annotate pytouhou/ui/shader.py @ 397:c5ba11ede097

Don’t duplicate values in sprite rendering data.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 06 Feb 2013 21:41:05 +0100
parents 346614f788f1
children
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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
383
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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,
385
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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