source: framspy/gui/visual/shaderProgram.py @ 1309

Last change on this file since 1309 was 1198, checked in by Maciej Komosinski, 21 months ago

Added simple Python GUI for Framsticks library/server

File size: 5.4 KB
RevLine 
[1198]1import OpenGL.GL as gl
2import os
3import glm
4
5class ShaderProgram:
6    def __init__(self, vertexFile: str, fragmentFile: str, geometryFile: str = None) -> None:
7        self.initShaderFromGLSL(vertexFile, fragmentFile, geometryFile)
8        self.programID = gl.glCreateProgram()
9        gl.glAttachShader(self.programID, self.vs)
10        gl.glAttachShader(self.programID, self.fs)
11        if geometryFile:
12            gl.glAttachShader(self.programID, self.gs)
13
14    def start(self):
15        gl.glUseProgram(self.programID)
16
17    def stop(self):
18        gl.glUseProgram(0)
19
20    def cleanUp(self):
21        self.stop()
22        gl.glDetachShader(self.programID, self.vs)
23        gl.glDetachShader(self.programID, self.fs)
24        gl.glDeleteShader(self.vs)
25        gl.glDeleteShader(self.fs)
26        gl.glDeleteProgram(self.programID)
27
28    def bindAttributes(self):
29        pass
30
31    def getAllUniformLocations(self):
32        pass
33
34    def getUniformLocation(self, uniformName):
35        return gl.glGetUniformLocation(self.programID, uniformName)
36
37    def bindAttribute(self, attribute: int, variableName: str):
38        gl.glBindAttribLocation(self.programID, attribute, variableName)
39
40    def loadFloat(self, location: int, value: float):
41        gl.glUniform1f(location, value)
42
43    def loadInt(self, location: int, value: int):
44        gl.glUniform1i(location, value)
45
46    def loadVector3(self, location: int, value):
47        gl.glUniform3fv(location, 1, glm.value_ptr(value))
48
49    def loadVector2(self, location: int, value):
50        gl.glUniform2fv(location, 1, glm.value_ptr(value))
51
52    def loadVector4(self, location: int, value):
53        gl.glUniform4fv(location, 1, glm.value_ptr(value))
54
55    def loadBool(self, location: int, value: bool):
56        gl.glUniform1f(location, value == 1)
57
58    def loadMatrix4(self, location: int, value):
59        gl.glUniformMatrix4fv(location, 1, False, glm.value_ptr(value))
60
61    def initShaderFromGLSL(self, vertex_shader_path, fragment_shader_path, geometry_shader_path = None):
62        vertex_shader_source_list = []
63        fragment_shader_source_list = []
64        geometry_shader_source_list = []
65        if(isinstance(vertex_shader_path, str)):
66            absDIR =  os.path.abspath(os.path.join(os.path.join(os.path.dirname(__file__), ".."), vertex_shader_path))
67            f = open(absDIR, 'rb')
68            vertex_shader_source_list.append(f.read())
69            f.close()
70
71            absDIR =  os.path.abspath(os.path.join(os.path.join(os.path.dirname(__file__), ".."), fragment_shader_path))
72            f = open(absDIR, 'rb')
73            fragment_shader_source_list.append(f.read())     
74            f.close()
75
76            if geometry_shader_path:
77                absDIR =  os.path.abspath(os.path.join(os.path.join(os.path.dirname(__file__), ".."), geometry_shader_path))
78                f = open(absDIR, 'rb')
79                geometry_shader_source_list.append(f.read())     
80                f.close()
81
82            self.initShader(vertex_shader_source_list, fragment_shader_source_list, geometry_shader_source_list)
83
84    def initShader(self, vertex_shader_source_list, fragment_shader_source_list, geometry_shader_source_list):
85        # create program
86        self.program = gl.glCreateProgram() # pylint: disable=E1111
87        #print('create program ',self.program)
88        ShaderProgram.printOpenGLError()
89
90        # vertex shader
91        #print('compile vertex shader...')
92        self.vs = gl.glCreateShader(gl.GL_VERTEX_SHADER) # pylint: disable=E1111
93        gl.glShaderSource(self.vs, vertex_shader_source_list)
94        gl.glCompileShader(self.vs)
95        if gl.GL_TRUE != gl.glGetShaderiv(self.vs, gl.GL_COMPILE_STATUS):
96            err = gl.glGetShaderInfoLog(self.vs)
97            raise Exception(err) 
98        #gl.glAttachShader(self.program, self.vs)
99        ShaderProgram.printOpenGLError()
100
101        # fragment shader
102        #print('compile fragment shader...')
103        self.fs = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) # pylint: disable=E1111
104        gl.glShaderSource(self.fs, fragment_shader_source_list)
105        gl.glCompileShader(self.fs)
106        if gl.GL_TRUE!=gl.glGetShaderiv(self.fs, gl.GL_COMPILE_STATUS):
107            err = gl.glGetShaderInfoLog(self.fs)
108            raise Exception(err)       
109        #gl.glAttachShader(self.program, self.fs)
110        ShaderProgram.printOpenGLError()
111
112        if geometry_shader_source_list:
113            self.gs = gl.glCreateShader(gl.GL_GEOMETRY_SHADER) # pylint: disable=E1111
114            gl.glShaderSource(self.gs, geometry_shader_source_list)
115            gl.glCompileShader(self.gs)
116            if gl.GL_TRUE!=gl.glGetShaderiv(self.gs, gl.GL_COMPILE_STATUS):
117                err = gl.glGetShaderInfoLog(self.gs)
118                print(err.decode("utf-8"))
119                raise Exception(err)       
120            #gl.glAttachShader(self.program, self.gs)
121            ShaderProgram.printOpenGLError()
122
123        #print('link...')
124        #gl.glLinkProgram(self.program)
125        #if(gl.GL_TRUE != gl.glGetProgramiv(self.program, gl.GL_LINK_STATUS)):
126        #    err =  gl.glGetShaderInfoLog(self.vs)
127        #    raise Exception(err)         
128        #printOpenGLError()
129
130    @staticmethod
131    def printOpenGLError():
132        err = gl.glGetError() # pylint: disable=E1111
133        if (err != gl.GL_NO_ERROR):
134            print('GLERROR: ', gl.gluErrorString(err)) # pylint: disable=E1101
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