinkProgram(self.handle) |
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97 |
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98 temp = c_int(0) |
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99 # retrieve the link status |
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100 glGetProgramiv(self.handle, GL_LINK_STATUS, byref(temp)) |
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101 |
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102 # if linking failed, print the log |
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103 if not temp: |
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104 # retrieve the log length |
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105 glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, byref(temp)) |
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106 # create a buffer for the log |
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107 buffer = create_string_buffer(temp.value) |
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108 # retrieve the log text |
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109 glGetProgramInfoLog(self.handle, temp, None, buffer) |
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110 # print the log to the console |
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111 raise GLSLException(buffer.value) |
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112 else: |
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113 # all is well, so we are linked |
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114 self.linked = True |
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115 |
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116 def bind(self): |
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117 # bind the program |
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118 glUseProgram(self.handle) |
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119 |
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120 @classmethod |
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121 def unbind(self): |
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122 # unbind whatever program is currently bound |
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123 glUseProgram(0) |
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124 |
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125 def get_uniform_location(self, name): |
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126 try: |
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127 return self.location_cache[name] |
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128 except KeyError: |
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129 loc = glGetUniformLocation(self.handle, name) |
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130 if loc == -1: |
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131 raise GLSLException #TODO |
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132 self.location_cache[name] = loc |
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133 return loc |
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134 |
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135 # upload a floating point uniform |
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136 # this program must be currently bound |
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137 def uniformf(self, name, *vals): |
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138 # check there are 1-4 values |
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139 if len(vals) in range(1, 5): |
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140 # select the correct function |
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141 { 1 : glUniform1f, |
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142 2 : glUniform2f, |
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143 3 : glUniform3f, |
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144 4 : glUniform4f |
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145 # retrieve the uniform location, and set |
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146 }[len(vals)](self.get_uniform_location(name), *vals) |
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147 |
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148 # upload an integer uniform |
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149 # this program must be currently bound |
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150 def uniformi(self, name, *vals): |
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151 # check there are 1-4 values |
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152 if len(vals) in range(1, 5): |
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153 # select the correct function |
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154 { 1 : glUniform1i, |
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155 2 : glUniform2i, |
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156 3 : glUniform3i, |
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157 4 : glUniform4i |
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158 # retrieve the uniform location, and set |
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159 }[len(vals)](self.get_uniform_location(name), *vals) |
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160 |
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161 # upload a uniform matrix |
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162 # works with matrices stored as lists, |
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163 # as well as euclid matrices |
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164 def uniform_matrixf(self, name, mat): |
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165 # obtian the uniform location |
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166 loc = self.get_uniform_location(name) |
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167 # uplaod the 4x4 floating point matrix |
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168 glUniformMatrix4fv(loc, 1, False, mat) |
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169 |