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# Mario Rosasco, 2016 | |
# adapted from framework.cpp, Copyright (C) 2010-2012 by Jason L. McKesson | |
# This file is licensed under the MIT License. | |
# | |
# NB: Unlike in the framework.cpp organization, the main loop is contained | |
# in the tutorial files, not in this framework file. Additionally, a copy of | |
# this module file must exist in the same directory as the tutorial files | |
# to be imported properly. | |
import os | |
from OpenGL.GL import * | |
# Function that creates and compiles shaders according to the given type (a GL enum value) and | |
# shader program (a file containing a GLSL program). | |
def loadShader(shaderType, shaderFile): | |
# check if file exists, get full path name | |
strFilename = findFileOrThrow(shaderFile) | |
shaderData = None | |
with open(strFilename, 'r') as f: | |
shaderData = f.read() | |
shader = glCreateShader(shaderType) | |
glShaderSource(shader, shaderData) # note that this is a simpler function call than in C | |
# This shader compilation is more explicit than the one used in | |
# framework.cpp, which relies on a glutil wrapper function. | |
# This is made explicit here mainly to decrease dependence on pyOpenGL | |
# utilities and wrappers, which docs caution may change in future versions. | |
glCompileShader(shader) | |
status = glGetShaderiv(shader, GL_COMPILE_STATUS) | |
if status == GL_FALSE: | |
# Note that getting the error log is much simpler in Python than in C/C++ | |
# and does not require explicit handling of the string buffer | |
strInfoLog = glGetShaderInfoLog(shader) | |
strShaderType = "" | |
if shaderType is GL_VERTEX_SHADER: | |
strShaderType = "vertex" | |
elif shaderType is GL_GEOMETRY_SHADER: | |
strShaderType = "geometry" | |
elif shaderType is GL_FRAGMENT_SHADER: | |
strShaderType = "fragment" | |
print("Compilation failure for " + strShaderType + " shader:\n" + str(strInfoLog)) | |
return shader | |
# Function that accepts a list of shaders, compiles them, and returns a handle to the compiled program | |
def createProgram(shaderList): | |
program = glCreateProgram() | |
for shader in shaderList: | |
glAttachShader(program, shader) | |
glLinkProgram(program) | |
status = glGetProgramiv(program, GL_LINK_STATUS) | |
if status == GL_FALSE: | |
# Note that getting the error log is much simpler in Python than in C/C++ | |
# and does not require explicit handling of the string buffer | |
strInfoLog = glGetProgramInfoLog(program) | |
print("Linker failure: \n" + str(strInfoLog)) | |
for shader in shaderList: | |
glDetachShader(program, shader) | |
return program | |
# Helper function to locate and open the target file (passed in as a string). | |
# Returns the full path to the file as a string. | |
def findFileOrThrow(strBasename): | |
# Keep constant names in C-style convention, for readability | |
# when comparing to C(/C++) code. | |
if os.path.isfile(strBasename): | |
return strBasename | |
LOCAL_FILE_DIR = "data" + os.sep | |
GLOBAL_FILE_DIR = os.path.dirname(os.path.abspath(__file__)) + os.sep + "data" + os.sep | |
strFilename = LOCAL_FILE_DIR + strBasename | |
if os.path.isfile(strFilename): | |
return strFilename | |
strFilename = GLOBAL_FILE_DIR + strBasename | |
if os.path.isfile(strFilename): | |
return strFilename | |
raise IOError('Could not find target file ' + strBasename) |