# 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)