def load_shaders(): global render_prog global uniforms global skybox_prog if (render_prog): glDeleteProgram(render_prog) vs = shader_load("render.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER) render_prog = glCreateProgram() glAttachShader(render_prog, vs) glAttachShader(render_prog, fs) glLinkProgram(render_prog) glDeleteShader(vs) glDeleteShader(fs) uniforms.render.mv_matrix = glGetUniformLocation(render_prog, "mv_matrix") uniforms.render.proj_matrix = glGetUniformLocation(render_prog, "proj_matrix") vs = shader_load("skybox.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("skybox.fs.glsl", GL_FRAGMENT_SHADER) skybox_prog = glCreateProgram() glAttachShader(skybox_prog, vs) glAttachShader(skybox_prog, fs) glLinkProgram(skybox_prog) glDeleteShader(vs) glDeleteShader(fs) uniforms.skybox.view_matrix = glGetUniformLocation(skybox_prog, "view_matrix")
def load_shaders(): global view_program global uniforms vs = shader_load("stereo-render.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("stereo-render.fs.glsl", GL_FRAGMENT_SHADER) if (view_program): glDeleteProgram(view_program) view_program = glCreateProgram() glAttachShader(view_program, vs) glAttachShader(view_program, fs) glLinkProgram(view_program) glDeleteShader(vs) glDeleteShader(fs) uniforms.view.proj_matrix = glGetUniformLocation(view_program, "proj_matrix") uniforms.view.mv_matrix = glGetUniformLocation(view_program, "mv_matrix") uniforms.view.shadow_matrix = glGetUniformLocation(view_program, "shadow_matrix") uniforms.view.full_shading = glGetUniformLocation(view_program, "full_shading") uniforms.view.specular_albedo = glGetUniformLocation( view_program, "specular_albedo") uniforms.view.diffuse_albedo = glGetUniformLocation( view_program, "diffuse_albedo")
def load_shaders(): global program shaders = [GLuint(0) for _ in range(2)] shaders[0] = shader_load("render.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER) program = link_from_shaders(shaders, 2, True)
def load_shaders(): global program_naive global program_adaptive global program_exposure global uniforms if (program_naive): glDeleteProgram(program_naive) program_naive = glCreateProgram() vs = shader_load("tonemap.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("tonemap_naive.fs.glsl", GL_FRAGMENT_SHADER) glAttachShader(program_naive, vs) glAttachShader(program_naive, fs) glLinkProgram(program_naive) glDeleteShader(fs) fs = shader_load("tonemap_adaptive.fs.glsl", GL_FRAGMENT_SHADER) if (program_adaptive): glDeleteProgram(program_adaptive) program_adaptive = glCreateProgram() glAttachShader(program_adaptive, vs) glAttachShader(program_adaptive, fs) glLinkProgram(program_adaptive) glDeleteShader(fs) fs = shader_load("tonemap_exposure.fs.glsl", GL_FRAGMENT_SHADER) if (program_exposure): glDeleteProgram(program_exposure) program_exposure = glCreateProgram() glAttachShader(program_exposure, vs) glAttachShader(program_exposure, fs) glLinkProgram(program_exposure) uniforms.exposure.exposure = glGetUniformLocation(program_exposure, "exposure") glDeleteShader(vs) glDeleteShader(fs)
def load_shaders(): global view_program global display_program global filter_program shaders = [GLuint(0) for _ in range(4)] shaders[0] = shader_load("render.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER) if (view_program): glDeleteProgram(view_program) view_program = link_from_shaders(shaders, 2, True) uniforms.view.proj_matrix = glGetUniformLocation(view_program, "proj_matrix") uniforms.view.mv_matrix = glGetUniformLocation(view_program, "mv_matrix") uniforms.view.full_shading = glGetUniformLocation(view_program, "full_shading") uniforms.view.diffuse_albedo = glGetUniformLocation( view_program, "diffuse_albedo") shaders[0] = shader_load("display.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("display.fs.glsl", GL_FRAGMENT_SHADER) if (display_program): glDeleteProgram(display_program) display_program = link_from_shaders(shaders, 2, True) uniforms.dof.focal_distance = glGetUniformLocation(display_program, "focal_distance") uniforms.dof.focal_depth = glGetUniformLocation(display_program, "focal_depth") shaders[0] = shader_load("gensat.cs.glsl", GL_COMPUTE_SHADER) if (filter_program): glDeleteProgram(filter_program) filter_program = link_from_shaders(shaders, 1, True)
def load_shaders(): global render_prog global uniforms if (render_prog): glDeleteProgram(render_prog) vs = shader_load("perpixelgloss.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("perpixelgloss.fs.glsl", GL_FRAGMENT_SHADER) render_prog = glCreateProgram() glAttachShader(render_prog, vs) glAttachShader(render_prog, fs) glLinkProgram(render_prog) glDeleteShader(vs) glDeleteShader(fs) uniforms.mv_matrix = glGetUniformLocation(render_prog, "mv_matrix") uniforms.proj_matrix = glGetUniformLocation(render_prog, "proj_matrix")
def loadShaders(): global program global uniforms vs = shader_load("render.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER) if (program != 0): glDeleteProgram(program) program = glCreateProgram() glAttachShader(program, vs) glAttachShader(program, fs) glLinkProgram(program) uniforms.mv_matrix = glGetUniformLocation(program, "mv_matrix") uniforms.proj_matrix = glGetUniformLocation(program, "proj_matrix") uniforms.rim_color = glGetUniformLocation(program, "rim_color") uniforms.rim_power = glGetUniformLocation(program, "rim_power")
def load_shaders(): global render_program global light_program global render_program_nm global vis_program global loc_vis_mode if (render_program): glDeleteProgram(render_program) if (light_program): glDeleteProgram(light_program) vs = shader_load("render.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("render.fs.glsl", GL_FRAGMENT_SHADER) render_program = glCreateProgram() glAttachShader(render_program, vs) glAttachShader(render_program, fs) glLinkProgram(render_program) glDeleteShader(vs) glDeleteShader(fs) vs = shader_load("render-nm.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("render-nm.fs.glsl", GL_FRAGMENT_SHADER) render_program_nm = glCreateProgram() glAttachShader(render_program_nm, vs) glAttachShader(render_program_nm, fs) glLinkProgram(render_program_nm) glDeleteShader(vs) glDeleteShader(fs) vs = shader_load("light.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("light.fs.glsl", GL_FRAGMENT_SHADER) light_program = glCreateProgram() glAttachShader(light_program, vs) glAttachShader(light_program, fs) glLinkProgram(light_program) glDeleteShader(fs) fs = shader_load("render-vis.fs.glsl", GL_FRAGMENT_SHADER) vis_program = glCreateProgram() glAttachShader(vis_program, vs) glAttachShader(vis_program, fs) glLinkProgram(vis_program) loc_vis_mode = glGetUniformLocation(vis_program, "vis_mode") glDeleteShader(vs) glDeleteShader(fs)
def load_shaders(): global uniform global tess_program global draw_cp_program if (tess_program): glDeleteProgram(tess_program) shaders = [GLuint(0) for _ in range(4)] shaders[0] = shader_load("cubicbezier.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("cubicbezier.tcs.glsl", GL_TESS_CONTROL_SHADER) shaders[2] = shader_load("cubicbezier.tes.glsl", GL_TESS_EVALUATION_SHADER) shaders[3] = shader_load("cubicbezier.fs.glsl", GL_FRAGMENT_SHADER) tess_program = link_from_shaders(shaders, 4, True) uniform.patch.mv_matrix = glGetUniformLocation(tess_program, "mv_matrix") uniform.patch.proj_matrix = glGetUniformLocation(tess_program, "proj_matrix") uniform.patch.mvp = glGetUniformLocation(tess_program, "mvp") if (draw_cp_program): glDeleteProgram(draw_cp_program) shaders[0] = shader_load("draw-control-points.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("draw-control-points.fs.glsl", GL_FRAGMENT_SHADER) draw_cp_program = link_from_shaders(shaders, 2, True) uniform.control_point.draw_color = glGetUniformLocation(draw_cp_program, "draw_color") uniform.control_point.mvp = glGetUniformLocation(draw_cp_program, "mvp")
def load_shaders(): global light_program global view_program global show_light_depth_program global uniforms vs = shader_load("shadowmapping-light.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("shadowmapping-light.fs.glsl", GL_FRAGMENT_SHADER) if (light_program): glDeleteProgram(light_program) light_program = glCreateProgram() glAttachShader(light_program, vs) glAttachShader(light_program, fs) glLinkProgram(light_program) glDeleteShader(vs) glDeleteShader(fs) uniforms.light.mvp = glGetUniformLocation(light_program, "mvp") vs = shader_load("shadowmapping-camera.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("shadowmapping-camera.fs.glsl", GL_FRAGMENT_SHADER) if (light_program): glDeleteProgram(view_program) view_program = glCreateProgram() glAttachShader(view_program, vs) glAttachShader(view_program, fs) glLinkProgram(view_program) glDeleteShader(vs) glDeleteShader(fs) uniforms.view.proj_matrix = glGetUniformLocation(view_program, "proj_matrix") uniforms.view.mv_matrix = glGetUniformLocation(view_program, "mv_matrix") uniforms.view.shadow_matrix = glGetUniformLocation(view_program, "shadow_matrix") uniforms.view.full_shading = glGetUniformLocation(view_program, "full_shading") if (show_light_depth_program): glDeleteProgram(show_light_depth_program) show_light_depth_program = glCreateProgram() vs = shader_load("shadowmapping-light-view.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("shadowmapping-light-view.fs.glsl", GL_FRAGMENT_SHADER) glAttachShader(show_light_depth_program, vs) glAttachShader(show_light_depth_program, fs) glLinkProgram(show_light_depth_program) glDeleteShader(vs) glDeleteShader(fs)
def load_shaders(): global per_fragment_program global uniforms vs = GLuint(0) fs = GLuint(0) vs = shader_load("blinnphong.vs.glsl", GL_VERTEX_SHADER) fs = shader_load("blinnphong.fs.glsl", GL_FRAGMENT_SHADER) if (per_fragment_program): glDeleteProgram(per_fragment_program) per_fragment_program = glCreateProgram() glAttachShader(per_fragment_program, vs) glAttachShader(per_fragment_program, fs) glLinkProgram(per_fragment_program) uniforms[0].diffuse_albedo = glGetUniformLocation(per_fragment_program, "diffuse_albedo") uniforms[0].specular_albedo = glGetUniformLocation(per_fragment_program, "specular_albedo") uniforms[0].specular_power = glGetUniformLocation(per_fragment_program, "specular_power")
def load_shaders(): global prefix_sum_prog global show_image_prog cs = shader_load("prefixsum2d.cs.glsl", GL_COMPUTE_SHADER) if (prefix_sum_prog): glDeleteProgram(prefix_sum_prog) prefix_sum_prog = link_from_shaders(cs, 1, True) class show_image_shaders_: vs = GLuint(0) fs = GLuint(0) show_image_shaders = show_image_shaders_() show_image_shaders.vs = shader_load("showimage.vs.glsl", GL_VERTEX_SHADER) show_image_shaders.fs = shader_load("showimage.fs.glsl", GL_FRAGMENT_SHADER) show_image_shaders_list = [show_image_shaders.vs, show_image_shaders.fs] show_image_prog = link_from_shaders(show_image_shaders_list, 2, True)
def load_shaders(): global program_render global program_filter global program_resolve global uniforms shaders = [GLuint(0), GLuint(0)] if (program_render): glDeleteProgram(program_render) shaders[0] = shader_load("hdrbloom-scene.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("hdrbloom-scene.fs.glsl", GL_FRAGMENT_SHADER) program_render = link_from_shaders(shaders, 2, True) uniforms.scene.bloom_thresh_min = glGetUniformLocation( program_render, "bloom_thresh_min") uniforms.scene.bloom_thresh_max = glGetUniformLocation( program_render, "bloom_thresh_max") if (program_filter): glDeleteProgram(program_filter) shaders[0] = shader_load("hdrbloom-filter.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("hdrbloom-filter.fs.glsl", GL_FRAGMENT_SHADER) program_filter = link_from_shaders(shaders, 2, True) if (program_resolve): glDeleteProgram(program_resolve) shaders[0] = shader_load("hdrbloom-resolve.vs.glsl", GL_VERTEX_SHADER) shaders[1] = shader_load("hdrbloom-resolve.fs.glsl", GL_FRAGMENT_SHADER) program_resolve = link_from_shaders(shaders, 2, True) uniforms.resolve.exposure = glGetUniformLocation(program_resolve, "exposure") uniforms.resolve.bloom_factor = glGetUniformLocation( program_resolve, "bloom_factor") uniforms.resolve.scene_factor = glGetUniformLocation( program_resolve, "scene_factor")