1048 lines
38 KiB
Python
1048 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.c_type = _c_types[gl_type]
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self.normalize = normalize
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self.align = sizeof(self.c_type)
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self.size = count * self.align
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self.stride = self.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` : `AbstractMappable`
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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: `AbstractBufferRegion`
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"""
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byte_start = self.stride * start
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byte_size = self.stride * count
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array_count = self.count * count
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ptr_type = POINTER(self.c_type * array_count)
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return buffer.get_region(byte_start, byte_size, ptr_type)
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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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byte_start = self.stride * start
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byte_size = self.stride * count
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array_count = self.count * count
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data = (self.c_type * array_count)(*data)
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buffer.set_data_region(data, byte_start, byte_size)
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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"""
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glBindBuffer(GL_ARRAY_BUFFER, self.buffer.id)
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ptr = glMapBufferRange(GL_ARRAY_BUFFER, 0, self.buffer.size, GL_MAP_READ_BIT)
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|
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
|