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

1021 lines
36 KiB
Python

from ctypes import *
from weakref import proxy
import pyglet
from pyglet.gl import *
from pyglet.graphics.vertexbuffer import BufferObject
_debug_gl_shaders = pyglet.options['debug_gl_shaders']
class ShaderException(BaseException):
pass
_c_types = {
GL_BYTE: c_byte,
GL_UNSIGNED_BYTE: c_ubyte,
GL_SHORT: c_short,
GL_UNSIGNED_SHORT: c_ushort,
GL_INT: c_int,
GL_UNSIGNED_INT: c_uint,
GL_FLOAT: c_float,
GL_DOUBLE: c_double,
}
_shader_types = {
'compute': GL_COMPUTE_SHADER,
'fragment': GL_FRAGMENT_SHADER,
'geometry': GL_GEOMETRY_SHADER,
'tesscontrol': GL_TESS_CONTROL_SHADER,
'tessevaluation': GL_TESS_EVALUATION_SHADER,
'vertex': GL_VERTEX_SHADER,
}
_uniform_getters = {
GLint: glGetUniformiv,
GLfloat: glGetUniformfv,
GLboolean: glGetUniformiv,
}
_uniform_setters = {
# 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),
GL_SAMPLER_3D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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:
# 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,
GL_IMAGE_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_IMAGE_2D: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_IMAGE_2D_RECT: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_3D: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_1D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_IMAGE_2D_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_2D_MULTISAMPLE: (GLint, glUniform1iv, glProgramUniform1iv, 2, 1),
GL_IMAGE_2D_MULTISAMPLE_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_BUFFER: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
GL_IMAGE_CUBE: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
GL_IMAGE_CUBE_MAP_ARRAY: (GLint, glUniform1iv, glProgramUniform1iv, 3, 1),
}
_attribute_types = {
GL_BOOL: (1, '?'),
GL_BOOL_VEC2: (2, '?'),
GL_BOOL_VEC3: (3, '?'),
GL_BOOL_VEC4: (4, '?'),
GL_INT: (1, 'i'),
GL_INT_VEC2: (2, 'i'),
GL_INT_VEC3: (3, 'i'),
GL_INT_VEC4: (4, 'i'),
GL_UNSIGNED_INT: (1, 'I'),
GL_UNSIGNED_INT_VEC2: (2, 'I'),
GL_UNSIGNED_INT_VEC3: (3, 'I'),
GL_UNSIGNED_INT_VEC4: (4, 'I'),
GL_FLOAT: (1, 'f'),
GL_FLOAT_VEC2: (2, 'f'),
GL_FLOAT_VEC3: (3, 'f'),
GL_FLOAT_VEC4: (4, 'f'),
GL_DOUBLE: (1, 'd'),
GL_DOUBLE_VEC2: (2, 'd'),
GL_DOUBLE_VEC3: (3, 'd'),
GL_DOUBLE_VEC4: (4, 'd'),
}
# Accessor classes:
class Attribute:
"""Abstract accessor for an attribute in a mapped buffer."""
def __init__(self, name, location, count, gl_type, normalize):
"""Create the attribute accessor.
:Parameters:
`name` : str
Name of the vertex attribute.
`location` : int
Location (index) of the vertex attribute.
`count` : int
Number of components in the attribute.
`gl_type` : int
OpenGL type enumerant; for example, ``GL_FLOAT``
`normalize`: bool
True if OpenGL should normalize the values
"""
self.name = name
self.location = location
self.count = count
self.gl_type = gl_type
self.c_type = _c_types[gl_type]
self.normalize = normalize
self.align = sizeof(self.c_type)
self.size = count * self.align
self.stride = self.size
def enable(self):
"""Enable the attribute."""
glEnableVertexAttribArray(self.location)
def set_pointer(self, ptr):
"""Setup this attribute to point to the currently bound buffer at
the given offset.
``offset`` should be based on the currently bound buffer's ``ptr``
member.
:Parameters:
`offset` : int
Pointer offset to the currently bound buffer for this
attribute.
"""
glVertexAttribPointer(self.location, self.count, self.gl_type, self.normalize, self.stride, ptr)
def get_region(self, buffer, start, count):
"""Map a buffer region using this attribute as an accessor.
The returned region consists of a contiguous array of component
data elements. For example, if this attribute uses 3 floats per
vertex, and the `count` parameter is 4, the number of floats mapped
will be ``3 * 4 = 12``.
:Parameters:
`buffer` : `AbstractMappable`
The buffer to map.
`start` : int
Offset of the first vertex to map.
`count` : int
Number of vertices to map
:rtype: `AbstractBufferRegion`
"""
byte_start = self.stride * start
byte_size = self.stride * count
array_count = self.count * count
ptr_type = POINTER(self.c_type * array_count)
return buffer.get_region(byte_start, byte_size, ptr_type)
def set_region(self, buffer, start, count, data):
"""Set the data over a region of the buffer.
:Parameters:
`buffer` : AbstractMappable`
The buffer to modify.
`start` : int
Offset of the first vertex to set.
`count` : int
Number of vertices to set.
`data` : A sequence of data components.
"""
byte_start = self.stride * start
byte_size = self.stride * count
array_count = self.count * count
data = (self.c_type * array_count)(*data)
buffer.set_data_region(data, byte_start, byte_size)
def __repr__(self):
return f"Attribute(name='{self.name}', location={self.location}, count={self.count})"
class _Uniform:
__slots__ = 'program', 'name', 'type', 'location', 'length', 'count', 'get', 'set'
def __init__(self, program, name, uniform_type, location, dsa):
self.program = program
self.name = name
self.type = uniform_type
self.location = location
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)
self.set = self._create_setter_func(program, location, gl_setter, c_array, length, count, ptr, is_matrix, dsa)
@staticmethod
def _create_getter_func(program, location, gl_getter, c_array, length):
"""Factory function for creating simplified Uniform getters"""
if length == 1:
def getter_func():
gl_getter(program, location, c_array)
return c_array[0]
else:
def getter_func():
gl_getter(program, location, c_array)
return c_array[:]
return getter_func
@staticmethod
def _create_setter_func(program, location, gl_setter, c_array, length, count, ptr, is_matrix, dsa):
"""Factory function for creating simplified Uniform setters"""
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 ShaderException("Uniform type not yet supported.")
return setter_func
else:
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 ShaderException("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 UniformBlock:
__slots__ = 'program', 'name', 'index', 'size', 'uniforms', 'view_cls'
def __init__(self, program, name, index, size, uniforms):
self.program = proxy(program)
self.name = name
self.index = index
self.size = size
self.uniforms = uniforms
self.view_cls = None
def create_ubo(self, index=0):
"""
Create a new UniformBufferObject from this uniform block.
:Parameters:
`index` : int
The uniform buffer index the returned UBO will bind itself to.
By default, this is 0.
:rtype: :py:class:`~pyglet.graphics.shader.UniformBufferObject`
"""
if self.view_cls is None:
self.view_cls = self._introspect_uniforms()
return UniformBufferObject(self.view_cls, self.size, index)
def _introspect_uniforms(self):
"""Introspect the block's structure and return a ctypes struct for
manipulating the uniform block's members.
"""
p_id = self.program.id
index = self.index
active_count = len(self.uniforms)
# Query the uniform index order and each uniform's offset:
indices = (GLuint * active_count)()
offsets = (GLint * active_count)()
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, active_count, 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.size]
indices = (GLuint * active_count)(*(x[1] for x in _oi))
# # Query other uniform information:
# gl_types = (GLint * active_count)()
# mat_stride = (GLint * active_count)()
# gl_types_ptr = cast(addressof(gl_types), POINTER(GLint))
# stride_ptr = cast(addressof(mat_stride), POINTER(GLint))
# glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_TYPE, gl_types_ptr)
# glGetActiveUniformsiv(p_id, active_count, indices, GL_UNIFORM_MATRIX_STRIDE, stride_ptr)
view_fields = []
for i in range(active_count):
u_name, gl_type, length = self.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)
view_fields.append(arg)
if padding > 0:
padding_bytes = padding // c_type_size
view_fields.append((f'_padding{i}', gl_type * padding_bytes))
# Custom ctypes Structure for Uniform access:
class View(Structure):
_fields_ = view_fields
def __repr__(self):
return str(dict(self._fields_))
return View
def __repr__(self):
return f"{self.__class__.__name__}(name={self.name}, index={self.index})"
class UniformBufferObject:
__slots__ = 'buffer', 'view', '_view_ptr', 'index'
def __init__(self, view_class, buffer_size, index):
self.buffer = BufferObject(buffer_size)
self.view = view_class()
self._view_ptr = pointer(self.view)
self.index = index
@property
def id(self):
return self.buffer.id
def bind(self, index=None):
glBindBufferBase(GL_UNIFORM_BUFFER, self.index if index is None else index, self.buffer.id)
def read(self):
"""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._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)
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))
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:
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 __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."""
__slots__ = '_id', '_context', '_attributes', '_uniforms', '_uniform_blocks', '__weakref__'
def __init__(self, *shaders: Shader):
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 __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 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"""
__slots__ = '_shader', '_id', '_context', '_uniforms', '_uniform_blocks', '__weakref__', 'limits'
def __init__(self, source: str):
"""Create an OpenGL ComputeShaderProgram from source."""
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.limits = {
'work_group_count': self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_COUNT),
'work_group_size': self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_SIZE),
'work_group_invocations': self._get_value(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS),
'shared_memory_size': self._get_value(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE),
}
@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 __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 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