Difficult-Rocket/libs/pyglet/graphics/shader.py

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from ctypes import *
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from weakref import proxy
import pyglet
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from pyglet.graphics.vertexbuffer import BufferObject
from pyglet.gl import *
_debug_gl_shaders = pyglet.options['debug_gl_shaders']
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class ShaderException(BaseException):
pass
# TODO: test other shader types, and update if necessary.
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_shader_types = {
'vertex': GL_VERTEX_SHADER,
'geometry': GL_GEOMETRY_SHADER,
'fragment': GL_FRAGMENT_SHADER,
}
_uniform_getters = {
GLint: glGetUniformiv,
GLfloat: glGetUniformfv,
GLboolean: glGetUniformiv,
}
_uniform_setters = {
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# uniform: gl_type, legacy_setter, setter, length, count
GL_BOOL: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_BOOL_VEC2: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_BOOL_VEC3: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_BOOL_VEC4: (GLint, glUniform1iv, glProgramUniform1iv, 4, 1),
GL_INT: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_INT_VEC2: (GLint, glUniform2iv, glProgramUniform2iv, 2, 1),
GL_INT_VEC3: (GLint, glUniform3iv, glProgramUniform3iv, 3, 1),
GL_INT_VEC4: (GLint, glUniform4iv, glProgramUniform4iv, 4, 1),
GL_FLOAT: (GLfloat, glUniform1fv, glProgramUniform1fv, 1, 1),
GL_FLOAT_VEC2: (GLfloat, glUniform2fv, glProgramUniform2fv, 2, 1),
GL_FLOAT_VEC3: (GLfloat, glUniform3fv, glProgramUniform3fv, 3, 1),
GL_FLOAT_VEC4: (GLfloat, glUniform4fv, glProgramUniform4fv, 4, 1),
GL_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_SAMPLER_2D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_SAMPLER_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_FLOAT_MAT2: (GLfloat, glUniformMatrix2fv, glProgramUniformMatrix2fv, 4, 1),
GL_FLOAT_MAT3: (GLfloat, glUniformMatrix3fv, glProgramUniformMatrix3fv, 6, 1),
GL_FLOAT_MAT4: (GLfloat, glUniformMatrix4fv, glProgramUniformMatrix4fv, 16, 1),
# TODO: test/implement these:
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# GL_FLOAT_MAT2x3: glUniformMatrix2x3fv, glProgramUniformMatrix2x3fv,
# GL_FLOAT_MAT2x4: glUniformMatrix2x4fv, glProgramUniformMatrix2x4fv,
# GL_FLOAT_MAT3x2: glUniformMatrix3x2fv, glProgramUniformMatrix3x2fv,
# GL_FLOAT_MAT3x4: glUniformMatrix3x4fv, glProgramUniformMatrix3x4fv,
# GL_FLOAT_MAT4x2: glUniformMatrix4x2fv, glProgramUniformMatrix4x2fv,
# GL_FLOAT_MAT4x3: glUniformMatrix4x3fv, glProgramUniformMatrix4x3fv,
}
_attribute_types = {
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GL_BOOL: (1, '?'),
GL_BOOL_VEC2: (2, '?'),
GL_BOOL_VEC3: (3, '?'),
GL_BOOL_VEC4: (4, '?'),
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GL_INT: (1, 'i'),
GL_INT_VEC2: (2, 'i'),
GL_INT_VEC3: (3, 'i'),
GL_INT_VEC4: (4, 'i'),
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GL_UNSIGNED_INT: (1, 'I'),
GL_UNSIGNED_INT_VEC2: (2, 'I'),
GL_UNSIGNED_INT_VEC3: (3, 'I'),
GL_UNSIGNED_INT_VEC4: (4, 'I'),
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GL_FLOAT: (1, 'f'),
GL_FLOAT_VEC2: (2, 'f'),
GL_FLOAT_VEC3: (3, 'f'),
GL_FLOAT_VEC4: (4, 'f'),
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GL_DOUBLE: (1, 'd'),
GL_DOUBLE_VEC2: (2, 'd'),
GL_DOUBLE_VEC3: (3, 'd'),
GL_DOUBLE_VEC4: (4, 'd'),
}
class _Uniform:
__slots__ = 'program', 'name', 'type', 'location', 'length', 'count', 'get', 'set'
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def __init__(self, program, name, uniform_type, location, dsa):
self.program = program
self.name = name
self.type = uniform_type
self.location = location
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gl_type, gl_setter_legacy, gl_setter_dsa, length, count = _uniform_setters[uniform_type]
gl_setter = gl_setter_dsa if dsa else gl_setter_legacy
gl_getter = _uniform_getters[gl_type]
self.length = length
self.count = count
is_matrix = uniform_type in (GL_FLOAT_MAT2, GL_FLOAT_MAT2x3, GL_FLOAT_MAT2x4,
GL_FLOAT_MAT3, GL_FLOAT_MAT3x2, GL_FLOAT_MAT3x4,
GL_FLOAT_MAT4, GL_FLOAT_MAT4x2, GL_FLOAT_MAT4x3)
c_array = (gl_type * length)()
ptr = cast(c_array, POINTER(gl_type))
self.get = self._create_getter_func(program, location, gl_getter, c_array, length)
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self.set = self._create_setter_func(program, location, gl_setter, c_array, length, count, ptr, is_matrix, dsa)
@staticmethod
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def _create_getter_func(program, location, gl_getter, c_array, length):
"""Factory function for creating simplified Uniform getters"""
if length == 1:
def getter_func():
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gl_getter(program, location, c_array)
return c_array[0]
else:
def getter_func():
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gl_getter(program, location, c_array)
return c_array[:]
return getter_func
@staticmethod
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def _create_setter_func(program, location, gl_setter, c_array, length, count, ptr, is_matrix, dsa):
"""Factory function for creating simplified Uniform setters"""
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if dsa: # Bindless updates:
if is_matrix:
def setter_func(value):
c_array[:] = value
gl_setter(program, location, count, GL_FALSE, ptr)
elif length == 1 and count == 1:
def setter_func(value):
c_array[0] = value
gl_setter(program, location, count, ptr)
elif length > 1 and count == 1:
def setter_func(values):
c_array[:] = values
gl_setter(program, location, count, ptr)
else:
raise NotImplementedError("Uniform type not yet supported.")
return setter_func
else:
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if is_matrix:
def setter_func(value):
glUseProgram(program)
c_array[:] = value
gl_setter(location, count, GL_FALSE, ptr)
elif length == 1 and count == 1:
def setter_func(value):
glUseProgram(program)
c_array[0] = value
gl_setter(location, count, ptr)
elif length > 1 and count == 1:
def setter_func(values):
glUseProgram(program)
c_array[:] = values
gl_setter(location, count, ptr)
else:
raise NotImplementedError("Uniform type not yet supported.")
return setter_func
def __repr__(self):
return f"Uniform('{self.name}', location={self.location}, length={self.length}, count={self.count})"
class Shader:
"""OpenGL Shader object"""
def __init__(self, source_string, shader_type):
"""Create an instance of a Shader object.
Shader objects are compiled on instantiation. You can
reuse a Shader object in multiple `ShaderProgram`s.
:Parameters:
`source_string` : str
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A string containing the Shader source code.
`shader_type` : str
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The Shader type, such as "vertex", "fragment", "geometry", etc.
"""
self._id = None
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if shader_type not in _shader_types:
raise TypeError("The `shader_type` '{}' is not yet supported".format(shader_type))
self.type = shader_type
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source_string = source_string.strip()
shader_source_utf8 = source_string.encode("utf8")
source_buffer_pointer = cast(c_char_p(shader_source_utf8), POINTER(c_char))
source_length = c_int(len(shader_source_utf8))
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shader_id = glCreateShader(_shader_types[shader_type])
glShaderSource(shader_id, 1, byref(source_buffer_pointer), source_length)
glCompileShader(shader_id)
status = c_int(0)
glGetShaderiv(shader_id, GL_COMPILE_STATUS, byref(status))
if status.value != GL_TRUE:
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source = self._get_shader_source(shader_id)
source_lines = "{0}".format("\n".join(f"{str(i+1).zfill(3)}: {line} "
for i, line in enumerate(source.split("\n"))))
raise GLException(
(
f"The {self.type} shader failed to compile.\n"
f"{self._get_shader_log(shader_id)}"
"------------------------------------------------------------\n"
f"{source_lines}\n"
"------------------------------------------------------------"
)
)
elif _debug_gl_shaders:
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print(self._get_shader_log(shader_id))
self._id = shader_id
@property
def id(self):
return self._id
def _get_shader_log(self, shader_id):
log_length = c_int(0)
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, byref(log_length))
result_str = create_string_buffer(log_length.value)
glGetShaderInfoLog(shader_id, log_length, None, result_str)
if result_str.value:
return ("OpenGL returned the following message when compiling the {0} shader: "
"\n{1}".format(self.type, result_str.value.decode('utf8')))
else:
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return f"{self.type.capitalize()} Shader '{shader_id}' compiled successfully."
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def _get_shader_source(self, shader_id):
"""Get the shader source from the shader object"""
source_length = c_int(0)
glGetShaderiv(shader_id, GL_SHADER_SOURCE_LENGTH, source_length)
source_str = create_string_buffer(source_length.value)
glGetShaderSource(shader_id, source_length, None, source_str)
return source_str.value.decode('utf8')
def __del__(self):
try:
glDeleteShader(self._id)
if _debug_gl_shaders:
print(f"Destroyed {self.type} Shader '{self._id}'")
except Exception:
# Interpreter is shutting down,
# or Shader failed to compile.
pass
def __repr__(self):
return "{0}(id={1}, type={2})".format(self.__class__.__name__, self.id, self.type)
class ShaderProgram:
"""OpenGL Shader Program"""
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__slots__ = '_id', '_context', '_attributes', '_uniforms', '_uniform_blocks', '__weakref__', '_dsa'
def __init__(self, *shaders):
"""Create an OpenGL ShaderProgram, from multiple Shaders.
Link multiple Shader objects together into a ShaderProgram.
:Parameters:
`shaders` : `Shader`
One or more Shader objects
"""
assert shaders, "At least one Shader object is required."
self._id = self._link_program(shaders)
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if _debug_gl_shaders:
print(self._get_program_log())
self._context = pyglet.gl.current_context
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# Query if Direct State Access is available:
self._dsa = gl_info.have_version(4, 1) or gl_info.have_extension("GL_ARB_separate_shader_objects")
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self._attributes = self._introspect_attributes()
self._uniforms = self._introspect_uniforms()
self._uniform_blocks = self._introspect_uniform_blocks()
@property
def id(self):
return self._id
@property
def attributes(self):
return self._attributes
@property
def uniforms(self):
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return self._uniforms
@property
def uniform_blocks(self):
return self._uniform_blocks
def _get_program_log(self):
result = c_int(0)
glGetProgramiv(self._id, GL_INFO_LOG_LENGTH, byref(result))
result_str = create_string_buffer(result.value)
glGetProgramInfoLog(self._id, result, None, result_str)
if result_str.value:
return f"OpenGL returned the following message when linking the program: \n{result_str.value}"
else:
return f"Program '{self._id}' linked successfully."
@staticmethod
def _link_program(shaders):
program_id = glCreateProgram()
for shader in shaders:
glAttachShader(program_id, shader.id)
glLinkProgram(program_id)
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# Check the link status of program
status = c_int()
glGetProgramiv(program_id, GL_LINK_STATUS, status)
if not status.value:
length = c_int()
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, length)
log = c_buffer(length.value)
glGetProgramInfoLog(program_id, len(log), None, log)
raise ShaderException("Error linking shader program:\n{}".format(log.value.decode()))
# Shader objects no longer needed
for shader in shaders:
glDetachShader(program_id, shader.id)
return program_id
def use(self):
glUseProgram(self._id)
def stop(self):
glUseProgram(0)
__enter__ = use
bind = use
unbind = stop
def __exit__(self, *_):
glUseProgram(0)
def __del__(self):
try:
self._context.delete_shader_program(self.id)
except Exception:
# Interpreter is shutting down,
# or ShaderProgram failed to link.
pass
def __setitem__(self, key, value):
try:
uniform = self._uniforms[key]
except KeyError:
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raise Exception(f"A Uniform with the name `{key}` was not found.\n"
f"The spelling may be incorrect, or if not in use it "
f"may have been optimized out by the OpenGL driver.")
try:
uniform.set(value)
except GLException:
raise
def __getitem__(self, item):
try:
uniform = self._uniforms[item]
except KeyError:
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raise Exception(f"A Uniform with the name `{item}` was not found.\n"
f"The spelling may be incorrect, or if not in use it "
f"may have been optimized out by the OpenGL driver.")
try:
return uniform.get()
except GLException:
raise
def _get_number(self, variable_type):
"""Get the number of active variables of the passed GL type."""
number = GLint(0)
glGetProgramiv(self._id, variable_type, byref(number))
return number.value
def _introspect_attributes(self):
program = self._id
attributes = {}
for index in range(self._get_number(GL_ACTIVE_ATTRIBUTES)):
a_name, a_type, a_size = self._query_attribute(index)
loc = glGetAttribLocation(program, create_string_buffer(a_name.encode('utf-8')))
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count, fmt = _attribute_types[a_type]
attributes[a_name] = dict(type=a_type, size=a_size, location=loc, count=count, format=fmt)
if _debug_gl_shaders:
for attribute in attributes.values():
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print(f" Found attribute: {attribute}")
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return attributes
def _introspect_uniforms(self):
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program = self._id
uniforms = {}
for index in range(self._get_number(GL_ACTIVE_UNIFORMS)):
u_name, u_type, u_size = self._query_uniform(index)
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loc = glGetUniformLocation(program, create_string_buffer(u_name.encode('utf-8')))
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if loc == -1: # Skip uniforms that may be inside a Uniform Block
continue
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uniforms[u_name] = _Uniform(program, u_name, u_type, loc, self._dsa)
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if _debug_gl_shaders:
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for uniform in uniforms.values():
print(f" Found uniform: {uniform}")
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return uniforms
def _introspect_uniform_blocks(self):
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program = self._id
uniform_blocks = {}
for index in range(self._get_number(GL_ACTIVE_UNIFORM_BLOCKS)):
name = self._get_uniform_block_name(index)
num_active = GLint()
block_data_size = GLint()
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glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_DATA_SIZE, block_data_size)
glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, num_active)
indices = (GLuint * num_active.value)()
indices_ptr = cast(addressof(indices), POINTER(GLint))
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glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
uniforms = {}
for i in range(num_active.value):
uniform_name, u_type, u_size = self._query_uniform(indices[i])
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# Separate uniform name from block name (Only if instance name is provided on the Uniform Block)
try:
_, uniform_name = uniform_name.split(".")
except ValueError:
pass
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gl_type, _, _, length, _ = _uniform_setters[u_type]
uniforms[i] = (uniform_name, gl_type, length)
uniform_blocks[name] = UniformBlock(self, name, index, block_data_size.value, uniforms)
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if _debug_gl_shaders:
for block in uniform_blocks.values():
print(f" Found uniform block: {block}")
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return uniform_blocks
def _get_uniform_block_name(self, index):
buf_size = 128
size = c_int(0)
name_buf = create_string_buffer(buf_size)
try:
glGetActiveUniformBlockName(self._id, index, buf_size, size, name_buf)
return name_buf.value.decode()
except GLException:
return None
def _query_attribute(self, index):
asize = GLint()
atype = GLenum()
buf_size = 192
aname = create_string_buffer(buf_size)
try:
glGetActiveAttrib(self._id, index, buf_size, None, asize, atype, aname)
return aname.value.decode(), atype.value, asize.value
except GLException:
raise
def _query_uniform(self, index):
usize = GLint()
utype = GLenum()
buf_size = 192
uname = create_string_buffer(buf_size)
try:
glGetActiveUniform(self._id, index, buf_size, None, usize, utype, uname)
return uname.value.decode(), utype.value, usize.value
except GLException:
raise
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def vertex_list(self, count, mode, batch=None, group=None, **data):
"""Create a VertexList.
:Parameters:
`count` : int
The number of vertices in the list.
`mode` : int
OpenGL drawing mode enumeration; for example, one of
``GL_POINTS``, ``GL_LINES``, ``GL_TRIANGLES``, etc.
`batch` : `~pyglet.graphics.Batch`
Batch to add the VertexList to, or ``None`` if a Batch will not be used.
Using a Batch is strongly recommended.
`group` : `~pyglet.graphics.Group`
Group to add the VertexList to, or ``None`` if no group is required.
`**data` : str or tuple
Attribute formats and initial data for the vertex list.
:rtype: :py:class:`~pyglet.graphics.vertexdomain.VertexList`
"""
attributes = self._attributes.copy()
initial_arrays = []
for name, fmt in data.items():
try:
if isinstance(fmt, tuple):
fmt, array = fmt
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initial_arrays.append((name, array))
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attributes[name] = {**attributes[name], **{'format': fmt}}
except KeyError:
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raise ShaderException(f"\nThe attribute `{name}` doesn't exist. Valid names: \n{list(attributes)}")
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batch = batch or pyglet.graphics.get_default_batch()
domain = batch.get_domain(False, mode, group, self._id, attributes)
# Create vertex list and initialize
vlist = domain.create(count)
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for name, array in initial_arrays:
vlist.set_attribute_data(name, array)
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return vlist
def vertex_list_indexed(self, count, mode, indices, batch=None, group=None, **data):
"""Create a IndexedVertexList.
:Parameters:
`count` : int
The number of vertices in the list.
`mode` : int
OpenGL drawing mode enumeration; for example, one of
``GL_POINTS``, ``GL_LINES``, ``GL_TRIANGLES``, etc.
`indices` : sequence of int
Sequence of integers giving indices into the vertex list.
`batch` : `~pyglet.graphics.Batch`
Batch to add the VertexList to, or ``None`` if a Batch will not be used.
Using a Batch is strongly recommended.
`group` : `~pyglet.graphics.Group`
Group to add the VertexList to, or ``None`` if no group is required.
`**data` : str or tuple
Attribute formats and initial data for the vertex list.
:rtype: :py:class:`~pyglet.graphics.vertexdomain.IndexedVertexList`
"""
attributes = self._attributes.copy()
initial_arrays = []
for name, fmt in data.items():
try:
if isinstance(fmt, tuple):
fmt, array = fmt
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initial_arrays.append((name, array))
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attributes[name] = {**attributes[name], **{'format': fmt}}
except KeyError:
raise ShaderException(f"\nThe attribute `{name}` doesn't exist. Valid names: \n{list(attributes)}")
batch = batch or pyglet.graphics.get_default_batch()
domain = batch.get_domain(True, mode, group, self._id, attributes)
# Create vertex list and initialize
vlist = domain.create(count, len(indices))
start = vlist.start
vlist.indices = [i + start for i in indices]
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for name, array in initial_arrays:
vlist.set_attribute_data(name, array)
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return vlist
def __repr__(self):
return "{0}(id={1})".format(self.__class__.__name__, self.id)
class UniformBlock:
__slots__ = 'program', 'name', 'index', 'size', 'uniforms'
def __init__(self, program, name, index, size, uniforms):
self.program = proxy(program)
self.name = name
self.index = index
self.size = size
self.uniforms = uniforms
def create_ubo(self, index=0):
return UniformBufferObject(self, index)
def __repr__(self):
return f"{self.__class__.__name__}(name={self.name}, index={self.index})"
class UniformBufferObject:
__slots__ = 'block', 'buffer', 'view', '_view', '_view_ptr', 'index'
def __init__(self, block, index):
assert type(block) == UniformBlock, "Must be a UniformBlock instance"
self.block = block
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self.buffer = BufferObject(self.block.size, GL_UNIFORM_BUFFER)
self.buffer.bind()
self.view = self._introspect_uniforms()
self._view_ptr = pointer(self.view)
self.index = index
@property
def id(self):
return self.buffer.id
def _introspect_uniforms(self):
p_id = self.block.program.id
index = self.block.index
# Query the number of active Uniforms:
num_active = GLint()
glGetActiveUniformBlockiv(p_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, num_active)
# Query the uniform index order and each uniform's offset:
indices = (GLuint * num_active.value)()
offsets = (GLint * num_active.value)()
indices_ptr = cast(addressof(indices), POINTER(GLint))
offsets_ptr = cast(addressof(offsets), POINTER(GLint))
glGetActiveUniformBlockiv(p_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
glGetActiveUniformsiv(p_id, num_active.value, indices, GL_UNIFORM_OFFSET, offsets_ptr)
# Offsets may be returned in non-ascending order, sort them with the corresponding index:
_oi = sorted(zip(offsets, indices), key=lambda x: x[0])
offsets = [x[0] for x in _oi] + [self.block.size]
indices = (GLuint * num_active.value)(*(x[1] for x in _oi))
# Query other uniform information:
gl_types = (GLint * num_active.value)()
mat_stride = (GLint * num_active.value)()
gl_types_ptr = cast(addressof(gl_types), POINTER(GLint))
stride_ptr = cast(addressof(mat_stride), POINTER(GLint))
glGetActiveUniformsiv(p_id, num_active.value, indices, GL_UNIFORM_TYPE, gl_types_ptr)
glGetActiveUniformsiv(p_id, num_active.value, indices, GL_UNIFORM_MATRIX_STRIDE, stride_ptr)
args = []
for i in range(num_active.value):
u_name, gl_type, length = self.block.uniforms[indices[i]]
size = offsets[i+1] - offsets[i]
c_type_size = sizeof(gl_type)
actual_size = c_type_size * length
padding = size - actual_size
# TODO: handle stride for multiple matrixes in the same UBO (crashes now)
m_stride = mat_stride[i]
arg = (u_name, gl_type * length) if length > 1 else (u_name, gl_type)
args.append(arg)
if padding > 0:
padding_bytes = padding // c_type_size
args.append((f'_padding{i}', gl_type * padding_bytes))
# Custom ctypes Structure for Uniform access:
2022-03-05 23:10:18 +08:00
class View(Structure):
_fields_ = args
__repr__ = lambda self: str(dict(self._fields_))
return View()
def bind(self, index=None):
glUniformBlockBinding(self.block.program.id, self.block.index, index or self.index)
glBindBufferBase(GL_UNIFORM_BUFFER, index or self.index, self.buffer.id)
def read(self):
"""Read the byte contents of the buffer"""
glBindBuffer(GL_UNIFORM_BUFFER, self.buffer.id)
ptr = glMapBufferRange(GL_UNIFORM_BUFFER, 0, self.buffer.size, GL_MAP_READ_BIT)
data = string_at(ptr, size=self.buffer.size)
glUnmapBuffer(GL_UNIFORM_BUFFER)
return data
def __enter__(self):
# Return the view to the user in a `with` context:
glUniformBlockBinding(self.block.program.id, self.block.index, self.index)
glBindBufferBase(GL_UNIFORM_BUFFER, self.index, self.buffer.id)
return self.view
def __exit__(self, exc_type, exc_val, exc_tb):
self.buffer.set_data(self._view_ptr)
def __repr__(self):
return "{0}(id={1})".format(self.block.name + 'Buffer', self.buffer.id)