diff pytouhou/ui/shader.py @ 370:74471afbac37

Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 27 Jul 2012 18:43:48 +0200
parents
children 0537af9125a7
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new file mode 100644
--- /dev/null
+++ b/pytouhou/ui/shader.py
@@ -0,0 +1,153 @@
+#
+# Copyright Tristam Macdonald 2008.
+# Copyright Emmanuel Gil Peyrot 2012.
+#
+# Distributed under the Boost Software License, Version 1.0
+# (see http://www.boost.org/LICENSE_1_0.txt)
+#
+# Source: https://swiftcoder.wordpress.com/2008/12/19/simple-glsl-wrapper-for-pyglet/
+#
+
+from pyglet.gl import *
+
+
+class GLSLException(Exception):
+    pass
+
+
+class Shader(object):
+    # vert and frag take arrays of source strings the arrays will be
+    # concattenated into one string by OpenGL
+    def __init__(self, vert=None, frag=None):
+        # create the program handle
+        self.handle = glCreateProgram()
+        # we are not linked yet
+        self.linked = False
+
+        # cache the uniforms location
+        self.location_cache = {}
+
+        # create the vertex shader
+        self.createShader(vert, GL_VERTEX_SHADER)
+        # create the fragment shader
+        self.createShader(frag, GL_FRAGMENT_SHADER)
+
+        # attempt to link the program
+        self.link()
+
+    def load_source(self, path):
+        with open(path, 'rb') as file:
+            source = file.read()
+        return source
+
+    def createShader(self, strings, type):
+        count = len(strings)
+        # if we have no source code, ignore this shader
+        if count < 1:
+            return
+
+        # create the shader handle
+        shader = glCreateShader(type)
+
+        # convert the source strings into a ctypes pointer-to-char array, and upload them
+        # this is deep, dark, dangerous black magick - don't try stuff like this at home!
+        src = (c_char_p * count)(*strings)
+        glShaderSource(shader, count, cast(byref(src), POINTER(POINTER(c_char))), None)
+
+        # compile the shader
+        glCompileShader(shader)
+
+        temp = c_int(0)
+        # retrieve the compile status
+        glGetShaderiv(shader, GL_COMPILE_STATUS, byref(temp))
+
+        # if compilation failed, print the log
+        if not temp:
+            # retrieve the log length
+            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, byref(temp))
+            # create a buffer for the log
+            buffer = create_string_buffer(temp.value)
+            # retrieve the log text
+            glGetShaderInfoLog(shader, temp, None, buffer)
+            # print the log to the console
+            raise GLSLException(buffer.value)
+        else:
+            # all is well, so attach the shader to the program
+            glAttachShader(self.handle, shader);
+
+    def link(self):
+        # link the program
+        glLinkProgram(self.handle)
+
+        temp = c_int(0)
+        # retrieve the link status
+        glGetProgramiv(self.handle, GL_LINK_STATUS, byref(temp))
+
+        # if linking failed, print the log
+        if not temp:
+            #   retrieve the log length
+            glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, byref(temp))
+            # create a buffer for the log
+            buffer = create_string_buffer(temp.value)
+            # retrieve the log text
+            glGetProgramInfoLog(self.handle, temp, None, buffer)
+            # print the log to the console
+            raise GLSLException(buffer.value)
+        else:
+            # all is well, so we are linked
+            self.linked = True
+
+    def bind(self):
+        # bind the program
+        glUseProgram(self.handle)
+
+    @classmethod
+    def unbind(self):
+        # unbind whatever program is currently bound
+        glUseProgram(0)
+
+    def get_uniform_location(self, name):
+        try:
+            return self.location_cache[name]
+        except KeyError:
+            loc = glGetUniformLocation(self.handle, name)
+            if loc == -1:
+                raise GLSLException #TODO
+            self.location_cache[name] = loc
+            return loc
+
+    # upload a floating point uniform
+    # this program must be currently bound
+    def uniformf(self, name, *vals):
+        # check there are 1-4 values
+        if len(vals) in range(1, 5):
+            # select the correct function
+            { 1 : glUniform1f,
+                2 : glUniform2f,
+                3 : glUniform3f,
+                4 : glUniform4f
+                # retrieve the uniform location, and set
+            }[len(vals)](self.get_uniform_location(name), *vals)
+
+    # upload an integer uniform
+    # this program must be currently bound
+    def uniformi(self, name, *vals):
+        # check there are 1-4 values
+        if len(vals) in range(1, 5):
+            # select the correct function
+            { 1 : glUniform1i,
+                2 : glUniform2i,
+                3 : glUniform3i,
+                4 : glUniform4i
+                # retrieve the uniform location, and set
+            }[len(vals)](self.get_uniform_location(name), *vals)
+
+    # upload a uniform matrix
+    # works with matrices stored as lists,
+    # as well as euclid matrices
+    def uniform_matrixf(self, name, mat):
+        # obtian the uniform location
+        loc = self.get_uniform_location(name)
+        # uplaod the 4x4 floating point matrix
+        glUniformMatrix4fv(loc, 1, False, mat)
+