shenjack
d84b490b99
Add | more formatter and some more Fix | type mis match sync pyglet Enhance | logger with Template add lib-not-dr as requirement sync pyglet sync pyglet Add | add lto=yes to nuitka_build just incase sync pyglet sync lib_not_dr Remove | external requirement lib-not-dr some logger sync lib-not-dr sync pyglet sync lib-not-dr sync lib-not-dr sync pyglet sync pyglet Fix | console thread been block Update DR rs and DR sdk sync lib not dr sync lib-not-dr sync lib-not-dr sync pyglet and lib-not-dr sync pyglet 0.1.8 sync lib not dr logger almost done? almost! sync pyglet (clicpboard support!) sync lib not dr sync lib not dr color code and sync pyglet do not show memory and progress building localy sync pyglet synclibs
1051 lines
38 KiB
Python
1051 lines
38 KiB
Python
from ctypes import *
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from weakref import proxy
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import pyglet
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from pyglet.gl import *
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from pyglet.graphics.vertexbuffer import BufferObject
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_debug_gl_shaders = pyglet.options['debug_gl_shaders']
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class ShaderException(BaseException):
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pass
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_c_types = {
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GL_BYTE: c_byte,
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GL_UNSIGNED_BYTE: c_ubyte,
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GL_SHORT: c_short,
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GL_UNSIGNED_SHORT: c_ushort,
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GL_INT: c_int,
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GL_UNSIGNED_INT: c_uint,
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GL_FLOAT: c_float,
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GL_DOUBLE: c_double,
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}
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_shader_types = {
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'compute': GL_COMPUTE_SHADER,
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'fragment': GL_FRAGMENT_SHADER,
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'geometry': GL_GEOMETRY_SHADER,
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'tesscontrol': GL_TESS_CONTROL_SHADER,
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'tessevaluation': GL_TESS_EVALUATION_SHADER,
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'vertex': GL_VERTEX_SHADER,
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}
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_uniform_getters = {
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GLint: glGetUniformiv,
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GLfloat: glGetUniformfv,
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GLboolean: glGetUniformiv,
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}
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_uniform_setters = {
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# uniform: gl_type, legacy_setter, setter, length, count
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GL_BOOL: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_BOOL_VEC2: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
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GL_BOOL_VEC3: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
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GL_BOOL_VEC4: (GLint, glUniform1iv, glProgramUniform1iv, 4, 1),
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GL_INT: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_VEC2: (GLint, glUniform2iv, glProgramUniform2iv, 2, 1),
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GL_INT_VEC3: (GLint, glUniform3iv, glProgramUniform3iv, 3, 1),
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GL_INT_VEC4: (GLint, glUniform4iv, glProgramUniform4iv, 4, 1),
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GL_FLOAT: (GLfloat, glUniform1fv, glProgramUniform1fv, 1, 1),
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GL_FLOAT_VEC2: (GLfloat, glUniform2fv, glProgramUniform2fv, 2, 1),
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GL_FLOAT_VEC3: (GLfloat, glUniform3fv, glProgramUniform3fv, 3, 1),
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GL_FLOAT_VEC4: (GLfloat, glUniform4fv, glProgramUniform4fv, 4, 1),
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# 1D Samplers
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GL_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_SAMPLER_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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# 2D Samplers
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GL_SAMPLER_2D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_SAMPLER_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_2D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_2D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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# Multisample
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GL_SAMPLER_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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# Cube Samplers
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GL_SAMPLER_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_SAMPLER_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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# 3D Samplers
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GL_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_INT_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_UNSIGNED_INT_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_FLOAT_MAT2: (GLfloat, glUniformMatrix2fv, glProgramUniformMatrix2fv, 4, 1),
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GL_FLOAT_MAT3: (GLfloat, glUniformMatrix3fv, glProgramUniformMatrix3fv, 6, 1),
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GL_FLOAT_MAT4: (GLfloat, glUniformMatrix4fv, glProgramUniformMatrix4fv, 16, 1),
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# TODO: test/implement these:
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# GL_FLOAT_MAT2x3: glUniformMatrix2x3fv, glProgramUniformMatrix2x3fv,
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# GL_FLOAT_MAT2x4: glUniformMatrix2x4fv, glProgramUniformMatrix2x4fv,
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# GL_FLOAT_MAT3x2: glUniformMatrix3x2fv, glProgramUniformMatrix3x2fv,
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# GL_FLOAT_MAT3x4: glUniformMatrix3x4fv, glProgramUniformMatrix3x4fv,
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# GL_FLOAT_MAT4x2: glUniformMatrix4x2fv, glProgramUniformMatrix4x2fv,
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# GL_FLOAT_MAT4x3: glUniformMatrix4x3fv, glProgramUniformMatrix4x3fv,
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GL_IMAGE_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_IMAGE_2D: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
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GL_IMAGE_2D_RECT: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
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GL_IMAGE_3D: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
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GL_IMAGE_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
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GL_IMAGE_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
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GL_IMAGE_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
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GL_IMAGE_2D_MULTISAMPLE_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
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GL_IMAGE_BUFFER: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
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GL_IMAGE_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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GL_IMAGE_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
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}
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_attribute_types = {
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GL_BOOL: (1, '?'),
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GL_BOOL_VEC2: (2, '?'),
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GL_BOOL_VEC3: (3, '?'),
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GL_BOOL_VEC4: (4, '?'),
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GL_INT: (1, 'i'),
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GL_INT_VEC2: (2, 'i'),
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GL_INT_VEC3: (3, 'i'),
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GL_INT_VEC4: (4, 'i'),
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GL_UNSIGNED_INT: (1, 'I'),
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GL_UNSIGNED_INT_VEC2: (2, 'I'),
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GL_UNSIGNED_INT_VEC3: (3, 'I'),
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GL_UNSIGNED_INT_VEC4: (4, 'I'),
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GL_FLOAT: (1, 'f'),
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GL_FLOAT_VEC2: (2, 'f'),
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GL_FLOAT_VEC3: (3, 'f'),
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GL_FLOAT_VEC4: (4, 'f'),
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GL_DOUBLE: (1, 'd'),
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GL_DOUBLE_VEC2: (2, 'd'),
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GL_DOUBLE_VEC3: (3, 'd'),
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GL_DOUBLE_VEC4: (4, 'd'),
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}
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# Accessor classes:
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class Attribute:
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"""Abstract accessor for an attribute in a mapped buffer."""
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def __init__(self, name, location, count, gl_type, normalize):
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"""Create the attribute accessor.
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:Parameters:
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`name` : str
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Name of the vertex attribute.
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`location` : int
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Location (index) of the vertex attribute.
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`count` : int
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Number of components in the attribute.
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`gl_type` : int
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OpenGL type enumerant; for example, ``GL_FLOAT``
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`normalize`: bool
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True if OpenGL should normalize the values
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"""
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self.name = name
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self.location = location
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self.count = count
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self.gl_type = gl_type
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self.normalize = normalize
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self.c_type = _c_types[gl_type]
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self.element_size = sizeof(self.c_type)
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self.byte_size = count * self.element_size
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self.stride = self.byte_size
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def enable(self):
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"""Enable the attribute."""
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glEnableVertexAttribArray(self.location)
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def set_pointer(self, ptr):
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"""Setup this attribute to point to the currently bound buffer at
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the given offset.
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``offset`` should be based on the currently bound buffer's ``ptr``
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member.
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:Parameters:
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`offset` : int
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Pointer offset to the currently bound buffer for this
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attribute.
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"""
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glVertexAttribPointer(self.location, self.count, self.gl_type, self.normalize, self.stride, ptr)
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def get_region(self, buffer, start, count):
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"""Map a buffer region using this attribute as an accessor.
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The returned region consists of a contiguous array of component
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data elements. For example, if this attribute uses 3 floats per
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vertex, and the `count` parameter is 4, the number of floats mapped
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will be ``3 * 4 = 12``.
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:Parameters:
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`buffer` : `AttributeBufferObject`
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The buffer to map.
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`start` : int
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Offset of the first vertex to map.
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`count` : int
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Number of vertices to map
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:rtype: `BufferObjectRegion`
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"""
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return buffer.get_region(start, count)
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def set_region(self, buffer, start, count, data):
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"""Set the data over a region of the buffer.
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:Parameters:
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`buffer` : AbstractMappable`
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The buffer to modify.
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`start` : int
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Offset of the first vertex to set.
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`count` : int
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Number of vertices to set.
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`data` : A sequence of data components.
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"""
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buffer.set_region(start, count, data)
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def __repr__(self):
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return f"Attribute(name='{self.name}', location={self.location}, count={self.count})"
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class _Uniform:
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__slots__ = 'program', 'name', 'type', 'location', 'length', 'count', 'get', 'set'
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def __init__(self, program, name, uniform_type, location, dsa):
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self.program = program
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self.name = name
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self.type = uniform_type
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self.location = location
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gl_type, gl_setter_legacy, gl_setter_dsa, length, count = _uniform_setters[uniform_type]
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gl_setter = gl_setter_dsa if dsa else gl_setter_legacy
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gl_getter = _uniform_getters[gl_type]
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self.length = length
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self.count = count
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is_matrix = uniform_type in (GL_FLOAT_MAT2, GL_FLOAT_MAT2x3, GL_FLOAT_MAT2x4,
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GL_FLOAT_MAT3, GL_FLOAT_MAT3x2, GL_FLOAT_MAT3x4,
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GL_FLOAT_MAT4, GL_FLOAT_MAT4x2, GL_FLOAT_MAT4x3)
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c_array = (gl_type * length)()
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ptr = cast(c_array, POINTER(gl_type))
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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)
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@staticmethod
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def _create_getter_func(program, location, gl_getter, c_array, length):
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"""Factory function for creating simplified Uniform getters"""
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if length == 1:
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def getter_func():
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gl_getter(program, location, c_array)
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return c_array[0]
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else:
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def getter_func():
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gl_getter(program, location, c_array)
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return c_array[:]
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return getter_func
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@staticmethod
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def _create_setter_func(program, location, gl_setter, c_array, length, count, ptr, is_matrix, dsa):
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"""Factory function for creating simplified Uniform setters"""
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if dsa: # Bindless updates:
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if is_matrix:
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def setter_func(value):
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c_array[:] = value
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gl_setter(program, location, count, GL_FALSE, ptr)
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elif length == 1 and count == 1:
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def setter_func(value):
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c_array[0] = value
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gl_setter(program, location, count, ptr)
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elif length > 1 and count == 1:
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def setter_func(values):
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c_array[:] = values
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gl_setter(program, location, count, ptr)
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else:
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raise ShaderException("Uniform type not yet supported.")
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return setter_func
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else:
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if is_matrix:
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def setter_func(value):
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glUseProgram(program)
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c_array[:] = value
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gl_setter(location, count, GL_FALSE, ptr)
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elif length == 1 and count == 1:
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def setter_func(value):
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glUseProgram(program)
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c_array[0] = value
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gl_setter(location, count, ptr)
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elif length > 1 and count == 1:
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def setter_func(values):
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glUseProgram(program)
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c_array[:] = values
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gl_setter(location, count, ptr)
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else:
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raise ShaderException("Uniform type not yet supported.")
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return setter_func
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def __repr__(self):
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return f"Uniform('{self.name}', location={self.location}, length={self.length}, count={self.count})"
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class UniformBlock:
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__slots__ = 'program', 'name', 'index', 'size', 'uniforms', 'view_cls'
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def __init__(self, program, name, index, size, uniforms):
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self.program = proxy(program)
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self.name = name
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self.index = index
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self.size = size
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self.uniforms = uniforms
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self.view_cls = None
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def create_ubo(self, index=0):
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"""
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Create a new UniformBufferObject from this uniform block.
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:Parameters:
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`index` : int
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The uniform buffer index the returned UBO will bind itself to.
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By default, this is 0.
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:rtype: :py:class:`~pyglet.graphics.shader.UniformBufferObject`
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"""
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if self.view_cls is None:
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self.view_cls = self._introspect_uniforms()
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return UniformBufferObject(self.view_cls, self.size, index)
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def _introspect_uniforms(self):
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"""Introspect the block's structure and return a ctypes struct for
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manipulating the uniform block's members.
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"""
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p_id = self.program.id
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index = self.index
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active_count = len(self.uniforms)
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# Query the uniform index order and each uniform's offset:
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indices = (GLuint * active_count)()
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offsets = (GLint * active_count)()
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indices_ptr = cast(addressof(indices), POINTER(GLint))
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offsets_ptr = cast(addressof(offsets), POINTER(GLint))
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glGetActiveUniformBlockiv(p_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
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glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_OFFSET, offsets_ptr)
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# Offsets may be returned in non-ascending order, sort them with the corresponding index:
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_oi = sorted(zip(offsets, indices), key=lambda x: x[0])
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offsets = [x[0] for x in _oi] + [self.size]
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indices = (GLuint * active_count)(*(x[1] for x in _oi))
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# # Query other uniform information:
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# gl_types = (GLint * active_count)()
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# mat_stride = (GLint * active_count)()
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# gl_types_ptr = cast(addressof(gl_types), POINTER(GLint))
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# stride_ptr = cast(addressof(mat_stride), POINTER(GLint))
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# glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_TYPE, gl_types_ptr)
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# glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_MATRIX_STRIDE, stride_ptr)
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view_fields = []
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for i in range(active_count):
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u_name, gl_type, length = self.uniforms[indices[i]]
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size = offsets[i+1] - offsets[i]
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c_type_size = sizeof(gl_type)
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actual_size = c_type_size * length
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padding = size - actual_size
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# TODO: handle stride for multiple matrixes in the same UBO (crashes now)
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# m_stride = mat_stride[i]
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arg = (u_name, gl_type * length) if length > 1 else (u_name, gl_type)
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view_fields.append(arg)
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if padding > 0:
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padding_bytes = padding // c_type_size
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view_fields.append((f'_padding{i}', gl_type * padding_bytes))
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# Custom ctypes Structure for Uniform access:
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class View(Structure):
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_fields_ = view_fields
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def __repr__(self):
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return str(dict(self._fields_))
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return View
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def __repr__(self):
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return f"{self.__class__.__name__}(name={self.name}, index={self.index})"
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class UniformBufferObject:
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__slots__ = 'buffer', 'view', '_view_ptr', 'index'
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def __init__(self, view_class, buffer_size, index):
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self.buffer = BufferObject(buffer_size)
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self.view = view_class()
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self._view_ptr = pointer(self.view)
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self.index = index
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@property
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def id(self):
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return self.buffer.id
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def bind(self, index=None):
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glBindBufferBase(GL_UNIFORM_BUFFER, self.index if index is None else index, self.buffer.id)
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def read(self):
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"""Read the byte contents of the buffer"""
|
|
glBindBuffer(GL_ARRAY_BUFFER, self.buffer.id)
|
|
ptr = glMapBufferRange(GL_ARRAY_BUFFER, 0, self.buffer.size, GL_MAP_READ_BIT)
|
|
data = string_at(ptr, size=self.buffer.size)
|
|
glUnmapBuffer(GL_ARRAY_BUFFER)
|
|
return data
|
|
|
|
def __enter__(self):
|
|
# Return the view to the user in a `with` context:
|
|
return self.view
|
|
|
|
def __exit__(self, exc_type, exc_val, exc_tb):
|
|
self.bind()
|
|
self.buffer.set_data(self._view_ptr)
|
|
|
|
def __repr__(self):
|
|
return "{0}(id={1})".format(self.__class__.__name__, self.buffer.id)
|
|
|
|
|
|
# Utility functions:
|
|
|
|
def _get_number(program_id: int, variable_type: int) -> int:
|
|
"""Get the number of active variables of the passed GL type."""
|
|
number = GLint(0)
|
|
glGetProgramiv(program_id, variable_type, byref(number))
|
|
return number.value
|
|
|
|
|
|
def _query_attribute(program_id: int, index: int):
|
|
"""Query the name, type, and size of an Attribute by index."""
|
|
asize = GLint()
|
|
atype = GLenum()
|
|
buf_size = 192
|
|
aname = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveAttrib(program_id, index, buf_size, None, asize, atype, aname)
|
|
return aname.value.decode(), atype.value, asize.value
|
|
except GLException as exc:
|
|
raise ShaderException from exc
|
|
|
|
|
|
def _introspect_attributes(program_id: int) -> dict:
|
|
"""Introspect a Program's Attributes, and return a dict of accessors."""
|
|
attributes = {}
|
|
|
|
for index in range(_get_number(program_id, GL_ACTIVE_ATTRIBUTES)):
|
|
a_name, a_type, a_size = _query_attribute(program_id, index)
|
|
loc = glGetAttribLocation(program_id, create_string_buffer(a_name.encode('utf-8')))
|
|
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():
|
|
print(f" Found attribute: {attribute}")
|
|
|
|
return attributes
|
|
|
|
|
|
def _link_program(*shaders) -> int:
|
|
"""Link one or more Shaders into a ShaderProgram."""
|
|
program_id = glCreateProgram()
|
|
for shader in shaders:
|
|
glAttachShader(program_id, shader.id)
|
|
glLinkProgram(program_id)
|
|
|
|
# Check the link status of program
|
|
status = c_int()
|
|
glGetProgramiv(program_id, GL_LINK_STATUS, byref(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 _get_program_log(program_id: int) -> str:
|
|
"""Query a ShaderProgram link logs."""
|
|
result = c_int(0)
|
|
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, byref(result))
|
|
result_str = create_string_buffer(result.value)
|
|
glGetProgramInfoLog(program_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 '{program_id}' linked successfully."
|
|
|
|
|
|
def _query_uniform(program_id: int, index: int):
|
|
"""Query the name, type, and size of a Uniform by index."""
|
|
usize = GLint()
|
|
utype = GLenum()
|
|
buf_size = 192
|
|
uname = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveUniform(program_id, index, buf_size, None, usize, utype, uname)
|
|
return uname.value.decode(), utype.value, usize.value
|
|
|
|
except GLException as exc:
|
|
raise ShaderException from exc
|
|
|
|
|
|
def _introspect_uniforms(program_id: int, have_dsa: bool) -> dict:
|
|
"""Introspect a Program's uniforms, and return a dict of accessors."""
|
|
uniforms = {}
|
|
|
|
for index in range(_get_number(program_id, GL_ACTIVE_UNIFORMS)):
|
|
u_name, u_type, u_size = _query_uniform(program_id, index)
|
|
loc = glGetUniformLocation(program_id, create_string_buffer(u_name.encode('utf-8')))
|
|
if loc == -1: # Skip uniforms that may be inside a Uniform Block
|
|
continue
|
|
uniforms[u_name] = _Uniform(program_id, u_name, u_type, loc, have_dsa)
|
|
|
|
if _debug_gl_shaders:
|
|
for uniform in uniforms.values():
|
|
print(f" Found uniform: {uniform}")
|
|
|
|
return uniforms
|
|
|
|
|
|
def _get_uniform_block_name(program_id: int, index: int) -> str:
|
|
"""Query the name of a Uniform Block, by index"""
|
|
buf_size = 128
|
|
size = c_int(0)
|
|
name_buf = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveUniformBlockName(program_id, index, buf_size, size, name_buf)
|
|
return name_buf.value.decode()
|
|
except GLException:
|
|
raise ShaderException(f"Unable to query UniformBlock name at index: {index}")
|
|
|
|
|
|
def _introspect_uniform_blocks(program) -> dict:
|
|
uniform_blocks = {}
|
|
program_id = program.id
|
|
|
|
for index in range(_get_number(program_id, GL_ACTIVE_UNIFORM_BLOCKS)):
|
|
name = _get_uniform_block_name(program_id, index)
|
|
|
|
num_active = GLint()
|
|
block_data_size = GLint()
|
|
|
|
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, num_active)
|
|
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_DATA_SIZE, block_data_size)
|
|
|
|
indices = (GLuint * num_active.value)()
|
|
indices_ptr = cast(addressof(indices), POINTER(GLint))
|
|
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
|
|
|
|
uniforms = {}
|
|
|
|
for block_uniform_index in indices:
|
|
uniform_name, u_type, u_size = _query_uniform(program_id, block_uniform_index)
|
|
|
|
# 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
|
|
|
|
gl_type, _, _, length, _ = _uniform_setters[u_type]
|
|
uniforms[block_uniform_index] = (uniform_name, gl_type, length)
|
|
|
|
uniform_blocks[name] = UniformBlock(program, name, index, block_data_size.value, uniforms)
|
|
# This might cause an error if index > GL_MAX_UNIFORM_BUFFER_BINDINGS, but surely no
|
|
# one would be crazy enough to use more than 36 uniform blocks, right?
|
|
glUniformBlockBinding(program_id, index, index)
|
|
|
|
if _debug_gl_shaders:
|
|
for block in uniform_blocks.values():
|
|
print(f" Found uniform block: {block}")
|
|
|
|
return uniform_blocks
|
|
|
|
|
|
# Program definitions:
|
|
|
|
class ShaderSource:
|
|
"""GLSL source container for making source parsing simpler.
|
|
|
|
We support locating out attributes and applying #defines values.
|
|
|
|
NOTE: We do assume the source is neat enough to be parsed
|
|
this way and don't contain several statements in one line.
|
|
"""
|
|
|
|
def __init__(self, source: str, source_type: GLenum):
|
|
"""Create a shader source wrapper."""
|
|
self._lines = source.strip().splitlines()
|
|
self._type = source_type
|
|
|
|
if not self._lines:
|
|
raise ShaderException("Shader source is empty")
|
|
|
|
self._version = self._find_glsl_version()
|
|
|
|
if pyglet.gl.current_context.get_info().get_opengl_api() == "gles":
|
|
self._lines[0] = "#version 310 es"
|
|
self._lines.insert(1, "precision mediump float;")
|
|
|
|
if self._type == GL_GEOMETRY_SHADER:
|
|
self._lines.insert(1, "#extension GL_EXT_geometry_shader : require")
|
|
|
|
if self._type == GL_COMPUTE_SHADER:
|
|
self._lines.insert(1, "precision mediump image2D;")
|
|
|
|
self._version = self._find_glsl_version()
|
|
|
|
def validate(self) -> str:
|
|
"""Return the validated shader source."""
|
|
return "\n".join(self._lines)
|
|
|
|
def _find_glsl_version(self) -> int:
|
|
if self._lines[0].strip().startswith("#version"):
|
|
try:
|
|
return int(self._lines[0].split()[1])
|
|
except (ValueError, IndexError):
|
|
pass
|
|
|
|
source = "\n".join(f"{str(i+1).zfill(3)}: {line} " for i, line in enumerate(self._lines))
|
|
|
|
raise ShaderException(("Cannot find #version flag in shader source. "
|
|
"A #version statement is required on the first line.\n"
|
|
"------------------------------------\n"
|
|
f"{source}"))
|
|
|
|
|
|
class Shader:
|
|
"""OpenGL shader.
|
|
|
|
Shader objects are compiled on instantiation.
|
|
You can reuse a Shader object in multiple ShaderPrograms.
|
|
|
|
`shader_type` is one of ``'compute'``, ``'fragment'``, ``'geometry'``,
|
|
``'tesscontrol'``, ``'tessevaluation'``, or ``'vertex'``.
|
|
"""
|
|
|
|
def __init__(self, source_string: str, shader_type: str):
|
|
self._context = pyglet.gl.current_context
|
|
self._id = None
|
|
self.type = shader_type
|
|
|
|
try:
|
|
shader_type = _shader_types[shader_type]
|
|
except KeyError as err:
|
|
raise ShaderException(f"shader_type '{shader_type}' is invalid."
|
|
f"Valid types are: {list(_shader_types)}") from err
|
|
|
|
source_string = ShaderSource(source_string, shader_type).validate()
|
|
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))
|
|
|
|
shader_id = glCreateShader(shader_type)
|
|
self._id = shader_id
|
|
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:
|
|
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 ShaderException(f"Shader compilation failed.\n"
|
|
f"{self._get_shader_log(shader_id)}"
|
|
"------------------------------------------------------------\n"
|
|
f"{source_lines}\n"
|
|
"------------------------------------------------------------")
|
|
|
|
elif _debug_gl_shaders:
|
|
print(self._get_shader_log(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 (f"OpenGL returned the following message when compiling the "
|
|
f"'{self.type}' shader: \n{result_str.value.decode('utf8')}")
|
|
else:
|
|
return f"{self.type.capitalize()} Shader '{shader_id}' compiled successfully."
|
|
|
|
@staticmethod
|
|
def _get_shader_source(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 delete(self):
|
|
glDeleteShader(self._id)
|
|
self._id = None
|
|
|
|
def __del__(self):
|
|
if self._id is not None:
|
|
try:
|
|
self._context.delete_shader(self._id)
|
|
if _debug_gl_shaders:
|
|
print(f"Destroyed {self.type} Shader '{self._id}'")
|
|
self._id = None
|
|
except (AttributeError, ImportError):
|
|
pass # Interpreter is shutting down
|
|
|
|
def __repr__(self):
|
|
return "{0}(id={1}, type={2})".format(self.__class__.__name__, self.id, self.type)
|
|
|
|
|
|
class ShaderProgram:
|
|
"""OpenGL shader program."""
|
|
|
|
__slots__ = '_id', '_context', '_attributes', '_uniforms', '_uniform_blocks', '__weakref__'
|
|
|
|
def __init__(self, *shaders: Shader):
|
|
self._id = None
|
|
|
|
assert shaders, "At least one Shader object is required."
|
|
self._id = _link_program(*shaders)
|
|
self._context = pyglet.gl.current_context
|
|
|
|
if _debug_gl_shaders:
|
|
print(_get_program_log(self._id))
|
|
|
|
# Query if Direct State Access is available:
|
|
have_dsa = gl_info.have_version(4, 1) or gl_info.have_extension("GL_ARB_separate_shader_objects")
|
|
self._attributes = _introspect_attributes(self._id)
|
|
self._uniforms = _introspect_uniforms(self._id, have_dsa)
|
|
self._uniform_blocks = _introspect_uniform_blocks(self)
|
|
|
|
@property
|
|
def id(self):
|
|
return self._id
|
|
|
|
@property
|
|
def attributes(self):
|
|
return self._attributes
|
|
|
|
@property
|
|
def uniforms(self):
|
|
return self._uniforms
|
|
|
|
@property
|
|
def uniform_blocks(self):
|
|
return self._uniform_blocks
|
|
|
|
def use(self):
|
|
glUseProgram(self._id)
|
|
|
|
@staticmethod
|
|
def stop():
|
|
glUseProgram(0)
|
|
|
|
__enter__ = use
|
|
bind = use
|
|
unbind = stop
|
|
|
|
def __exit__(self, *_):
|
|
glUseProgram(0)
|
|
|
|
def delete(self):
|
|
glDeleteProgram(self._id)
|
|
self._id = None
|
|
|
|
def __del__(self):
|
|
if self._id is not None:
|
|
try:
|
|
self._context.delete_shader_program(self._id)
|
|
self._id = None
|
|
except (AttributeError, ImportError):
|
|
pass # Interpreter is shutting down
|
|
|
|
def __setitem__(self, key, value):
|
|
try:
|
|
uniform = self._uniforms[key]
|
|
except KeyError as err:
|
|
raise ShaderException(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.") from err
|
|
try:
|
|
uniform.set(value)
|
|
except GLException as err:
|
|
raise ShaderException from err
|
|
|
|
def __getitem__(self, item):
|
|
try:
|
|
uniform = self._uniforms[item]
|
|
except KeyError as err:
|
|
raise ShaderException(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.") from err
|
|
try:
|
|
return uniform.get()
|
|
except GLException as err:
|
|
raise ShaderException from err
|
|
|
|
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.
|
|
This determines how the list is drawn in the given batch.
|
|
`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
|
|
initial_arrays.append((name, array))
|
|
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(False, mode, group, self, attributes)
|
|
|
|
# Create vertex list and initialize
|
|
vlist = domain.create(count)
|
|
|
|
for name, array in initial_arrays:
|
|
vlist.set_attribute_data(name, array)
|
|
|
|
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.
|
|
This determines how the list is drawn in the given batch.
|
|
`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
|
|
initial_arrays.append((name, array))
|
|
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, attributes)
|
|
|
|
# Create vertex list and initialize
|
|
vlist = domain.create(count, len(indices))
|
|
start = vlist.start
|
|
vlist.indices = [i + start for i in indices]
|
|
|
|
for name, array in initial_arrays:
|
|
vlist.set_attribute_data(name, array)
|
|
|
|
return vlist
|
|
|
|
def __repr__(self):
|
|
return "{0}(id={1})".format(self.__class__.__name__, self.id)
|
|
|
|
|
|
class ComputeShaderProgram:
|
|
"""OpenGL Compute Shader Program"""
|
|
|
|
def __init__(self, source: str):
|
|
"""Create an OpenGL ComputeShaderProgram from source."""
|
|
self._id = None
|
|
|
|
if not (gl_info.have_version(4, 3) or gl_info.have_extension("GL_ARB_compute_shader")):
|
|
raise ShaderException("Compute Shader not supported. OpenGL Context version must be at least "
|
|
"4.3 or higher, or 4.2 with the 'GL_ARB_compute_shader' extension.")
|
|
|
|
self._shader = Shader(source, 'compute')
|
|
self._context = pyglet.gl.current_context
|
|
self._id = _link_program(self._shader)
|
|
|
|
if _debug_gl_shaders:
|
|
print(_get_program_log(self._id))
|
|
|
|
self._uniforms = _introspect_uniforms(self._id, True)
|
|
self._uniform_blocks = _introspect_uniform_blocks(self)
|
|
|
|
self.max_work_group_size = self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_SIZE)
|
|
self.max_work_group_count = self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_COUNT)
|
|
self.max_shared_memory_size = self._get_value(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE)
|
|
self.max_work_group_invocations = self._get_value(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS)
|
|
|
|
@staticmethod
|
|
def _get_tuple(parameter: int):
|
|
val_x = GLint()
|
|
val_y = GLint()
|
|
val_z = GLint()
|
|
for i, value in enumerate((val_x, val_y, val_z)):
|
|
glGetIntegeri_v(parameter, i, byref(value))
|
|
return val_x.value, val_y.value, val_z.value
|
|
|
|
@staticmethod
|
|
def _get_value(parameter: int) -> int:
|
|
val = GLint()
|
|
glGetIntegerv(parameter, byref(val))
|
|
return val.value
|
|
|
|
@staticmethod
|
|
def dispatch(x: int = 1, y: int = 1, z: int = 1, barrier: int = GL_ALL_BARRIER_BITS) -> None:
|
|
"""Launch one or more compute work groups.
|
|
|
|
The ComputeShaderProgram should be active (bound) before calling
|
|
this method. The x, y, and z parameters specify the number of local
|
|
work groups that will be dispatched in the X, Y and Z dimensions.
|
|
"""
|
|
glDispatchCompute(x, y, z)
|
|
if barrier:
|
|
glMemoryBarrier(barrier)
|
|
|
|
@property
|
|
def id(self) -> int:
|
|
return self._id
|
|
|
|
@property
|
|
def uniforms(self) -> dict:
|
|
return self._uniforms
|
|
|
|
@property
|
|
def uniform_blocks(self) -> dict:
|
|
return self._uniform_blocks
|
|
|
|
def use(self) -> None:
|
|
glUseProgram(self._id)
|
|
|
|
@staticmethod
|
|
def stop():
|
|
glUseProgram(0)
|
|
|
|
__enter__ = use
|
|
bind = use
|
|
unbind = stop
|
|
|
|
def __exit__(self, *_):
|
|
glUseProgram(0)
|
|
|
|
def delete(self):
|
|
glDeleteProgram(self._id)
|
|
self._id = None
|
|
|
|
def __del__(self):
|
|
if self._id is not None:
|
|
try:
|
|
self._context.delete_shader_program(self._id)
|
|
self._id = None
|
|
except (AttributeError, ImportError):
|
|
pass # Interpreter is shutting down
|
|
|
|
def __setitem__(self, key, value):
|
|
try:
|
|
uniform = self._uniforms[key]
|
|
except KeyError as err:
|
|
raise ShaderException(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.") from err
|
|
try:
|
|
uniform.set(value)
|
|
except GLException as err:
|
|
raise ShaderException from err
|
|
|
|
def __getitem__(self, item):
|
|
try:
|
|
uniform = self._uniforms[item]
|
|
except KeyError as err:
|
|
raise ShaderException(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.") from err
|
|
try:
|
|
return uniform.get()
|
|
except GLException as err:
|
|
raise ShaderException from err
|