try: from OpenGL import NullFunctionError except ImportError: from OpenGL.error import NullFunctionError from OpenGL.GL import * from OpenGL.GL import shaders import re ## For centralizing and managing vertex/fragment shader programs. def initShaders(): global Shaders Shaders = [ ShaderProgram(None, []), ## increases fragment alpha as the normal turns orthogonal to the view ## this is useful for viewing shells that enclose a volume (such as isosurfaces) ShaderProgram('balloon', [ VertexShader(""" varying vec3 normal; void main() { // compute here for use in fragment shader normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; gl_BackColor = gl_Color; gl_Position = ftransform(); } """), FragmentShader(""" varying vec3 normal; void main() { vec4 color = gl_Color; color.w = min(color.w + 2.0 * color.w * pow(normal.x*normal.x + normal.y*normal.y, 5.0), 1.0); gl_FragColor = color; } """) ]), ## colors fragments based on face normals relative to view ## This means that the colors will change depending on how the view is rotated ShaderProgram('viewNormalColor', [ VertexShader(""" varying vec3 normal; void main() { // compute here for use in fragment shader normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; gl_BackColor = gl_Color; gl_Position = ftransform(); } """), FragmentShader(""" varying vec3 normal; void main() { vec4 color = gl_Color; color.x = (normal.x + 1.0) * 0.5; color.y = (normal.y + 1.0) * 0.5; color.z = (normal.z + 1.0) * 0.5; gl_FragColor = color; } """) ]), ## colors fragments based on absolute face normals. ShaderProgram('normalColor', [ VertexShader(""" varying vec3 normal; void main() { // compute here for use in fragment shader normal = normalize(gl_Normal); gl_FrontColor = gl_Color; gl_BackColor = gl_Color; gl_Position = ftransform(); } """), FragmentShader(""" varying vec3 normal; void main() { vec4 color = gl_Color; color.x = (normal.x + 1.0) * 0.5; color.y = (normal.y + 1.0) * 0.5; color.z = (normal.z + 1.0) * 0.5; gl_FragColor = color; } """) ]), ## very simple simulation of lighting. ## The light source position is always relative to the camera. ShaderProgram('shaded', [ VertexShader(""" varying vec3 normal; void main() { // compute here for use in fragment shader normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; gl_BackColor = gl_Color; gl_Position = ftransform(); } """), FragmentShader(""" varying vec3 normal; void main() { float p = dot(normal, normalize(vec3(1.0, -1.0, -1.0))); p = p < 0. ? 0. : p * 0.8; vec4 color = gl_Color; color.x = color.x * (0.2 + p); color.y = color.y * (0.2 + p); color.z = color.z * (0.2 + p); gl_FragColor = color; } """) ]), ## colors get brighter near edges of object ShaderProgram('edgeHilight', [ VertexShader(""" varying vec3 normal; void main() { // compute here for use in fragment shader normal = normalize(gl_NormalMatrix * gl_Normal); gl_FrontColor = gl_Color; gl_BackColor = gl_Color; gl_Position = ftransform(); } """), FragmentShader(""" varying vec3 normal; void main() { vec4 color = gl_Color; float s = pow(normal.x*normal.x + normal.y*normal.y, 2.0); color.x = color.x + s * (1.0-color.x); color.y = color.y + s * (1.0-color.y); color.z = color.z + s * (1.0-color.z); gl_FragColor = color; } """) ]), ## colors fragments by z-value. ## This is useful for coloring surface plots by height. ## This shader uses a uniform called "colorMap" to determine how to map the colors: ## red = pow(z * colorMap[0] + colorMap[1], colorMap[2]) ## green = pow(z * colorMap[3] + colorMap[4], colorMap[5]) ## blue = pow(z * colorMap[6] + colorMap[7], colorMap[8]) ## (set the values like this: shader['uniformMap'] = array([...]) ShaderProgram('heightColor', [ VertexShader(""" varying vec4 pos; void main() { gl_FrontColor = gl_Color; gl_BackColor = gl_Color; pos = gl_Vertex; gl_Position = ftransform(); } """), FragmentShader(""" uniform float colorMap[9]; varying vec4 pos; //out vec4 gl_FragColor; // only needed for later glsl versions //in vec4 gl_Color; void main() { vec4 color = gl_Color; color.x = colorMap[0] * (pos.z + colorMap[1]); if (colorMap[2] != 1.0) color.x = pow(color.x, colorMap[2]); color.x = color.x < 0. ? 0. : (color.x > 1. ? 1. : color.x); color.y = colorMap[3] * (pos.z + colorMap[4]); if (colorMap[5] != 1.0) color.y = pow(color.y, colorMap[5]); color.y = color.y < 0. ? 0. : (color.y > 1. ? 1. : color.y); color.z = colorMap[6] * (pos.z + colorMap[7]); if (colorMap[8] != 1.0) color.z = pow(color.z, colorMap[8]); color.z = color.z < 0. ? 0. : (color.z > 1. ? 1. : color.z); color.w = 1.0; gl_FragColor = color; } """), ], uniforms={'colorMap': [1, 1, 1, 1, 0.5, 1, 1, 0, 1]}), ShaderProgram('pointSprite', [ ## allows specifying point size using normal.x ## See: ## ## http://stackoverflow.com/questions/9609423/applying-part-of-a-texture-sprite-sheet-texture-map-to-a-point-sprite-in-ios ## http://stackoverflow.com/questions/3497068/textured-points-in-opengl-es-2-0 ## ## VertexShader(""" void main() { gl_FrontColor=gl_Color; gl_PointSize = gl_Normal.x; gl_Position = ftransform(); } """), #FragmentShader(""" ##version 120 #uniform sampler2D texture; #void main ( ) #{ #gl_FragColor = texture2D(texture, gl_PointCoord) * gl_Color; #} #""") ]), ] CompiledShaderPrograms = {} def getShaderProgram(name): return ShaderProgram.names[name] class Shader(object): def __init__(self, shaderType, code): self.shaderType = shaderType self.code = code self.compiled = None def shader(self): if self.compiled is None: try: self.compiled = shaders.compileShader(self.code, self.shaderType) except NullFunctionError: raise Exception("This OpenGL implementation does not support shader programs; many OpenGL features in pyqtgraph will not work.") except RuntimeError as exc: ## Format compile errors a bit more nicely if len(exc.args) == 3: err, code, typ = exc.args if not err.startswith('Shader compile failure'): raise code = code[0].decode('utf_8').split('\n') err, c, msgs = err.partition(':') err = err + '\n' msgs = re.sub('b\'','',msgs) msgs = re.sub('\'$','',msgs) msgs = re.sub('\\\\n','\n',msgs) msgs = msgs.split('\n') errNums = [()] * len(code) for i, msg in enumerate(msgs): msg = msg.strip() if msg == '': continue m = re.match(r'(\d+\:)?\d+\((\d+)\)', msg) if m is not None: line = int(m.groups()[1]) errNums[line-1] = errNums[line-1] + (str(i+1),) #code[line-1] = '%d\t%s' % (i+1, code[line-1]) err = err + "%d %s\n" % (i+1, msg) errNums = [','.join(n) for n in errNums] maxlen = max(map(len, errNums)) code = [errNums[i] + " "*(maxlen-len(errNums[i])) + line for i, line in enumerate(code)] err = err + '\n'.join(code) raise Exception(err) else: raise return self.compiled class VertexShader(Shader): def __init__(self, code): Shader.__init__(self, GL_VERTEX_SHADER, code) class FragmentShader(Shader): def __init__(self, code): Shader.__init__(self, GL_FRAGMENT_SHADER, code) class ShaderProgram(object): names = {} def __init__(self, name, shaders, uniforms=None): self.name = name ShaderProgram.names[name] = self self.shaders = shaders self.prog = None self.blockData = {} self.uniformData = {} ## parse extra options from the shader definition if uniforms is not None: for k,v in uniforms.items(): self[k] = v def setBlockData(self, blockName, data): if data is None: del self.blockData[blockName] else: self.blockData[blockName] = data def setUniformData(self, uniformName, data): if data is None: del self.uniformData[uniformName] else: self.uniformData[uniformName] = data def __setitem__(self, item, val): self.setUniformData(item, val) def __delitem__(self, item): self.setUniformData(item, None) def program(self): if self.prog is None: try: compiled = [s.shader() for s in self.shaders] ## compile all shaders self.prog = shaders.compileProgram(*compiled) ## compile program except: self.prog = -1 raise return self.prog def __enter__(self): if len(self.shaders) > 0 and self.program() != -1: glUseProgram(self.program()) try: ## load uniform values into program for uniformName, data in self.uniformData.items(): loc = self.uniform(uniformName) if loc == -1: raise Exception('Could not find uniform variable "%s"' % uniformName) glUniform1fv(loc, len(data), data) ### bind buffer data to program blocks #if len(self.blockData) > 0: #bindPoint = 1 #for blockName, data in self.blockData.items(): ### Program should have a uniform block declared: ### ### layout (std140) uniform blockName { ### vec4 diffuse; ### }; ### pick any-old binding point. (there are a limited number of these per-program #bindPoint = 1 ### get the block index for a uniform variable in the shader #blockIndex = glGetUniformBlockIndex(self.program(), blockName) ### give the shader block a binding point #glUniformBlockBinding(self.program(), blockIndex, bindPoint) ### create a buffer #buf = glGenBuffers(1) #glBindBuffer(GL_UNIFORM_BUFFER, buf) #glBufferData(GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW) ### also possible to use glBufferSubData to fill parts of the buffer ### bind buffer to the same binding point #glBindBufferBase(GL_UNIFORM_BUFFER, bindPoint, buf) except: glUseProgram(0) raise def __exit__(self, *args): if len(self.shaders) > 0: glUseProgram(0) def uniform(self, name): """Return the location integer for a uniform variable in this program""" return glGetUniformLocation(self.program(), name.encode('utf_8')) #def uniformBlockInfo(self, blockName): #blockIndex = glGetUniformBlockIndex(self.program(), blockName) #count = glGetActiveUniformBlockiv(self.program(), blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS) #indices = [] #for i in range(count): #indices.append(glGetActiveUniformBlockiv(self.program(), blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES)) class HeightColorShader(ShaderProgram): def __enter__(self): ## Program should have a uniform block declared: ## ## layout (std140) uniform blockName { ## vec4 diffuse; ## vec4 ambient; ## }; ## pick any-old binding point. (there are a limited number of these per-program bindPoint = 1 ## get the block index for a uniform variable in the shader blockIndex = glGetUniformBlockIndex(self.program(), "blockName") ## give the shader block a binding point glUniformBlockBinding(self.program(), blockIndex, bindPoint) ## create a buffer buf = glGenBuffers(1) glBindBuffer(GL_UNIFORM_BUFFER, buf) glBufferData(GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW) ## also possible to use glBufferSubData to fill parts of the buffer ## bind buffer to the same binding point glBindBufferBase(GL_UNIFORM_BUFFER, bindPoint, buf) initShaders()