Mercurial > touhou
view pytouhou/ui/opengl/shader.pyx @ 529:bd0c15d28dd6
Always verify chunks are not None before using them, fix crash when audio is disabled.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 23 Mar 2014 10:51:19 +0100 |
parents | 6e3b3d5d4691 |
children | 0f2af7552462 |
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# -*- encoding: utf-8 -*- # # 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 pytouhou.lib.opengl cimport \ (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, glUniform1fv, glUniform4fv, glUniformMatrix4fv, glBindAttribLocation) from libc.stdlib cimport malloc, free class GLSLException(Exception): pass cdef class Shader: # 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.create_shader(vert[0], GL_VERTEX_SHADER) # create the fragment shader self.create_shader(frag[0], 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() cdef void create_shader(self, const GLchar *string, GLenum shader_type): cdef GLint temp cdef const GLchar **strings = &string # create the shader handle shader = glCreateShader(shader_type) # upload the source strings glShaderSource(shader, 1, strings, NULL) # compile the shader glCompileShader(shader) # retrieve the compile status glGetShaderiv(shader, GL_COMPILE_STATUS, &temp) # if compilation failed, print the log if not temp: # retrieve the log length glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &temp) # create a buffer for the log temp_buf = <GLchar*>malloc(temp * sizeof(GLchar)) # retrieve the log text glGetShaderInfoLog(shader, temp, NULL, temp_buf) buf = temp_buf[:temp] free(temp_buf) # print the log to the console raise GLSLException(buf) else: # all is well, so attach the shader to the program glAttachShader(self.handle, shader) cdef void link(self): cdef GLint temp # link the program glLinkProgram(self.handle) # retrieve the link status glGetProgramiv(self.handle, GL_LINK_STATUS, &temp) # if linking failed, print the log if not temp: # retrieve the log length glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, &temp) # create a buffer for the log temp_buf = <GLchar*>malloc(temp * sizeof(GLchar)) # retrieve the log text glGetProgramInfoLog(self.handle, temp, NULL, temp_buf) buf = temp_buf[:temp] free(temp_buf) # print the log to the console raise GLSLException(buf) else: # all is well, so we are linked self.linked = True cdef GLint get_uniform_location(self, name): if name not in self.location_cache: loc = glGetUniformLocation(self.handle, name) if loc == -1: raise GLSLException('Undefined {} uniform.'.format(name)) self.location_cache[name] = loc return self.location_cache[name] cdef void bind(self) nogil: # bind the program glUseProgram(self.handle) # upload a floating point uniform # this program must be currently bound cdef void uniform_1(self, name, GLfloat val): glUniform1fv(self.get_uniform_location(name), 1, &val) # upload a vec4 uniform cdef void uniform_4(self, name, GLfloat a, GLfloat b, GLfloat c, GLfloat d): cdef GLfloat vals[4] vals[0] = a vals[1] = b vals[2] = c vals[3] = d glUniform4fv(self.get_uniform_location(name), 1, vals) # upload a uniform matrix # works with matrices stored as lists, # as well as euclid matrices cdef void uniform_matrix(self, name, Matrix *mat): # obtain the uniform location loc = self.get_uniform_location(name) # uplaod the 4x4 floating point matrix glUniformMatrix4fv(loc, 1, False, <GLfloat*>mat)