shenjack
f9eeafe322
readme update 看起来更像 Dear ImGui 一些(looks more like Dear ImGui and some intersting feature to the button remove debug 确认一下action 404 修改 writing theme looks good better? a ? alpha=255 not 256 looks better try new pyglet first 看起来好一些 sync pyglet 水一手 这波必须得水一手了,要不然commit太少了(确信 丢点正经东西上去 顺手继承一下Options 补充docs 坏了,忘记水commit了( 至少我能早睡了( 这里还能水一点来着( 试试再说 reee 保证能跑( 同步lib not dr 的修改 忘记带上 None了 还是加上一个额外的判断参数吧 刷点commit也不错 先更新一下依赖版本 水commit啦 理论可行,实践开始! 构建参数喜加一 reeeee 更新一下 pyproject 的依赖 fix typing looks better 水一个( 测试? sync pyglet to master A | Try use rust-cache looks good? what? C | sync pyglet A | 添加了一个 Button Draw Theme A | Magic Number (确信) A | 尽量不继承Options sync pyglet A | Add theme A | Add more Theme information Enhance | Theme sync pyglet Add | add unifont Enhance | use os.walk in font loading Enhance | Use i18n in font loading Enhance | doc sync pyglet Add | add 3.12 build option to build_rs Fix | Button position have a z sync pyglet A | Logger.py 启动! sync pyglet Changed | Bump pyo3 to 0.20.0 add logger.py update logger! Add | more logger! Add | lib-not-dr some lib-not-dr
1044 lines
38 KiB
Python
1044 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:
|
|
class View(Structure):
|
|
_fields_ = view_fields
|
|
|
|
def __repr__(self):
|
|
return str(dict(self._fields_))
|
|
|
|
return View
|
|
|
|
def __repr__(self):
|
|
return f"{self.__class__.__name__}(name={self.name}, index={self.index})"
|
|
|
|
|
|
class UniformBufferObject:
|
|
__slots__ = 'buffer', 'view', '_view_ptr', 'index'
|
|
|
|
def __init__(self, view_class, buffer_size, index):
|
|
self.buffer = BufferObject(buffer_size)
|
|
self.view = view_class()
|
|
self._view_ptr = pointer(self.view)
|
|
self.index = index
|
|
|
|
@property
|
|
def id(self):
|
|
return self.buffer.id
|
|
|
|
def bind(self, index=None):
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, self.index if index is None else index, self.buffer.id)
|
|
|
|
def read(self):
|
|
"""Read the byte contents of the buffer"""
|
|
glBindBuffer(GL_ARRAY_BUFFER, self.buffer.id)
|
|
ptr = glMapBufferRange(GL_ARRAY_BUFFER, 0, self.buffer.size, GL_MAP_READ_BIT)
|
|
data = string_at(ptr, size=self.buffer.size)
|
|
glUnmapBuffer(GL_ARRAY_BUFFER)
|
|
return data
|
|
|
|
def __enter__(self):
|
|
# Return the view to the user in a `with` context:
|
|
return self.view
|
|
|
|
def __exit__(self, exc_type, exc_val, exc_tb):
|
|
self.bind()
|
|
self.buffer.set_data(self._view_ptr)
|
|
|
|
def __repr__(self):
|
|
return "{0}(id={1})".format(self.__class__.__name__, self.buffer.id)
|
|
|
|
|
|
# Utility functions:
|
|
|
|
def _get_number(program_id: int, variable_type: int) -> int:
|
|
"""Get the number of active variables of the passed GL type."""
|
|
number = GLint(0)
|
|
glGetProgramiv(program_id, variable_type, byref(number))
|
|
return number.value
|
|
|
|
|
|
def _query_attribute(program_id: int, index: int):
|
|
"""Query the name, type, and size of an Attribute by index."""
|
|
asize = GLint()
|
|
atype = GLenum()
|
|
buf_size = 192
|
|
aname = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveAttrib(program_id, index, buf_size, None, asize, atype, aname)
|
|
return aname.value.decode(), atype.value, asize.value
|
|
except GLException as exc:
|
|
raise ShaderException from exc
|
|
|
|
|
|
def _introspect_attributes(program_id: int) -> dict:
|
|
"""Introspect a Program's Attributes, and return a dict of accessors."""
|
|
attributes = {}
|
|
|
|
for index in range(_get_number(program_id, GL_ACTIVE_ATTRIBUTES)):
|
|
a_name, a_type, a_size = _query_attribute(program_id, index)
|
|
loc = glGetAttribLocation(program_id, create_string_buffer(a_name.encode('utf-8')))
|
|
count, fmt = _attribute_types[a_type]
|
|
attributes[a_name] = dict(type=a_type, size=a_size, location=loc, count=count, format=fmt)
|
|
|
|
if _debug_gl_shaders:
|
|
for attribute in attributes.values():
|
|
print(f" Found attribute: {attribute}")
|
|
|
|
return attributes
|
|
|
|
|
|
def _link_program(*shaders) -> int:
|
|
"""Link one or more Shaders into a ShaderProgram."""
|
|
program_id = glCreateProgram()
|
|
for shader in shaders:
|
|
glAttachShader(program_id, shader.id)
|
|
glLinkProgram(program_id)
|
|
|
|
# Check the link status of program
|
|
status = c_int()
|
|
glGetProgramiv(program_id, GL_LINK_STATUS, byref(status))
|
|
if not status.value:
|
|
length = c_int()
|
|
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, length)
|
|
log = c_buffer(length.value)
|
|
glGetProgramInfoLog(program_id, len(log), None, log)
|
|
raise ShaderException("Error linking shader program:\n{}".format(log.value.decode()))
|
|
|
|
# Shader objects no longer needed
|
|
for shader in shaders:
|
|
glDetachShader(program_id, shader.id)
|
|
|
|
return program_id
|
|
|
|
|
|
def _get_program_log(program_id: int) -> str:
|
|
"""Query a ShaderProgram link logs."""
|
|
result = c_int(0)
|
|
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, byref(result))
|
|
result_str = create_string_buffer(result.value)
|
|
glGetProgramInfoLog(program_id, result, None, result_str)
|
|
|
|
if result_str.value:
|
|
return f"OpenGL returned the following message when linking the program: \n{result_str.value}"
|
|
else:
|
|
return f"Program '{program_id}' linked successfully."
|
|
|
|
|
|
def _query_uniform(program_id: int, index: int):
|
|
"""Query the name, type, and size of a Uniform by index."""
|
|
usize = GLint()
|
|
utype = GLenum()
|
|
buf_size = 192
|
|
uname = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveUniform(program_id, index, buf_size, None, usize, utype, uname)
|
|
return uname.value.decode(), utype.value, usize.value
|
|
|
|
except GLException as exc:
|
|
raise ShaderException from exc
|
|
|
|
|
|
def _introspect_uniforms(program_id: int, have_dsa: bool) -> dict:
|
|
"""Introspect a Program's uniforms, and return a dict of accessors."""
|
|
uniforms = {}
|
|
|
|
for index in range(_get_number(program_id, GL_ACTIVE_UNIFORMS)):
|
|
u_name, u_type, u_size = _query_uniform(program_id, index)
|
|
loc = glGetUniformLocation(program_id, create_string_buffer(u_name.encode('utf-8')))
|
|
if loc == -1: # Skip uniforms that may be inside a Uniform Block
|
|
continue
|
|
uniforms[u_name] = _Uniform(program_id, u_name, u_type, loc, have_dsa)
|
|
|
|
if _debug_gl_shaders:
|
|
for uniform in uniforms.values():
|
|
print(f" Found uniform: {uniform}")
|
|
|
|
return uniforms
|
|
|
|
|
|
def _get_uniform_block_name(program_id: int, index: int) -> str:
|
|
"""Query the name of a Uniform Block, by index"""
|
|
buf_size = 128
|
|
size = c_int(0)
|
|
name_buf = create_string_buffer(buf_size)
|
|
try:
|
|
glGetActiveUniformBlockName(program_id, index, buf_size, size, name_buf)
|
|
return name_buf.value.decode()
|
|
except GLException:
|
|
raise ShaderException(f"Unable to query UniformBlock name at index: {index}")
|
|
|
|
|
|
def _introspect_uniform_blocks(program) -> dict:
|
|
uniform_blocks = {}
|
|
program_id = program.id
|
|
|
|
for index in range(_get_number(program_id, GL_ACTIVE_UNIFORM_BLOCKS)):
|
|
name = _get_uniform_block_name(program_id, index)
|
|
|
|
num_active = GLint()
|
|
block_data_size = GLint()
|
|
|
|
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, num_active)
|
|
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_DATA_SIZE, block_data_size)
|
|
|
|
indices = (GLuint * num_active.value)()
|
|
indices_ptr = cast(addressof(indices), POINTER(GLint))
|
|
glGetActiveUniformBlockiv(program_id, index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, indices_ptr)
|
|
|
|
uniforms = {}
|
|
|
|
for block_uniform_index in indices:
|
|
uniform_name, u_type, u_size = _query_uniform(program_id, block_uniform_index)
|
|
|
|
# Separate uniform name from block name (Only if instance name is provided on the Uniform Block)
|
|
try:
|
|
_, uniform_name = uniform_name.split(".")
|
|
except ValueError:
|
|
pass
|
|
|
|
gl_type, _, _, length, _ = _uniform_setters[u_type]
|
|
uniforms[block_uniform_index] = (uniform_name, gl_type, length)
|
|
|
|
uniform_blocks[name] = UniformBlock(program, name, index, block_data_size.value, uniforms)
|
|
# This might cause an error if index > GL_MAX_UNIFORM_BUFFER_BINDINGS, but surely no
|
|
# one would be crazy enough to use more than 36 uniform blocks, right?
|
|
glUniformBlockBinding(program_id, index, index)
|
|
|
|
if _debug_gl_shaders:
|
|
for block in uniform_blocks.values():
|
|
print(f" Found uniform block: {block}")
|
|
|
|
return uniform_blocks
|
|
|
|
|
|
# Program definitions:
|
|
|
|
class ShaderSource:
|
|
"""GLSL source container for making source parsing simpler.
|
|
|
|
We support locating out attributes and applying #defines values.
|
|
|
|
NOTE: We do assume the source is neat enough to be parsed
|
|
this way and don't contain several statements in one line.
|
|
"""
|
|
|
|
def __init__(self, source: str, source_type: GLenum):
|
|
"""Create a shader source wrapper."""
|
|
self._lines = source.strip().splitlines()
|
|
self._type = source_type
|
|
|
|
if not self._lines:
|
|
raise ShaderException("Shader source is empty")
|
|
|
|
self._version = self._find_glsl_version()
|
|
|
|
if pyglet.gl.current_context.get_info().get_opengl_api() == "gles":
|
|
self._lines[0] = "#version 310 es"
|
|
self._lines.insert(1, "precision mediump float;")
|
|
|
|
if self._type == GL_GEOMETRY_SHADER:
|
|
self._lines.insert(1, "#extension GL_EXT_geometry_shader : require")
|
|
|
|
if self._type == GL_COMPUTE_SHADER:
|
|
self._lines.insert(1, "precision mediump image2D;")
|
|
|
|
self._version = self._find_glsl_version()
|
|
|
|
def validate(self) -> str:
|
|
"""Return the validated shader source."""
|
|
return "\n".join(self._lines)
|
|
|
|
def _find_glsl_version(self) -> int:
|
|
if self._lines[0].strip().startswith("#version"):
|
|
try:
|
|
return int(self._lines[0].split()[1])
|
|
except (ValueError, IndexError):
|
|
pass
|
|
|
|
source = "\n".join(f"{str(i+1).zfill(3)}: {line} " for i, line in enumerate(self._lines))
|
|
|
|
raise ShaderException(("Cannot find #version flag in shader source. "
|
|
"A #version statement is required on the first line.\n"
|
|
"------------------------------------\n"
|
|
f"{source}"))
|
|
|
|
|
|
class Shader:
|
|
"""OpenGL shader.
|
|
|
|
Shader objects are compiled on instantiation.
|
|
You can reuse a Shader object in multiple ShaderPrograms.
|
|
|
|
`shader_type` is one of ``'compute'``, ``'fragment'``, ``'geometry'``,
|
|
``'tesscontrol'``, ``'tessevaluation'``, or ``'vertex'``.
|
|
"""
|
|
|
|
def __init__(self, source_string: str, shader_type: str):
|
|
self._id = None
|
|
self.type = shader_type
|
|
|
|
try:
|
|
shader_type = _shader_types[shader_type]
|
|
except KeyError as err:
|
|
raise ShaderException(f"shader_type '{shader_type}' is invalid."
|
|
f"Valid types are: {list(_shader_types)}") from err
|
|
|
|
source_string = ShaderSource(source_string, shader_type).validate()
|
|
shader_source_utf8 = source_string.encode("utf8")
|
|
source_buffer_pointer = cast(c_char_p(shader_source_utf8), POINTER(c_char))
|
|
source_length = c_int(len(shader_source_utf8))
|
|
|
|
shader_id = glCreateShader(shader_type)
|
|
glShaderSource(shader_id, 1, byref(source_buffer_pointer), source_length)
|
|
glCompileShader(shader_id)
|
|
|
|
status = c_int(0)
|
|
glGetShaderiv(shader_id, GL_COMPILE_STATUS, byref(status))
|
|
|
|
if status.value != GL_TRUE:
|
|
source = self._get_shader_source(shader_id)
|
|
source_lines = "{0}".format("\n".join(f"{str(i+1).zfill(3)}: {line} "
|
|
for i, line in enumerate(source.split("\n"))))
|
|
|
|
raise ShaderException(f"Shader compilation failed.\n"
|
|
f"{self._get_shader_log(shader_id)}"
|
|
"------------------------------------------------------------\n"
|
|
f"{source_lines}\n"
|
|
"------------------------------------------------------------")
|
|
|
|
elif _debug_gl_shaders:
|
|
print(self._get_shader_log(shader_id))
|
|
|
|
self._id = shader_id
|
|
|
|
@property
|
|
def id(self):
|
|
return self._id
|
|
|
|
def _get_shader_log(self, shader_id):
|
|
log_length = c_int(0)
|
|
glGetShaderiv(shader_id, GL_INFO_LOG_LENGTH, byref(log_length))
|
|
result_str = create_string_buffer(log_length.value)
|
|
glGetShaderInfoLog(shader_id, log_length, None, result_str)
|
|
if result_str.value:
|
|
return (f"OpenGL returned the following message when compiling the "
|
|
f"'{self.type}' shader: \n{result_str.value.decode('utf8')}")
|
|
else:
|
|
return f"{self.type.capitalize()} Shader '{shader_id}' compiled successfully."
|
|
|
|
@staticmethod
|
|
def _get_shader_source(shader_id):
|
|
"""Get the shader source from the shader object"""
|
|
source_length = c_int(0)
|
|
glGetShaderiv(shader_id, GL_SHADER_SOURCE_LENGTH, source_length)
|
|
source_str = create_string_buffer(source_length.value)
|
|
glGetShaderSource(shader_id, source_length, None, source_str)
|
|
return source_str.value.decode('utf8')
|
|
|
|
def __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"""
|
|
|
|
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.max_work_group_size = self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_SIZE)
|
|
self.max_work_group_count = self._get_tuple(GL_MAX_COMPUTE_WORK_GROUP_COUNT)
|
|
self.max_shared_memory_size = self._get_value(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE)
|
|
self.max_work_group_invocations = self._get_value(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS)
|
|
|
|
@staticmethod
|
|
def _get_tuple(parameter: int):
|
|
val_x = GLint()
|
|
val_y = GLint()
|
|
val_z = GLint()
|
|
for i, value in enumerate((val_x, val_y, val_z)):
|
|
glGetIntegeri_v(parameter, i, byref(value))
|
|
return val_x.value, val_y.value, val_z.value
|
|
|
|
@staticmethod
|
|
def _get_value(parameter: int) -> int:
|
|
val = GLint()
|
|
glGetIntegerv(parameter, byref(val))
|
|
return val.value
|
|
|
|
@staticmethod
|
|
def dispatch(x: int = 1, y: int = 1, z: int = 1, barrier: int = GL_ALL_BARRIER_BITS) -> None:
|
|
"""Launch one or more compute work groups.
|
|
|
|
The ComputeShaderProgram should be active (bound) before calling
|
|
this method. The x, y, and z parameters specify the number of local
|
|
work groups that will be dispatched in the X, Y and Z dimensions.
|
|
"""
|
|
glDispatchCompute(x, y, z)
|
|
if barrier:
|
|
glMemoryBarrier(barrier)
|
|
|
|
@property
|
|
def id(self) -> int:
|
|
return self._id
|
|
|
|
@property
|
|
def uniforms(self) -> dict:
|
|
return self._uniforms
|
|
|
|
@property
|
|
def uniform_blocks(self) -> dict:
|
|
return self._uniform_blocks
|
|
|
|
def use(self) -> None:
|
|
glUseProgram(self._id)
|
|
|
|
@staticmethod
|
|
def stop():
|
|
glUseProgram(0)
|
|
|
|
__enter__ = use
|
|
bind = use
|
|
unbind = stop
|
|
|
|
def __exit__(self, *_):
|
|
glUseProgram(0)
|
|
|
|
def __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
|