#
##
## This file is part of pyFormex 1.0.7 (Mon Jun 17 12:20:39 CEST 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 2004-2019 (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
from OpenGL import GL
from OpenGL.GL import shaders
import pyformex as pf
[docs]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 = pf.pyformexdir / 'glsl'
vertexshader = str(dirname / "vertex_shader")
fragmentshader = str(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
[docs]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
[docs] 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 uniformVec3(self,name,value):
## """Load a uniform vec3 into the shader"""
## loc = self.uniform[name]
## GL.glUniform3fv(loc,1,value)
[docs] def bind(self, picking=False):
"""Bind the shader program"""
shaders.glUseProgram(self.shader)
self.uniformInt('picking', picking)
[docs] def unbind(self):
"""Unbind the shader program"""
shaders.glUseProgram(0)
def __del__(self):
"""Delete a shader instance.
This will unbinf the shader program before deleting it.
"""
self.unbind()
# End