annotate pytouhou/ui/opengl/shader.pyx @ 545:bcff39c920ab

Set boss mode directly from the enemy.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 15 May 2014 20:14:54 +0200
parents 6e3b3d5d4691
children 0f2af7552462
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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
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20 from libc.stdlib cimport malloc, free
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23 class GLSLException(Exception):
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24 pass
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26
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27 cdef class Shader:
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28 # vert and frag take arrays of source strings the arrays will be
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29 # concattenated into one string by OpenGL
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30 def __init__(self, vert=None, frag=None):
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31 # create the program handle
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32 self.handle = glCreateProgram()
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33 # we are not linked yet
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34 self.linked = False
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35
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36 # cache the uniforms location
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37 self.location_cache = {}
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38
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39 # create the vertex shader
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40 self.create_shader(vert[0], GL_VERTEX_SHADER)
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41 # create the fragment shader
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42 self.create_shader(frag[0], GL_FRAGMENT_SHADER)
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43
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44 #TODO: put those elsewhere.
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45 glBindAttribLocation(self.handle, 0, 'in_position')
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46 glBindAttribLocation(self.handle, 1, 'in_texcoord')
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47 glBindAttribLocation(self.handle, 2, 'in_color')
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48
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49 # attempt to link the program
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50 self.link()
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51
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52 cdef void create_shader(self, const GLchar *string, GLenum shader_type):
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53 cdef GLint temp
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54 cdef const GLchar **strings = &string
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55
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56 # create the shader handle
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57 shader = glCreateShader(shader_type)
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58
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59 # upload the source strings
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60 glShaderSource(shader, 1, strings, NULL)
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61
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62 # compile the shader
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63 glCompileShader(shader)
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64
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65 # retrieve the compile status
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66 glGetShaderiv(shader, GL_COMPILE_STATUS, &temp)
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67
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68 # if compilation failed, print the log
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69 if not temp:
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70 # retrieve the log length
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71 glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &temp)
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72 # create a buffer for the log
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73 temp_buf = <GLchar*>malloc(temp * sizeof(GLchar))
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74 # retrieve the log text
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75 glGetShaderInfoLog(shader, temp, NULL, temp_buf)
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76 buf = temp_buf[:temp]
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77 free(temp_buf)
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78 # print the log to the console
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79 raise GLSLException(buf)
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80 else:
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81 # all is well, so attach the shader to the program
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82 glAttachShader(self.handle, shader)
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83
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84 cdef void link(self):
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85 cdef GLint temp
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86
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87 # link the program
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88 glLinkProgram(self.handle)
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89
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90 # retrieve the link status
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91 glGetProgramiv(self.handle, GL_LINK_STATUS, &temp)
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92
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93 # if linking failed, print the log
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94 if not temp:
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95 # retrieve the log length
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96 glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, &temp)
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97 # create a buffer for the log
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98 temp_buf = <GLchar*>malloc(temp * sizeof(GLchar))
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99 # retrieve the log text
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100 glGetProgramInfoLog(self.handle, temp, NULL, temp_buf)
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101 buf = temp_buf[:temp]
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102 free(temp_buf)
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103 # print the log to the console
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104 raise GLSLException(buf)
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105 else:
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106 # all is well, so we are linked
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107 self.linked = True
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108
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109 cdef GLint get_uniform_location(self, name):
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110 if name not in self.location_cache:
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111 loc = glGetUniformLocation(self.handle, name)
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112 if loc == -1:
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113 raise GLSLException('Undefined {} uniform.'.format(name))
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114 self.location_cache[name] = loc
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115 return self.location_cache[name]
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116
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117 cdef void bind(self) nogil:
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118 # bind the program
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119 glUseProgram(self.handle)
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120
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121 # upload a floating point uniform
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122 # this program must be currently bound
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123 cdef void uniform_1(self, name, GLfloat val):
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124 glUniform1fv(self.get_uniform_location(name), 1, &val)
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125
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126 # upload a vec4 uniform
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127 cdef void uniform_4(self, name, GLfloat a, GLfloat b, GLfloat c, GLfloat d):
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128 cdef GLfloat vals[4]
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129 vals[0] = a
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130 vals[1] = b
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131 vals[2] = c
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132 vals[3] = d
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133 glUniform4fv(self.get_uniform_location(name), 1, vals)
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134
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135 # upload a uniform matrix
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136 # works with matrices stored as lists,
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137 # as well as euclid matrices
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138 cdef void uniform_matrix(self, name, Matrix *mat):
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139 # obtain the uniform location
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140 loc = self.get_uniform_location(name)
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141 # uplaod the 4x4 floating point matrix
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142 glUniformMatrix4fv(loc, 1, False, <GLfloat*>mat)