Example #1
0
    def __init__(self, name, srcVertex, srcFragment, funcStart=None, funcEnd=None, checkErrors=True, bindTo0=None):
        self.drawing = Drawing.get_instance()

        self.name = name
        self.shaderProg = bgl.glCreateProgram()
        self.shaderVert = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
        self.shaderFrag = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)

        self.checkErrors = checkErrors

        srcVertex   = '\n'.join(l.strip() for l in srcVertex.split('\n'))
        srcFragment = '\n'.join(l.strip() for l in srcFragment.split('\n'))

        bgl.glShaderSource(self.shaderVert, srcVertex)
        bgl.glShaderSource(self.shaderFrag, srcFragment)

        dprint('RetopoFlow Shader Info: %s (%d)' % (self.name,self.shaderProg))
        logv = self.shader_compile(name, self.shaderVert)
        logf = self.shader_compile(name, self.shaderFrag)
        if len(logv.strip()):
            dprint('  vert log:\n' + '\n'.join(('    '+l) for l in logv.splitlines()))
        if len(logf.strip()):
            dprint('  frag log:\n' + '\n'.join(('    '+l) for l in logf.splitlines()))

        bgl.glAttachShader(self.shaderProg, self.shaderVert)
        bgl.glAttachShader(self.shaderProg, self.shaderFrag)

        if bindTo0:
            bgl.glBindAttribLocation(self.shaderProg, 0, bindTo0)

        bgl.glLinkProgram(self.shaderProg)

        self.shaderVars = {}
        lvars = [l for l in srcVertex.splitlines() if l.startswith('in ')]
        lvars += [l for l in srcVertex.splitlines() if l.startswith('attribute ')]
        lvars += [l for l in srcVertex.splitlines() if l.startswith('uniform ')]
        lvars += [l for l in srcFragment.splitlines() if l.startswith('uniform ')]
        for l in lvars:
            m = re.match('^(?P<qualifier>[^ ]+) +(?P<type>[^ ]+) +(?P<name>[^ ;]+)', l)
            assert m
            m = m.groupdict()
            q,t,n = m['qualifier'],m['type'],m['name']
            locate = bgl.glGetAttribLocation if q in {'in','attribute'} else bgl.glGetUniformLocation
            if n in self.shaderVars: continue
            self.shaderVars[n] = {
                'qualifier': q,
                'type': t,
                'location': locate(self.shaderProg, n),
                'reported': False,
                }

        dprint('  attribs: ' + ', '.join((k + ' (%d)'%self.shaderVars[k]['location']) for k in self.shaderVars if self.shaderVars[k]['qualifier'] in {'in','attribute'}))
        dprint('  uniforms: ' + ', '.join((k + ' (%d)'%self.shaderVars[k]['location']) for k in self.shaderVars if self.shaderVars[k]['qualifier'] in {'uniform'}))

        self.funcStart = funcStart
        self.funcEnd = funcEnd
        self.mvpmatrix_buffer = bgl.Buffer(bgl.GL_FLOAT, [4,4])
Example #2
0
def compile_shader(type, source):
    shader = bgl.glCreateShader(type)
    bgl.glShaderSource(shader, source)
    bgl.glCompileShader(shader)
    status = bgl.Buffer(bgl.GL_INT, 1)
    bgl.glGetShaderiv(shader, bgl.GL_COMPILE_STATUS, status)
    if status[0] != bgl.GL_TRUE:
        infoLog = bgl.Buffer(bgl.GL_BYTE, 1024)
        length = bgl.Buffer(bgl.GL_INT, 1)
        bgl.glGetShaderInfoLog(shader, 1024, length, infoLog)
        raise RuntimeError(''.join(chr(infoLog[i]) for i in range(length[0])))
    return shader
Example #3
0
def create_shader(source, shaderType):
    shader = bgl.glCreateShader(shaderType)

    if shader == 0:
        raise RuntimeError("Error: Shader creation failed!")

    bgl.glShaderSource(shader, source)
    bgl.glCompileShader(shader)

    check_shaderError(shader, bgl.GL_COMPILE_STATUS, False, "Error: Shader compilation failed:")

    return shader
Example #4
0
def create_shader(source, shaderType):
    shader = bgl.glCreateShader(shaderType)

    if shader == 0:
        raise RuntimeError("Error: Shader creation failed!")

    bgl.glShaderSource(shader, source)
    bgl.glCompileShader(shader)

    check_shaderError(shader, bgl.GL_COMPILE_STATUS, False, "Error: Shader compilation failed:")

    return shader
Example #5
0
    def __init__(self, vertexcode, geomcode, fragcode):

        success = bgl.Buffer(bgl.GL_INT, 1)
        program = bgl.glCreateProgram()

        shader1 = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
        bgl.glShaderSource(shader1, vertexcode)
        check_error("glShaderSource")
        bgl.glCompileShader(shader1)
        check_error("glCompileShader")
        bgl.glGetShaderiv(shader1, bgl.GL_COMPILE_STATUS, success)
        if success[0] != bgl.GL_TRUE:
            print("shader vertexcode compile error")

        shader2 = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)
        bgl.glShaderSource(shader2, fragcode)
        check_error("glShaderSource")
        bgl.glCompileShader(shader2)
        check_error("glCompileShader")
        bgl.glGetShaderiv(shader2, bgl.GL_COMPILE_STATUS, success)
        check_error("glGetShaderiv")
        if success[0] != bgl.GL_TRUE:
            print("shader fragcode compile error")

        bgl.glAttachShader(program, shader1)
        check_error("glAttachShader")

        bgl.glAttachShader(program, shader2)
        check_error("glAttachShader")

        bgl.glLinkProgram(program)
        check_error("glLinkProgram")

        bgl.glGetProgramiv(program, bgl.GL_LINK_STATUS, success)
        check_error("glGetProgramiv")
        if success[0] != bgl.GL_TRUE:
            print("Program link error")

        bgl.glValidateProgram(program)
        check_error("glValidateProgram")
        bgl.glGetProgramiv(program, bgl.GL_VALIDATE_STATUS, success)
        check_error("glGetProgramiv")
        if success[0] != bgl.GL_TRUE:
            print("Program invalid")

        self.program = program
Example #6
0
    def __init__(self):

        #vertex_shader   = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
        fragment_shader = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)
        program = bgl.glCreateProgram()

        #bgl.glShaderSource(vertex_shader,vs)
        bgl.glShaderSource(fragment_shader, fs)

        #bgl.glCompileShader(vertex_shader)
        bgl.glCompileShader(fragment_shader)

        #utils.attachShader(program, vertex_shader)
        utils.attachShader(program, fragment_shader)

        bgl.glLinkProgram(program)

        self.program = program
 def __init__(self, srcVertex, srcFragment, funcStart=None):
     self.shaderProg = bgl.glCreateProgram()
     self.shaderVert = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
     self.shaderFrag = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)
     
     bgl.glShaderSource(self.shaderVert, srcVertex)
     bgl.glShaderSource(self.shaderFrag, srcFragment)
     
     print('RetopoFlow Shader Info')
     logv = self.shader_compile(self.shaderVert)
     logf = self.shader_compile(self.shaderFrag)
     
     if len(logv.strip()):
         print('  vert log:\n' + '\n'.join(('    '+l) for l in logv.splitlines()))
     if len(logf.strip()):
         print('  frag log:\n' + '\n'.join(('    '+l) for l in logf.splitlines()))
     
     bgl.glAttachShader(self.shaderProg, self.shaderVert)
     bgl.glAttachShader(self.shaderProg, self.shaderFrag)
     
     bgl.glLinkProgram(self.shaderProg)
     
     self.shaderVars = {}
     lvars = [l for l in srcVertex.splitlines() if l.startswith('in ')]
     lvars += [l for l in srcVertex.splitlines() if l.startswith('attribute ')]
     lvars += [l for l in srcVertex.splitlines() if l.startswith('uniform ')]
     lvars += [l for l in srcFragment.splitlines() if l.startswith('uniform ')]
     for l in lvars:
         m = re.match('^(?P<qualifier>[^ ]+) +(?P<type>[^ ]+) +(?P<name>[^ ;]+)', l)
         assert m
         m = m.groupdict()
         q,t,n = m['qualifier'],m['type'],m['name']
         locate = bgl.glGetAttribLocation if q in {'in','attribute'} else bgl.glGetUniformLocation
         if n in self.shaderVars: continue
         self.shaderVars[n] = {
             'qualifier': q,
             'type': t,
             'location': locate(self.shaderProg, n),
             }
     
     print('  attribs: ' + ', '.join(k for k in self.shaderVars if self.shaderVars[k]['qualifier'] in {'in','attribute'}))
     print('  uniforms: ' + ', '.join(k for k in self.shaderVars if self.shaderVars[k]['qualifier'] in {'uniform'}))
     
     self.funcStart = funcStart
Example #8
0
def compile_shader():
    global program
    program = bgl.glCreateProgram()

    shaderVert = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
    shaderFrag = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)

    bgl.glShaderSource(shaderVert, shaderVertString)
    bgl.glShaderSource(shaderFrag, shaderFragString)

    bgl.glCompileShader(shaderVert)
    bgl.glCompileShader(shaderFrag)

    bgl.glAttachShader(program, shaderVert)
    bgl.glAttachShader(program, shaderFrag)

    bgl.glLinkProgram(program)

    bgl.glDeleteShader(shaderVert)
    bgl.glDeleteShader(shaderFrag)
Example #9
0
def createShader(shader_type, shader_source):
    shader = bgl.glCreateShader(shader_type)
    bgl.glShaderSource(shader, shader_source)
    bgl.glCompileShader(shader)
    success = bgl.Buffer(bgl.GL_INT, [1])
    bgl.glGetShaderiv(shader, bgl.GL_COMPILE_STATUS, success)
    if (success[0] == bgl.GL_TRUE):
        print("shader compiled")
        return shader
    bgl.glGetShaderiv(shader, bgl.GL_INFO_LOG_LENGTH, success);
    success[0] = success[0] + 1
    log = bgl.Buffer(bgl.GL_BYTE, [success[0]])
    start = bgl.Buffer(bgl.GL_INT, [1])
    start[0] =0
    bgl.glGetShaderInfoLog(shader, success[0]+1,start, log)
    py_log = log[:]
    py_log_str = ""
    for c in py_log:
        py_log_str += str(chr(c))
    print(str(py_log_str))
    bgl.glDeleteShader(shader)
Example #10
0
def compile_program(vshader,fshader,gshader, program_name):
    """
    Compile and link OpenGL shaders into a program.
    
    It prints any errors along with the sourcecode on the console
    After a successful linking it also shows a list of active
    attributes and uniforms.
    
    vshader, fshader and gshader are strings containing the GLSL
    source code for vertex, fragment and geometry shader respectively.
    Any of those might be None
    
    Returns an int (an OpenGL program name)
    
    program_name is arbitray human readable string
    """
    program = bgl.glCreateProgram()
    error = False
    if vshader is not None:
        vertex_shader = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
        bgl.glShaderSource(vertex_shader,vshader)
        bgl.glCompileShader(vertex_shader)
        if not gl_compile_error(program_name, "vertexshader", vertex_shader):
            bgl.glAttachShader(program, vertex_shader)
        else:
            dump_source(vshader)
            error = True
    if fshader is not None:
        fragment_shader = bgl.glCreateShader(bgl.GL_FRAGMENT_SHADER)
        bgl.glShaderSource(fragment_shader,fshader)
        bgl.glCompileShader(fragment_shader)
        if not gl_compile_error(program_name, "fragmentshader", fragment_shader):
            bgl.glAttachShader(program, fragment_shader)
        else:
            dump_source(fshader)
            error = True
    if gshader is not None:
        geometry_shader = bgl.glCreateShader(bgl.GL_GEOMETRY_SHADER)
        bgl.glShaderSource(geometry_shader,gshader)
        bgl.glCompileShader(geometry_shader)
        if not gl_compile_error(program_name, "geometryshader", geometry_shader):
            bgl.glAttachShader(program, geometry_shader)
        else:
            dump_source(gshader)
            error = True
    if not error:
        bgl.glLinkProgram(program)
        gl_link_error(program_name, program)
        dump_attributes_and_uniforms(program)
    return program 
Example #11
0
    def execute(self, context):
        namespace['projection_matrix'] = bgl.Buffer(bgl.GL_FLOAT, (4, 4))

        namespace['points'] = (-0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.0, 0.5, 0.0)

        namespace['colors'] = (0.0, 1.0, 0.0, 0.5, 1.0, 1.0, 0.0, 0.5, 1.0,
                               0.0, 1.0, 0.5)

        namespace['data_point'] = bgl.Buffer(bgl.GL_FLOAT,
                                             len(namespace['points']),
                                             namespace['points'])
        namespace['data_color'] = bgl.Buffer(bgl.GL_FLOAT,
                                             len(namespace['colors']),
                                             namespace['colors'])

        namespace['vertex_shader_info'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['fragment_shader_info'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['shader_program_info'] = bgl.Buffer(bgl.GL_INT, 1)

        namespace['vao'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['vbo_point'] = bgl.Buffer(bgl.GL_INT, 1)
        namespace['vbo_color'] = bgl.Buffer(bgl.GL_INT, 1)

        bgl.glGenBuffers(1, namespace['vbo_point'])
        bgl.glGenBuffers(1, namespace['vbo_color'])

        # Shaders
        namespace['shader_program'] = bgl.glCreateProgram()

        namespace['vertex_shader'] = bgl.glCreateShader(bgl.GL_VERTEX_SHADER)
        namespace['fragment_shader'] = bgl.glCreateShader(
            bgl.GL_FRAGMENT_SHADER)

        bgl.glShaderSource(namespace['vertex_shader'], vertex_shader_source)
        bgl.glShaderSource(namespace['fragment_shader'],
                           fragment_shader_source)

        bgl.glCompileShader(namespace['vertex_shader'])
        bgl.glCompileShader(namespace['fragment_shader'])

        bgl.glGetShaderiv(namespace['vertex_shader'], bgl.GL_COMPILE_STATUS,
                          namespace['vertex_shader_info'])
        bgl.glGetShaderiv(namespace['fragment_shader'], bgl.GL_COMPILE_STATUS,
                          namespace['fragment_shader_info'])

        if namespace['vertex_shader_info'][0] == bgl.GL_TRUE:
            print("Vertex shader compiled successfully.")
        elif namespace['vertex_shader_info'][0] == bgl.GL_FALSE:
            print("Vertex shader failed to compile.")

        if namespace['fragment_shader_info'][0] == bgl.GL_TRUE:
            print("Fragment shader compiled successfully.")
        elif namespace['fragment_shader_info'][0] == bgl.GL_FALSE:
            print("Fragment shader failed to compile.")

        bgl.glAttachShader(namespace['shader_program'],
                           namespace['vertex_shader'])
        bgl.glAttachShader(namespace['shader_program'],
                           namespace['fragment_shader'])

        bgl.glLinkProgram(namespace['shader_program'])

        bgl.glGetProgramiv(namespace['shader_program'], bgl.GL_LINK_STATUS,
                           namespace['shader_program_info'])

        if namespace['shader_program_info'][0] == bgl.GL_TRUE:
            print("Shader program linked successfully.")
        elif namespace['shader_program_info'][0] == bgl.GL_FALSE:
            print("Shader program failed to link.")

        # glGetUniformLocation can only be used after the shader program is linked, as stated in the OpenGL Specification.
        namespace['perspective_uniform_location'] = bgl.glGetUniformLocation(
            namespace['shader_program'], "perspective")

        bgl.glValidateProgram(namespace['shader_program'])

        bgl.glGetProgramiv(namespace['shader_program'], bgl.GL_VALIDATE_STATUS,
                           namespace['shader_program_info'])

        if namespace['shader_program_info'][0] == bgl.GL_TRUE:
            print("Shader program validated successfully.")
        elif namespace['shader_program_info'][0] == bgl.GL_FALSE:
            print("Shader program failed to validate.")

        draw_handler_add()

        namespace['timer'] = context.window_manager.event_timer_add(
            time_step=0.01, window=context.window)
        namespace['data_timer'] = bgl.Buffer(bgl.GL_FLOAT, 2, [
            math.sin(namespace['timer'].time_duration),
            math.sin(namespace['timer'].time_duration) * 2
        ])

        context.window_manager.modal_handler_add(self)

        return {'RUNNING_MODAL'}