Mercurial > touhou
view 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 |
children |
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# # 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 (glCreateProgram, glCreateShader, GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, glShaderSource, glCompileShader, glGetShaderiv, GL_COMPILE_STATUS, GL_INFO_LOG_LENGTH, glGetShaderInfoLog, glAttachShader, glLinkProgram, glGetProgramiv, glGetProgramInfoLog, GL_LINK_STATUS, glUseProgram, glGetUniformLocation, glUniform1f, glUniform2f, glUniform3f, glUniform4f, glUniform1i, glUniform2i, glUniform3i, glUniform4i, glUniformMatrix4fv, glBindAttribLocation) from ctypes import (c_char, c_char_p, c_int, POINTER, byref, cast, create_string_buffer) 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) #TODO: put those elsewhere. glBindAttribLocation(self.handle, 0, 'in_position') glBindAttribLocation(self.handle, 1, 'in_texcoord') glBindAttribLocation(self.handle, 2, 'in_color') # 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)