opengl.shader — pyFormex 1.0.5 documentation

# Source code for opengl.shader

    # $Id$
    ##
    ##  This file is part of pyFormex 1.0.5  (Sat Feb 16 10:40:32 CET 2019)
    ##  pyFormex is a tool for generating, manipulating and transforming 3D
    ##  geometrical models by sequences of mathematical operations.
    ##  Home page: http://pyformex.org
    ##  Project page:  http://savannah.nongnu.org/projects/pyformex/
    ##  Copyright 2004-2018 (C) Benedict Verhegghe (benedict.verhegghe@ugent.be)
    ##  Distributed under the GNU General Public License version 3 or later.
    ##
    ##  This program is free software: you can redistribute it and/or modify
    ##  it under the terms of the GNU General Public License as published by
    ##  the Free Software Foundation, either version 3 of the License, or
    ##  (at your option) any later version.
    ##
    ##  This program is distributed in the hope that it will be useful,
    ##  but WITHOUT ANY WARRANTY; without even the implied warranty of
    ##  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    ##  GNU General Public License for more details.
    ##
    ##  You should have received a copy of the GNU General Public License
    ##  along with this program.  If not, see http://www.gnu.org/licenses/.
    ##

    """OpenGL shader programs

    Python OpenGL framework for pyFormex

    This module is responsible for loading the shader programs
    and its data onto the graphics system.

    (C) 2013 Benedict Verhegghe and the pyFormex project.

    """
    from __future__ import absolute_import, division, print_function

    import os
    from OpenGL import GL
    from OpenGL.GL import shaders
    import pyformex as pf

    def defaultShaders():
        """Determine the default shader programs"""
        from pyformex.opengl import canvas
        from pyformex.gui import viewport
        from pyformex.software import SaneVersion
        glversion = canvas.glVersion()
        vendor = glversion['vendor']
        renderer = glversion['renderer']
        version = glversion['version']
        vmajor,vminor = version.split('.')[:2]
        fmt = viewport.opengl_format
        major,minor = fmt.majorVersion(), fmt.minorVersion()
        availversion = "%s.%s" % (vmajor,vminor)
        activeversion = "%s.%s" % (major,minor)
        pf.debug("Vendor: %s; Renderer: %s; Available version: %s; Active version %s" % (vendor,renderer,availversion,activeversion),pf.DEBUG.OPENGL)
        #shortversion = "%s.%s" % (major,minor)
        # Default shaders
        dirname = os.path.join(pf.pyformexdir,'glsl')
        vertexshader = os.path.join(dirname, "vertex_shader")
        fragmentshader = os.path.join(dirname, "fragment_shader")
        if not pf.options.shader:

            if pf.options.opengl is not None:
                if SaneVersion(pf.options.opengl) >= SaneVersion('3.3'):
                    pf.options.shader = '330'

            # Default shaders for some hardware

            pf.debug("Selecting best default shader",pf.DEBUG.OPENGL)

            if 'Mesa' in renderer or 'Mesa' in version:
                pf.options.shader = 'mesa'

            # For Radeon, select 330 if available
            if 'Radeon' in renderer and SaneVersion(availversion) >= SaneVersion('3.3'):
                pf.options.shader = '330'

        if pf.options.shader:
            vertexshader += '_%s' % pf.options.shader
            fragmentshader += '_%s' % pf.options.shader
        vertexshader += '.c'
        fragmentshader += '.c'
        return vertexshader,fragmentshader

    class Shader(object):
        """An OpenGL shader consisting of a vertex and a fragment shader pair.

        Class attributes:

        - `_vertexshader` : the vertex shader source.
          By default, a basic shader supporting vertex positions and vertex colors
          is defined

        - `_fragmentshader` : the fragment shader source.
          By default, a basic shader supporting fragment colors is defined.

        - `attributes`: the shaders' vertex attributes.
        - `uniforms`: the shaders' uniforms.
        """

        # Default attributes and uniforms
        attributes = [
        'vertexCoords',
        'vertexNormal',
        'vertexColor',
        'vertexTexturePos',
        'vertexScalar',
        'vertexOffset',
        ]

        # int and bool uniforms
        uniforms_int = [
            'highlight',
            'useObjectColor',
            'rgbamode',
            'useTexture',
            'texmode',
            'rendertype',
            'alphablend',
            'drawface',
            'lighting',
            'nlights',
            ]

        uniforms_float = [
            'pointsize',
            'ambient',
            'diffuse',
            'specular',
            'shininess',
            'alpha',
            'bkalpha',
            ]

        uniforms_vec3 = [
            'objectColor',
            'objectBkColor',
            'ambicolor',
            'diffcolor',
            'speccolor',
            'lightdir',
            'offset3',
            'highlightColor',
        ]

        uniforms = uniforms_int + uniforms_float +  uniforms_vec3 + [
            'modelview',
            'projection',
            'modelviewprojection',
            'normalstransform',
            'pickmat',
            'picking',
        ]

        def __init__(self,vshader=None,fshader=None,attributes=None,uniforms=None):
            _vertexshader, _fragmentshader = defaultShaders()
            if vshader is None:
                vshader = _vertexshader
            pf.debug("Using vertex shader %s" % vshader,pf.DEBUG.OPENGL)
            with open(vshader) as f:
                VertexShader = f.read()

            if fshader is None:
                fshader = _fragmentshader
            pf.debug("Using fragment shader %s" % fshader,pf.DEBUG.OPENGL)
            with open(fshader) as f:
                FragmentShader = f.read()

            if attributes is None:
                attributes = Shader.attributes

            if uniforms is None:
                uniforms = Shader.uniforms

            vertex_shader = shaders.compileShader(VertexShader, GL.GL_VERTEX_SHADER)
            fragment_shader = shaders.compileShader(FragmentShader, GL.GL_FRAGMENT_SHADER)
            self.shader = shaders.compileProgram(vertex_shader, fragment_shader)

            self.attribute = self.locations(GL.glGetAttribLocation, attributes)
            self.uniform = self.locations(GL.glGetUniformLocation, uniforms)
            self.picking = 0  # Default render mode

        def locations(self, func, keys):
            """Create a dict with the locations of the specified keys"""
            return dict([(k, func(self.shader, k)) for k in keys ])

        def uniformInt(self, name, value):
            """Load a uniform integer or boolean into the shader"""
            loc = self.uniform[name]
            GL.glUniform1i(loc, value)

        def uniformFloat(self, name, value):
            """Load a uniform float into the shader"""
            loc = self.uniform[name]
            GL.glUniform1f(loc, value)

        ## def uniformVec3(self,name,value):
        ##     """Load a uniform vec3 into the shader"""
        ##     loc = self.uniform[name]
        ##     GL.glUniform3fv(loc,1,value)

        def uniformVec3(self, name, value):
            """Load a uniform vec3[n] into the shader

            The value should be a 1D array or list.
            """
            loc = self.uniform[name]
            n = len(value) // 3
            GL.glUniform3fv(loc, n, value)

        def uniformMat4(self, name, value):
            """Load a uniform mat4 into the shader"""
            loc = self.uniform[name]
            GL.glUniformMatrix4fv(loc, 1, False, value)

        def uniformMat3(self, name, value):
            """Load a uniform mat3 into the shader"""
            loc = self.uniform[name]
            GL.glUniformMatrix3fv(loc, 1, False, value)

        def bind(self,picking=False):
            """Bind the shader program"""
            shaders.glUseProgram(self.shader)
            self.uniformInt('picking', picking)

        def unbind(self):
            """Unbind the shader program"""
            shaders.glUseProgram(0)

        def loadUniforms(self, D):
            """Load the uniform attributes defined in D

            D is a dict with uniform attributes to be loaded into
            the shader program. The attributes can be of type
            int, float, or vec3.
            """
            for attribs, func in [
                (self.uniforms_int, self.uniformInt),
                (self.uniforms_float, self.uniformFloat),
                (self.uniforms_vec3, self.uniformVec3),
                ]:
                for a in attribs:
                    v = D[a]
                    if v is not None:
                        func(a, v)

        def __del__(self):
            """Delete a shader instance.

            This will unbinf the shader program before deleting it.
            """
            self.unbind()

    # End