394 lines
15 KiB
Python
394 lines
15 KiB
Python
from OpenGL.GL import *
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from OpenGL.GL import shaders
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import re
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## For centralizing and managing vertex/fragment shader programs.
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def initShaders():
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global Shaders
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Shaders = [
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ShaderProgram(None, []),
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## increases fragment alpha as the normal turns orthogonal to the view
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## this is useful for viewing shells that enclose a volume (such as isosurfaces)
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ShaderProgram('balloon', [
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VertexShader("""
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varying vec3 normal;
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void main() {
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// compute here for use in fragment shader
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normal = normalize(gl_NormalMatrix * gl_Normal);
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gl_FrontColor = gl_Color;
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gl_BackColor = gl_Color;
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gl_Position = ftransform();
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}
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"""),
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FragmentShader("""
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varying vec3 normal;
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void main() {
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vec4 color = gl_Color;
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color.w = min(color.w + 2.0 * color.w * pow(normal.x*normal.x + normal.y*normal.y, 5.0), 1.0);
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gl_FragColor = color;
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}
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""")
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]),
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## colors fragments based on face normals relative to view
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## This means that the colors will change depending on how the view is rotated
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ShaderProgram('viewNormalColor', [
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VertexShader("""
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varying vec3 normal;
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void main() {
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// compute here for use in fragment shader
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normal = normalize(gl_NormalMatrix * gl_Normal);
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gl_FrontColor = gl_Color;
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gl_BackColor = gl_Color;
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gl_Position = ftransform();
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}
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"""),
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FragmentShader("""
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varying vec3 normal;
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void main() {
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vec4 color = gl_Color;
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color.x = (normal.x + 1) * 0.5;
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color.y = (normal.y + 1) * 0.5;
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color.z = (normal.z + 1) * 0.5;
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gl_FragColor = color;
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}
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""")
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]),
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## colors fragments based on absolute face normals.
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ShaderProgram('normalColor', [
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VertexShader("""
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varying vec3 normal;
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void main() {
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// compute here for use in fragment shader
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normal = normalize(gl_Normal);
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gl_FrontColor = gl_Color;
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gl_BackColor = gl_Color;
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gl_Position = ftransform();
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}
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"""),
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FragmentShader("""
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varying vec3 normal;
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void main() {
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vec4 color = gl_Color;
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color.x = (normal.x + 1) * 0.5;
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color.y = (normal.y + 1) * 0.5;
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color.z = (normal.z + 1) * 0.5;
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gl_FragColor = color;
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}
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""")
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]),
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## very simple simulation of lighting.
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## The light source position is always relative to the camera.
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ShaderProgram('shaded', [
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VertexShader("""
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varying vec3 normal;
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void main() {
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// compute here for use in fragment shader
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normal = normalize(gl_NormalMatrix * gl_Normal);
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gl_FrontColor = gl_Color;
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gl_BackColor = gl_Color;
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gl_Position = ftransform();
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}
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"""),
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FragmentShader("""
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varying vec3 normal;
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void main() {
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float p = dot(normal, normalize(vec3(1, -1, -1)));
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p = p < 0. ? 0. : p * 0.8;
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vec4 color = gl_Color;
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color.x = color.x * (0.2 + p);
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color.y = color.y * (0.2 + p);
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color.z = color.z * (0.2 + p);
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gl_FragColor = color;
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}
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""")
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]),
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## colors get brighter near edges of object
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ShaderProgram('edgeHilight', [
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VertexShader("""
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varying vec3 normal;
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void main() {
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// compute here for use in fragment shader
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normal = normalize(gl_NormalMatrix * gl_Normal);
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gl_FrontColor = gl_Color;
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gl_BackColor = gl_Color;
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gl_Position = ftransform();
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}
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"""),
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FragmentShader("""
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varying vec3 normal;
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void main() {
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vec4 color = gl_Color;
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float s = pow(normal.x*normal.x + normal.y*normal.y, 2.0);
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color.x = color.x + s * (1.0-color.x);
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color.y = color.y + s * (1.0-color.y);
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color.z = color.z + s * (1.0-color.z);
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gl_FragColor = color;
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}
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""")
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]),
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## colors fragments by z-value.
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## This is useful for coloring surface plots by height.
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## This shader uses a uniform called "colorMap" to determine how to map the colors:
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## red = pow(z * colorMap[0] + colorMap[1], colorMap[2])
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## green = pow(z * colorMap[3] + colorMap[4], colorMap[5])
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## blue = pow(z * colorMap[6] + colorMap[7], colorMap[8])
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## (set the values like this: shader['uniformMap'] = array([...])
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ShaderProgram('heightColor', [
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VertexShader("""
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varying vec4 pos;
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void main() {
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gl_FrontColor = gl_Color;
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gl_BackColor = gl_Color;
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pos = gl_Vertex;
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gl_Position = ftransform();
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}
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"""),
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FragmentShader("""
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#version 140 // required for uniform blocks
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uniform float colorMap[9];
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varying vec4 pos;
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out vec4 gl_FragColor;
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in vec4 gl_Color;
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void main() {
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vec4 color = gl_Color;
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color.x = colorMap[0] * (pos.z + colorMap[1]);
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if (colorMap[2] != 1.0)
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color.x = pow(color.x, colorMap[2]);
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color.x = color.x < 0 ? 0 : (color.x > 1 ? 1 : color.x);
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color.y = colorMap[3] * (pos.z + colorMap[4]);
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if (colorMap[5] != 1.0)
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color.y = pow(color.y, colorMap[5]);
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color.y = color.y < 0 ? 0 : (color.y > 1 ? 1 : color.y);
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color.z = colorMap[6] * (pos.z + colorMap[7]);
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if (colorMap[8] != 1.0)
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color.z = pow(color.z, colorMap[8]);
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color.z = color.z < 0 ? 0 : (color.z > 1 ? 1 : color.z);
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color.w = 1.0;
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gl_FragColor = color;
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}
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"""),
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], uniforms={'colorMap': [1, 1, 1, 1, 0.5, 1, 1, 0, 1]}),
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ShaderProgram('pointSprite', [ ## allows specifying point size using normal.x
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## See:
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##
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## http://stackoverflow.com/questions/9609423/applying-part-of-a-texture-sprite-sheet-texture-map-to-a-point-sprite-in-ios
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## http://stackoverflow.com/questions/3497068/textured-points-in-opengl-es-2-0
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##
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##
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VertexShader("""
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void main() {
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gl_FrontColor=gl_Color;
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gl_PointSize = gl_Normal.x;
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gl_Position = ftransform();
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}
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"""),
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#FragmentShader("""
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##version 120
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#uniform sampler2D texture;
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#void main ( )
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#{
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#gl_FragColor = texture2D(texture, gl_PointCoord) * gl_Color;
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#}
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#""")
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]),
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]
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CompiledShaderPrograms = {}
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def getShaderProgram(name):
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return ShaderProgram.names[name]
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class Shader(object):
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def __init__(self, shaderType, code):
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self.shaderType = shaderType
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self.code = code
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self.compiled = None
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def shader(self):
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if self.compiled is None:
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try:
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self.compiled = shaders.compileShader(self.code, self.shaderType)
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except RuntimeError as exc:
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## Format compile errors a bit more nicely
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if len(exc.args) == 3:
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err, code, typ = exc.args
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if not err.startswith('Shader compile failure'):
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raise
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code = code[0].split('\n')
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err, c, msgs = err.partition(':')
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err = err + '\n'
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msgs = msgs.split('\n')
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errNums = [()] * len(code)
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for i, msg in enumerate(msgs):
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msg = msg.strip()
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if msg == '':
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continue
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m = re.match(r'\d+\((\d+)\)', msg)
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if m is not None:
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line = int(m.groups()[0])
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errNums[line-1] = errNums[line-1] + (str(i+1),)
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#code[line-1] = '%d\t%s' % (i+1, code[line-1])
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err = err + "%d %s\n" % (i+1, msg)
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errNums = [','.join(n) for n in errNums]
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maxlen = max(map(len, errNums))
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code = [errNums[i] + " "*(maxlen-len(errNums[i])) + line for i, line in enumerate(code)]
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err = err + '\n'.join(code)
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raise Exception(err)
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else:
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raise
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return self.compiled
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class VertexShader(Shader):
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def __init__(self, code):
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Shader.__init__(self, GL_VERTEX_SHADER, code)
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class FragmentShader(Shader):
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def __init__(self, code):
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Shader.__init__(self, GL_FRAGMENT_SHADER, code)
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class ShaderProgram(object):
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names = {}
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def __init__(self, name, shaders, uniforms=None):
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self.name = name
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ShaderProgram.names[name] = self
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self.shaders = shaders
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self.prog = None
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self.blockData = {}
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self.uniformData = {}
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## parse extra options from the shader definition
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if uniforms is not None:
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for k,v in uniforms.items():
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self[k] = v
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def setBlockData(self, blockName, data):
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if data is None:
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del self.blockData[blockName]
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else:
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self.blockData[blockName] = data
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def setUniformData(self, uniformName, data):
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if data is None:
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del self.uniformData[uniformName]
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else:
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self.uniformData[uniformName] = data
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def __setitem__(self, item, val):
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self.setUniformData(item, val)
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def __delitem__(self, item):
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self.setUniformData(item, None)
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def program(self):
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if self.prog is None:
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try:
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compiled = [s.shader() for s in self.shaders] ## compile all shaders
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self.prog = shaders.compileProgram(*compiled) ## compile program
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except:
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self.prog = -1
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raise
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return self.prog
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def __enter__(self):
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if len(self.shaders) > 0 and self.program() != -1:
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glUseProgram(self.program())
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try:
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## load uniform values into program
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for uniformName, data in self.uniformData.items():
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loc = self.uniform(uniformName)
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if loc == -1:
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raise Exception('Could not find uniform variable "%s"' % uniformName)
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glUniform1fv(loc, len(data), data)
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### bind buffer data to program blocks
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#if len(self.blockData) > 0:
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#bindPoint = 1
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#for blockName, data in self.blockData.items():
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### Program should have a uniform block declared:
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###
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### layout (std140) uniform blockName {
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### vec4 diffuse;
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### };
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### pick any-old binding point. (there are a limited number of these per-program
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#bindPoint = 1
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### get the block index for a uniform variable in the shader
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#blockIndex = glGetUniformBlockIndex(self.program(), blockName)
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### give the shader block a binding point
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#glUniformBlockBinding(self.program(), blockIndex, bindPoint)
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### create a buffer
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#buf = glGenBuffers(1)
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#glBindBuffer(GL_UNIFORM_BUFFER, buf)
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#glBufferData(GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW)
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### also possible to use glBufferSubData to fill parts of the buffer
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### bind buffer to the same binding point
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#glBindBufferBase(GL_UNIFORM_BUFFER, bindPoint, buf)
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except:
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glUseProgram(0)
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raise
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def __exit__(self, *args):
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if len(self.shaders) > 0:
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glUseProgram(0)
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def uniform(self, name):
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"""Return the location integer for a uniform variable in this program"""
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return glGetUniformLocation(self.program(), name)
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#def uniformBlockInfo(self, blockName):
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#blockIndex = glGetUniformBlockIndex(self.program(), blockName)
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#count = glGetActiveUniformBlockiv(self.program(), blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS)
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#indices = []
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#for i in range(count):
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#indices.append(glGetActiveUniformBlockiv(self.program(), blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES))
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class HeightColorShader(ShaderProgram):
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def __enter__(self):
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## Program should have a uniform block declared:
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##
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## layout (std140) uniform blockName {
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## vec4 diffuse;
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## vec4 ambient;
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## };
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## pick any-old binding point. (there are a limited number of these per-program
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bindPoint = 1
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## get the block index for a uniform variable in the shader
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blockIndex = glGetUniformBlockIndex(self.program(), "blockName")
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## give the shader block a binding point
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glUniformBlockBinding(self.program(), blockIndex, bindPoint)
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## create a buffer
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buf = glGenBuffers(1)
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glBindBuffer(GL_UNIFORM_BUFFER, buf)
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glBufferData(GL_UNIFORM_BUFFER, size, data, GL_DYNAMIC_DRAW)
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## also possible to use glBufferSubData to fill parts of the buffer
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## bind buffer to the same binding point
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glBindBufferBase(GL_UNIFORM_BUFFER, bindPoint, buf)
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initShaders() |