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"""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