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"""Convenience module providing common shader entry points |
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The point of this module is to allow client code to use |
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OpenGL Core names to reference shader-related operations |
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even if the local hardware only supports ARB extension-based |
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shader rendering. |
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There are also two utility methods compileProgram and compileShader |
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which make it easy to create demos which are shader-using. |
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""" |
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import logging |
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log = logging.getLogger( __name__ ) |
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from OpenGL import GL |
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from OpenGL.GL.ARB import ( |
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shader_objects, fragment_shader, vertex_shader, vertex_program, |
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geometry_shader4, separate_shader_objects, get_program_binary, |
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) |
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from OpenGL.extensions import alternate |
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from OpenGL._bytes import bytes,unicode,as_8_bit |
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__all__ = [ |
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'glAttachShader', |
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'glDeleteShader', |
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'glGetProgramInfoLog', |
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'glGetShaderInfoLog', |
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'glGetProgramiv', |
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'glGetShaderiv', |
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'compileProgram', |
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'compileShader', |
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'GL_VALIDATE_STATUS', |
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'GL_LINK_STATUS', |
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] |
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def _alt( base, name ): |
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if hasattr( GL, base ): |
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root = getattr( GL, base ) |
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if hasattr(root,'__call__'): |
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globals()[base] = alternate( |
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getattr(GL,base), |
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getattr(module,name) |
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) |
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__all__.append( base ) |
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else: |
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globals()[base] = root |
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__all__.append( base ) |
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return True |
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return False |
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_excludes = ['glGetProgramiv'] |
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for module in ( |
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shader_objects,fragment_shader,vertex_shader,vertex_program, |
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geometry_shader4, |
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): |
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for name in dir(module): |
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found = None |
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for suffix in ('ObjectARB','_ARB','ARB'): |
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if name.endswith( suffix ): |
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found = False |
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base = name[:-(len(suffix))] |
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if base not in _excludes: |
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if _alt( base, name ): |
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found = True |
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break |
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if found is False: |
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log.debug( '''Found no alternate for: %s.%s''', |
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module.__name__,name, |
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) |
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glAttachShader = alternate( GL.glAttachShader,shader_objects.glAttachObjectARB ) |
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glDetachShader = alternate( GL.glDetachShader,shader_objects.glDetachObjectARB ) |
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glDeleteShader = alternate( GL.glDeleteShader,shader_objects.glDeleteObjectARB ) |
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glGetAttachedShaders = alternate( GL.glGetAttachedShaders, shader_objects.glGetAttachedObjectsARB ) |
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glGetProgramInfoLog = alternate( GL.glGetProgramInfoLog, shader_objects.glGetInfoLogARB ) |
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glGetShaderInfoLog = alternate( GL.glGetShaderInfoLog, shader_objects.glGetInfoLogARB ) |
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glGetShaderiv = alternate( GL.glGetShaderiv, shader_objects.glGetObjectParameterivARB ) |
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glGetProgramiv = alternate( GL.glGetProgramiv, shader_objects.glGetObjectParameterivARB ) |
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GL_VALIDATE_STATUS = GL.GL_VALIDATE_STATUS |
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GL_COMPILE_STATUS = GL.GL_COMPILE_STATUS |
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GL_LINK_STATUS = GL.GL_LINK_STATUS |
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GL_FALSE = GL.GL_FALSE |
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GL_TRUE = GL.GL_TRUE |
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class ShaderProgram( int ): |
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"""Integer sub-class with context-manager operation""" |
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def __enter__( self ): |
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"""Start use of the program""" |
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glUseProgram( self ) |
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def __exit__( self, typ, val, tb ): |
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"""Stop use of the program""" |
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glUseProgram( 0 ) |
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def check_validate( self ): |
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"""Check that the program validates |
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Validation has to occur *after* linking/loading |
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raises RuntimeError on failures |
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""" |
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glValidateProgram( self ) |
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validation = glGetProgramiv( self, GL_VALIDATE_STATUS ) |
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if validation == GL_FALSE: |
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raise RuntimeError( |
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"""Validation failure (%r): %s"""%( |
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validation, |
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glGetProgramInfoLog( self ), |
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)) |
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return self |
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def check_linked( self ): |
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"""Check link status for this program |
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raises RuntimeError on failures |
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""" |
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link_status = glGetProgramiv( self, GL_LINK_STATUS ) |
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if link_status == GL_FALSE: |
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raise RuntimeError( |
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"""Link failure (%s): %s"""%( |
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link_status, |
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glGetProgramInfoLog( self ), |
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)) |
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return self |
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def retrieve( self ): |
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"""Attempt to retrieve binary for this compiled shader |
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Note that binaries for a program are *not* generally portable, |
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they should be used solely for caching compiled programs for |
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local use; i.e. to reduce compilation overhead. |
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returns (format,binaryData) for the shader program |
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""" |
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from OpenGL.raw.GL._types import GLint,GLenum |
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from OpenGL.arrays import GLbyteArray |
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size = GLint() |
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glGetProgramiv( self, get_program_binary.GL_PROGRAM_BINARY_LENGTH, size ) |
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result = GLbyteArray.zeros( (size.value,)) |
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size2 = GLint() |
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format = GLenum() |
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get_program_binary.glGetProgramBinary( self, size.value, size2, format, result ) |
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return format.value, result |
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def load( self, format, binary ): |
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"""Attempt to load binary-format for a pre-compiled shader |
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See notes in retrieve |
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""" |
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get_program_binary.glProgramBinary( self, format, binary, len(binary)) |
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self.check_validate() |
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self.check_linked() |
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return self |
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def compileProgram(*shaders, **named): |
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"""Create a new program, attach shaders and validate |
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shaders -- arbitrary number of shaders to attach to the |
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generated program. |
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separable (keyword only) -- set the separable flag to allow |
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for partial installation of shader into the pipeline (see |
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glUseProgramStages) |
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retrievable (keyword only) -- set the retrievable flag to |
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allow retrieval of the program binary representation, (see |
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glProgramBinary, glGetProgramBinary) |
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This convenience function is *not* standard OpenGL, |
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but it does wind up being fairly useful for demos |
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and the like. You may wish to copy it to your code |
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base to guard against PyOpenGL changes. |
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Usage: |
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shader = compileProgram( |
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compileShader( source, GL_VERTEX_SHADER ), |
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compileShader( source2, GL_FRAGMENT_SHADER ), |
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) |
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glUseProgram( shader ) |
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Note: |
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If (and only if) validation of the linked program |
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*passes* then the passed-in shader objects will be |
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deleted from the GL. |
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returns ShaderProgram() (GLuint) program reference |
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raises RuntimeError when a link/validation failure occurs |
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""" |
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program = glCreateProgram() |
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if named.get('separable'): |
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glProgramParameteri( program, separate_shader_objects.GL_PROGRAM_SEPARABLE, GL_TRUE ) |
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if named.get('retrievable'): |
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glProgramParameteri( program, get_program_binary.GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE ) |
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for shader in shaders: |
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glAttachShader(program, shader) |
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program = ShaderProgram( program ) |
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glLinkProgram(program) |
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program.check_validate() |
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program.check_linked() |
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for shader in shaders: |
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glDeleteShader(shader) |
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return program |
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def compileShader( source, shaderType ): |
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"""Compile shader source of given type |
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source -- GLSL source-code for the shader |
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shaderType -- GLenum GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc, |
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returns GLuint compiled shader reference |
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raises RuntimeError when a compilation failure occurs |
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""" |
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if isinstance( source, (bytes,unicode)): |
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source = [ source ] |
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source = [ as_8_bit(s) for s in source ] |
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shader = glCreateShader(shaderType) |
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glShaderSource( shader, source ) |
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glCompileShader( shader ) |
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result = glGetShaderiv( shader, GL_COMPILE_STATUS ) |
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if not(result): |
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raise RuntimeError( |
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"""Shader compile failure (%s): %s"""%( |
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result, |
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glGetShaderInfoLog( shader ), |
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), |
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source, |
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shaderType, |
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) |
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return shader |
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