869 lines
31 KiB
Python
869 lines
31 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.graphics.vertexbuffer import BufferObject
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from pyglet.gl import *
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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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# TODO: test other shader types, and update if necessary.
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_shader_types = {
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'vertex': GL_VERTEX_SHADER,
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'geometry': GL_GEOMETRY_SHADER,
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'fragment': GL_FRAGMENT_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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GL_SAMPLER_1D: (GLint, glUniform1iv, glProgramUniform1iv, 1, 1),
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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_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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}
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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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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 NotImplementedError("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 NotImplementedError("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 ShaderSource:
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"""GLSL source container for making source parsing simpler.
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We support locating out attributes and applying #defines values.
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NOTE: We do assume the source is neat enough to be parsed
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this way and don't contain several statements in one line.
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"""
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def __init__(self, source: str, source_type: gl.GLenum):
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"""Create a shader source wrapper."""
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self._lines = source.strip().splitlines()
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self._type = source_type
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if not self._lines:
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raise ValueError("Shader source is empty")
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self._version = self._find_glsl_version()
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if pyglet.gl.current_context.get_info().get_opengl_api() == "gles":
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self._lines[0] = "#version 310 es"
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self._lines.insert(1, "precision mediump float;")
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if self._type == gl.GL_GEOMETRY_SHADER:
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self._lines.insert(1, "#extension GL_EXT_geometry_shader : require")
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if self._type == gl.GL_COMPUTE_SHADER:
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self._lines.insert(1, "precision mediump image2D;")
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self._version = self._find_glsl_version()
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def validate(self) -> str:
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"""Return the validated shader source."""
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return "\n".join(self._lines)
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def _find_glsl_version(self) -> int:
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if self._lines[0].strip().startswith("#version"):
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try:
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return int(self._lines[0].split()[1])
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except Exception:
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pass
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source = "\n".join(f"{str(i+1).zfill(3)}: {line} " for i, line in enumerate(self._lines))
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raise ShaderException(("Cannot find #version flag in shader source. "
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"A #version statement is required on the first line.\n"
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"------------------------------------\n"
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f"{source}"))
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class Shader:
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"""OpenGL Shader object"""
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def __init__(self, source_string, shader_type):
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"""Create an instance of a Shader object.
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Shader objects are compiled on instantiation. You can
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reuse a Shader object in multiple `ShaderProgram`s.
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:Parameters:
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`source_string` : str
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A string containing the Shader source code.
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`shader_type` : str
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The Shader type, such as "vertex", "fragment", "geometry", etc.
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"""
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self._id = None
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if shader_type not in _shader_types:
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raise TypeError("The `shader_type` '{}' is not yet supported".format(shader_type))
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self.type = shader_type
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source_string = ShaderSource(source_string, _shader_types[shader_type]).validate()
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shader_source_utf8 = source_string.encode("utf8")
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source_buffer_pointer = cast(c_char_p(shader_source_utf8), POINTER(c_char))
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source_length = c_int(len(shader_source_utf8))
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shader_id = glCreateShader(_shader_types[shader_type])
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glShaderSource(shader_id, 1, byref(source_buffer_pointer), source_length)
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glCompileShader(shader_id)
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status = c_int(0)
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glGetShaderiv(shader_id, GL_COMPILE_STATUS, byref(status))
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if status.value != GL_TRUE:
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source = self._get_shader_source(shader_id)
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source_lines = "{0}".format("\n".join(f"{str(i+1).zfill(3)}: {line} "
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for i, line in enumerate(source.split("\n"))))
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raise GLException(
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(
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f"The {self.type} shader failed to compile.\n"
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f"{self._get_shader_log(shader_id)}"
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"------------------------------------------------------------\n"
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f"{source_lines}\n"
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"------------------------------------------------------------"
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)
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)
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elif _debug_gl_shaders:
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print(self._get_shader_log(shader_id))
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self._id = shader_id
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@property
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def id(self):
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return self._id
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def _get_shader_log(self, shader_id):
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log_length = c_int(0)
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glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, byref(log_length))
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result_str = create_string_buffer(log_length.value)
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glGetShaderInfoLog(shader_id, log_length, None, result_str)
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if result_str.value:
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return ("OpenGL returned the following message when compiling the {0} shader: "
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"\n{1}".format(self.type, result_str.value.decode('utf8')))
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else:
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return f"{self.type.capitalize()} Shader '{shader_id}' compiled successfully."
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@staticmethod
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def _get_shader_source(shader_id):
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"""Get the shader source from the shader object"""
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source_length = c_int(0)
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glGetShaderiv(shader_id, GL_SHADER_SOURCE_LENGTH, source_length)
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source_str = create_string_buffer(source_length.value)
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glGetShaderSource(shader_id, source_length, None, source_str)
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return source_str.value.decode('utf8')
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def __del__(self):
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try:
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glDeleteShader(self._id)
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if _debug_gl_shaders:
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print(f"Destroyed {self.type} Shader '{self._id}'")
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except Exception:
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# Interpreter is shutting down,
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# or Shader failed to compile.
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pass
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def __repr__(self):
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return "{0}(id={1}, type={2})".format(self.__class__.__name__, self.id, self.type)
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class ShaderProgram:
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"""OpenGL Shader Program"""
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__slots__ = '_id', '_context', '_attributes', '_uniforms', '_uniform_blocks', '__weakref__', '_dsa'
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def __init__(self, *shaders):
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"""Create an OpenGL ShaderProgram, from multiple Shaders.
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Link multiple Shader objects together into a ShaderProgram.
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:Parameters:
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`shaders` : `Shader`
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One or more Shader objects
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"""
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assert shaders, "At least one Shader object is required."
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self._id = self._link_program(shaders)
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if _debug_gl_shaders:
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print(self._get_program_log())
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self._context = pyglet.gl.current_context
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# Query if Direct State Access is available:
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self._dsa = gl_info.have_version(4, 1) or gl_info.have_extension("GL_ARB_separate_shader_objects")
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self._attributes = self._introspect_attributes()
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self._uniforms = self._introspect_uniforms()
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self._uniform_blocks = self._introspect_uniform_blocks()
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@property
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def id(self):
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return self._id
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@property
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def attributes(self):
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return self._attributes
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@property
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def uniforms(self):
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return self._uniforms
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@property
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def uniform_blocks(self):
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return self._uniform_blocks
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def _get_program_log(self):
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result = c_int(0)
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glGetProgramiv(self._id, GL_INFO_LOG_LENGTH, byref(result))
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result_str = create_string_buffer(result.value)
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glGetProgramInfoLog(self._id, result, None, result_str)
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if result_str.value:
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return f"OpenGL returned the following message when linking the program: \n{result_str.value}"
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else:
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return f"Program '{self._id}' linked successfully."
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@staticmethod
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def _link_program(shaders):
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program_id = glCreateProgram()
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for shader in shaders:
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glAttachShader(program_id, shader.id)
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glLinkProgram(program_id)
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# Check the link status of program
|
|
status = c_int()
|
|
glGetProgramiv(program_id, GL_LINK_STATUS, status)
|
|
if not status.value:
|
|
length = c_int()
|
|
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, length)
|
|
log = c_buffer(length.value)
|
|
glGetProgramInfoLog(program_id, len(log), None, log)
|
|
raise ShaderException("Error linking shader program:\n{}".format(log.value.decode()))
|
|
|
|
# Shader objects no longer needed
|
|
for shader in shaders:
|
|
glDetachShader(program_id, shader.id)
|
|
return program_id
|
|
|
|
def use(self):
|
|
glUseProgram(self._id)
|
|
|
|
def stop(self):
|
|
glUseProgram(0)
|
|
|
|
__enter__ = use
|
|
bind = use
|
|
unbind = stop
|
|
|
|
def __exit__(self, *_):
|
|
glUseProgram(0)
|
|
|
|
def __del__(self):
|
|
try:
|
|
self._context.delete_shader_program(self.id)
|
|
except Exception:
|
|
# Interpreter is shutting down,
|
|
# or ShaderProgram failed to link.
|
|
pass
|
|
|
|
def __setitem__(self, key, value):
|
|
try:
|
|
uniform = self._uniforms[key]
|
|
except KeyError:
|
|
raise Exception(f"A Uniform with the name `{key}` was not found.\n"
|
|
f"The spelling may be incorrect, or if not in use it "
|
|
f"may have been optimized out by the OpenGL driver.")
|
|
try:
|
|
uniform.set(value)
|
|
except GLException:
|
|
raise
|
|
|
|
def __getitem__(self, item):
|
|
try:
|
|
uniform = self._uniforms[item]
|
|
except KeyError:
|
|
raise Exception(f"A Uniform with the name `{item}` was not found.\n"
|
|
f"The spelling may be incorrect, or if not in use it "
|
|
f"may have been optimized out by the OpenGL driver.")
|
|
try:
|
|
return uniform.get()
|
|
except GLException:
|
|
raise
|
|
|
|
def _get_number(self, variable_type):
|
|
"""Get the number of active variables of the passed GL type."""
|
|
number = GLint(0)
|
|
glGetProgramiv(self._id, variable_type, byref(number))
|
|
return number.value
|
|
|
|
def _introspect_attributes(self):
|
|
program = self._id
|
|
attributes = {}
|
|
for index in range(self._get_number(GL_ACTIVE_ATTRIBUTES)):
|
|
a_name, a_type, a_size = self._query_attribute(index)
|
|
loc = glGetAttribLocation(program, create_string_buffer(a_name.encode('utf-8')))
|
|
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 _introspect_uniforms(self):
|
|
program = self._id
|
|
uniforms = {}
|
|
for index in range(self._get_number(GL_ACTIVE_UNIFORMS)):
|
|
u_name, u_type, u_size = self._query_uniform(index)
|
|
loc = glGetUniformLocation(program, 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, u_name, u_type, loc, self._dsa)
|
|
|
|
if _debug_gl_shaders:
|
|
for uniform in uniforms.values():
|
|
print(f" Found uniform: {uniform}")
|
|
|
|
return uniforms
|
|
|
|
def _introspect_uniform_blocks(self):
|
|
program = self._id
|
|
uniform_blocks = {}
|
|
for index in range(self._get_number(GL_ACTIVE_UNIFORM_BLOCKS)):
|
|
name = self._get_uniform_block_name(index)
|
|
|
|
num_active = GLint()
|
|
block_data_size = GLint()
|
|
|
|
glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, num_active)
|
|
glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_DATA_SIZE, block_data_size)
|
|
|
|
indices = (GLuint * num_active.value)()
|
|
indices_ptr = cast(addressof(indices), POINTER(GLint))
|
|
glGetActiveUniformBlockiv(program, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
|
|
|
|
uniforms = {}
|
|
|
|
for block_uniform_index in indices:
|
|
uniform_name, u_type, u_size = self._query_uniform(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(self, 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(self.id, index, index)
|
|
|
|
if _debug_gl_shaders:
|
|
for block in uniform_blocks.values():
|
|
print(f" Found uniform block: {block}")
|
|
|
|
return uniform_blocks
|
|
|
|
def _get_uniform_block_name(self, index):
|
|
buf_size = 128
|
|
size = c_int(0)
|
|
name_buf = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveUniformBlockName(self._id, index, buf_size, size, name_buf)
|
|
return name_buf.value.decode()
|
|
except GLException:
|
|
return None
|
|
|
|
def _query_attribute(self, index):
|
|
asize = GLint()
|
|
atype = GLenum()
|
|
buf_size = 192
|
|
aname = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveAttrib(self._id, index, buf_size, None, asize, atype, aname)
|
|
return aname.value.decode(), atype.value, asize.value
|
|
except GLException:
|
|
raise
|
|
|
|
def _query_uniform(self, index):
|
|
usize = GLint()
|
|
utype = GLenum()
|
|
buf_size = 192
|
|
uname = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveUniform(self._id, index, buf_size, None, usize, utype, uname)
|
|
return uname.value.decode(), utype.value, usize.value
|
|
except GLException:
|
|
raise
|
|
|
|
def vertex_list(self, count, mode, batch=None, group=None, **data):
|
|
"""Create a VertexList.
|
|
|
|
:Parameters:
|
|
`count` : int
|
|
The number of vertices in the list.
|
|
`mode` : int
|
|
OpenGL drawing mode enumeration; for example, one of
|
|
``GL_POINTS``, ``GL_LINES``, ``GL_TRIANGLES``, etc.
|
|
`batch` : `~pyglet.graphics.Batch`
|
|
Batch to add the VertexList to, or ``None`` if a Batch will not be used.
|
|
Using a Batch is strongly recommended.
|
|
`group` : `~pyglet.graphics.Group`
|
|
Group to add the VertexList to, or ``None`` if no group is required.
|
|
`**data` : str or tuple
|
|
Attribute formats and initial data for the vertex list.
|
|
|
|
:rtype: :py:class:`~pyglet.graphics.vertexdomain.VertexList`
|
|
"""
|
|
attributes = self._attributes.copy()
|
|
initial_arrays = []
|
|
|
|
for name, fmt in data.items():
|
|
try:
|
|
if isinstance(fmt, tuple):
|
|
fmt, array = fmt
|
|
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._id, 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.
|
|
`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._id, 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 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
|
|
__repr__ = lambda self: 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)
|