"""Convenience module providing common shader entry points The point of this module is to allow client code to use OpenGL Core names to reference shader-related operations even if the local hardware only supports ARB extension-based shader rendering. There are also two utility methods compileProgram and compileShader which make it easy to create demos which are shader-using. """ import logging logging.basicConfig() log = logging.getLogger( __name__ ) from OpenGL.GLES2 import * from OpenGL._bytes import bytes,unicode,as_8_bit __all__ = [ 'compileProgram', 'compileShader', ] class ShaderProgram( int ): """Integer sub-class with context-manager operation""" def __enter__( self ): """Start use of the program""" glUseProgram( self ) def __exit__( self, typ, val, tb ): """Stop use of the program""" glUseProgram( 0 ) def check_validate( self ): """Check that the program validates Validation has to occur *after* linking/loading raises RuntimeError on failures """ glValidateProgram( self ) validation = glGetProgramiv( self, GL_VALIDATE_STATUS ) if validation == GL_FALSE: raise RuntimeError( """Validation failure (%s): %s"""%( validation, glGetProgramInfoLog( self ), )) return self def check_linked( self ): """Check link status for this program raises RuntimeError on failures """ link_status = glGetProgramiv( self, GL_LINK_STATUS ) if link_status == GL_FALSE: raise RuntimeError( """Link failure (%s): %s"""%( link_status, glGetProgramInfoLog( self ), )) return self def retrieve( self ): """Attempt to retrieve binary for this compiled shader Note that binaries for a program are *not* generally portable, they should be used solely for caching compiled programs for local use; i.e. to reduce compilation overhead. returns (format,binaryData) for the shader program """ from OpenGL.raw.GL._types import GLint,GLenum from OpenGL.arrays import GLbyteArray size = GLint() glGetProgramiv( self, get_program_binary.GL_PROGRAM_BINARY_LENGTH, size ) result = GLbyteArray.zeros( (size.value,)) size2 = GLint() format = GLenum() get_program_binary.glGetProgramBinary( self, size.value, size2, format, result ) return format.value, result def load( self, format, binary ): """Attempt to load binary-format for a pre-compiled shader See notes in retrieve """ get_program_binary.glProgramBinary( self, format, binary, len(binary)) self.check_validate() self.check_linked() return self def compileProgram(*shaders, **named): """Create a new program, attach shaders and validate shaders -- arbitrary number of shaders to attach to the generated program. separable (keyword only) -- set the separable flag to allow for partial installation of shader into the pipeline (see glUseProgramStages) retrievable (keyword only) -- set the retrievable flag to allow retrieval of the program binary representation, (see glProgramBinary, glGetProgramBinary) This convenience function is *not* standard OpenGL, but it does wind up being fairly useful for demos and the like. You may wish to copy it to your code base to guard against PyOpenGL changes. Usage: shader = compileProgram( compileShader( source, GL_VERTEX_SHADER ), compileShader( source2, GL_FRAGMENT_SHADER ), ) glUseProgram( shader ) Note: If (and only if) validation of the linked program *passes* then the passed-in shader objects will be deleted from the GL. returns ShaderProgram() (GLuint) program reference raises RuntimeError when a link/validation failure occurs """ program = glCreateProgram() if named.get('separable'): glProgramParameteri( program, separate_shader_objects.GL_PROGRAM_SEPARABLE, GL_TRUE ) if named.get('retrievable'): glProgramParameteri( program, get_program_binary.GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE ) for shader in shaders: glAttachShader(program, shader) program = ShaderProgram( program ) glLinkProgram(program) program.check_validate() program.check_linked() for shader in shaders: glDeleteShader(shader) return program def compileShader( source, shaderType ): """Compile shader source of given type source -- GLSL source-code for the shader shaderType -- GLenum GL_VERTEX_SHADER, GL_FRAGMENT_SHADER, etc, returns GLuint compiled shader reference raises RuntimeError when a compilation failure occurs """ if isinstance( source, (bytes,unicode)): source = [ source ] source = [ as_8_bit(s) for s in source ] shader = glCreateShader(shaderType) glShaderSource( shader, source ) glCompileShader( shader ) result = glGetShaderiv( shader, GL_COMPILE_STATUS ) if result == GL_FALSE: # TODO: this will be wrong if the user has # disabled traditional unpacking array support. raise RuntimeError( """Shader compile failure (%s): %s"""%( result, glGetShaderInfoLog( shader ), ), source, shaderType, ) return shader