Mercurial > touhou
annotate pytouhou/ui/shader.pyx @ 435:878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 07 Aug 2013 11:34:40 +0200 |
parents | f4d76d3d6f2a |
children | 1b56d62250ab |
rev | line source |
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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, GLint, |
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19 GLuint, GLchar, GLfloat, GLenum) |
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20 |
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21 from libc.stdlib cimport malloc, free |
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22 from pytouhou.utils.matrix cimport Matrix |
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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 cdef class Shader: |
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30 cdef GLuint handle |
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31 cdef bint linked |
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32 cdef dict location_cache |
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33 |
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34 # vert and frag take arrays of source strings the arrays will be |
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35 # concattenated into one string by OpenGL |
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36 def __init__(self, vert=None, frag=None): |
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37 # create the program handle |
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38 self.handle = glCreateProgram() |
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39 # we are not linked yet |
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40 self.linked = False |
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41 |
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42 # cache the uniforms location |
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43 self.location_cache = {} |
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44 |
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45 # create the vertex shader |
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46 self.create_shader(vert[0], GL_VERTEX_SHADER) |
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47 # create the fragment shader |
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48 self.create_shader(frag[0], 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 cdef void create_shader(self, const GLchar *string, GLenum shader_type): |
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59 cdef GLint temp |
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60 cdef const GLchar **strings = &string |
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61 |
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62 # create the shader handle |
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63 shader = glCreateShader(shader_type) |
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64 |
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65 # upload the source strings |
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66 glShaderSource(shader, 1, strings, NULL) |
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67 |
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68 # compile the shader |
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69 glCompileShader(shader) |
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70 |
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71 # retrieve the compile status |
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72 glGetShaderiv(shader, GL_COMPILE_STATUS, &temp) |
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73 |
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74 # if compilation failed, print the log |
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75 if not temp: |
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76 # retrieve the log length |
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77 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &temp) |
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78 # create a buffer for the log |
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79 temp_buf = <GLchar*>malloc(temp * sizeof(GLchar)) |
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80 # retrieve the log text |
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81 glGetShaderInfoLog(shader, temp, NULL, temp_buf) |
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82 buf = temp_buf[:temp] |
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83 free(temp_buf) |
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84 # print the log to the console |
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85 raise GLSLException(buf) |
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86 else: |
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87 # all is well, so attach the shader to the program |
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88 glAttachShader(self.handle, shader) |
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89 |
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90 cdef void link(self): |
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91 cdef GLint temp |
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92 |
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93 # link the program |
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94 glLinkProgram(self.handle) |
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95 |
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96 # retrieve the link status |
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97 glGetProgramiv(self.handle, GL_LINK_STATUS, &temp) |
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98 |
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99 # if linking failed, print the log |
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100 if not temp: |
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101 # retrieve the log length |
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102 glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, &temp) |
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103 # create a buffer for the log |
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104 temp_buf = <GLchar*>malloc(temp * sizeof(GLchar)) |
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105 # retrieve the log text |
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106 glGetProgramInfoLog(self.handle, temp, NULL, temp_buf) |
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107 buf = temp_buf[:temp] |
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108 free(temp_buf) |
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109 # print the log to the console |
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110 raise GLSLException(buf) |
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111 else: |
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112 # all is well, so we are linked |
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113 self.linked = True |
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114 |
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115 cdef GLint get_uniform_location(self, name): |
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116 if name not in self.location_cache: |
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117 loc = glGetUniformLocation(self.handle, name) |
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118 if loc == -1: |
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119 raise GLSLException('Undefined {} uniform.'.format(name)) |
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120 self.location_cache[name] = loc |
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121 return self.location_cache[name] |
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122 |
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123 def bind(self): |
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124 # bind the program |
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125 glUseProgram(self.handle) |
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126 |
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127 # upload a floating point uniform |
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128 # this program must be currently bound |
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129 def uniform_1(self, name, GLfloat val): |
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130 glUniform1fv(self.get_uniform_location(name), 1, &val) |
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131 |
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132 # upload a vec4 uniform |
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133 def uniform_4(self, name, GLfloat a, GLfloat b, GLfloat c, GLfloat d): |
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134 cdef GLfloat vals[4] |
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135 vals[0] = a |
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136 vals[1] = b |
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137 vals[2] = c |
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138 vals[3] = d |
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139 glUniform4fv(self.get_uniform_location(name), 1, vals) |
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140 |
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141 # upload a uniform matrix |
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142 # works with matrices stored as lists, |
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143 # as well as euclid matrices |
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144 def uniform_matrix(self, name, Matrix mat): |
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145 # obtain the uniform location |
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146 loc = self.get_uniform_location(name) |
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147 # uplaod the 4x4 floating point matrix |
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148 glUniformMatrix4fv(loc, 1, False, mat.data) |