pyqtgraph/opengl/shaders.py
Luke Campagnola b09182d19a GLScatterPlotItem: use shader programs to allow specifying spot size by array
Reorganized shader programs
Infrastructure updates for OpenGL system
2012-10-26 21:47:45 -04:00

109 lines
3.4 KiB
Python

from OpenGL.GL import *
from OpenGL.GL import shaders
## For centralizing and managing vertex/fragment shader programs.
def initShaders():
global Shaders
Shaders = [
ShaderProgram('balloon', [ ## increases fragment alpha as the normal turns orthogonal to the view
VertexShader("""
varying vec3 normal;
void main() {
normal = normalize(gl_NormalMatrix * gl_Normal);
//vec4 color = normal;
//normal.w = min(color.w + 2.0 * color.w * pow(normal.x*normal.x + normal.y*normal.y, 2.0), 1.0);
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;
}
""")
]),
ShaderProgram('point_sprite', [ ## 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 VertexShader:
def __init__(self, code):
self.code = code
self.compiled = None
def shader(self):
if self.compiled is None:
self.compiled = shaders.compileShader(self.code, GL_VERTEX_SHADER)
return self.compiled
class FragmentShader:
def __init__(self, code):
self.code = code
self.compiled = None
def shader(self):
if self.compiled is None:
self.compiled = shaders.compileShader(self.code, GL_FRAGMENT_SHADER)
return self.compiled
class ShaderProgram:
names = {}
def __init__(self, name, shaders):
self.name = name
ShaderProgram.names[name] = self
self.shaders = shaders
self.prog = None
def program(self):
if self.prog is None:
compiled = [s.shader() for s in self.shaders] ## compile all shaders
self.prog = shaders.compileProgram(*compiled) ## compile program
return self.prog
def __enter__(self):
glUseProgram(self.program())
def __exit__(self, *args):
glUseProgram(0)
def uniform(self, name):
"""Return the location integer for a uniform variable in this program"""
return glGetUniformLocation(self.program(), name)
initShaders()