Exemple #1
2
	def bind(self, target, index=None):
		"""Binds the buffer to a target, with an optional index for an indexed target.

		.. warning::

		   It is not allowed to bind two buffers (or one buffer twice) to the same target
		   simultaneously.
		"""

		if index is None:
			GL.glBindBuffer(target, self.handle)
		else:
			GL.glBindBufferBase(target, index, self.handle)
		self.active_bindings.add(target)
		yield
		if index is None:
			GL.glBindBuffer(target, 0)
		else:
			GL.glBindBufferBase(target, index, 0)
		self.active_bindings.remove(target)
Exemple #2
1
 def __init__(self, data):
     self.data = data
     self.nbytes = sizeof(data)
     self.ubo = gl.glGenBuffers(1)
     self.binding = self.max_binding
     gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, self.ubo)
     gl.glBufferData(gl.GL_UNIFORM_BUFFER, self.nbytes, pointer(self.data), gl.GL_STREAM_DRAW)
     gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, self.binding, self.ubo)
     UniformBuffer.max_binding += 1
Exemple #3
1
        def begin_callback(callback_data):
            buffer_id = self.data.buffer_meshes.get_buffer_id()
            if buffer_id and not self.xfb_active:
                gl.glEnable(gl.GL_RASTERIZER_DISCARD)
                gl.glBindBufferBase(gl.GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer_id)
                gl.glBeginTransformFeedback(gl.GL_TRIANGLES)
                self.xfb_active = True

            callback_data.upcall()
Exemple #4
1
 def __init__(self, data):
     if isinstance(data, np.ndarray):
         self.pdata  = data
         self.nbytes = data.nbytes
     else:
         self.pdata  = pointer(data)
         self.nbytes = sizeof(data)
     self.ubo = gl.glGenBuffers(1)
     self.binding = self.max_binding
     gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, self.ubo)
     gl.glBufferData(gl.GL_UNIFORM_BUFFER, self.nbytes, self.pdata, gl.GL_STREAM_DRAW)
     gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, self.binding, self.ubo)
     UniformBuffer.max_binding += 1
Exemple #5
1
 def __init__(self, data):
     if isinstance(data, np.ndarray):
         self.pdata = data
         self.nbytes = data.nbytes
     else:
         self.pdata = pointer(data)
         self.nbytes = sizeof(data)
     self.ubo = gl.glGenBuffers(1)
     self.binding = self.max_binding
     gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, self.ubo)
     gl.glBufferData(gl.GL_UNIFORM_BUFFER, self.nbytes, self.pdata,
                     gl.GL_STREAM_DRAW)
     gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, self.binding, self.ubo)
     UniformBuffer.max_binding += 1
Exemple #6
1
    def display(self):
        GL.glEnable(GL.GL_CULL_FACE)
        GL.glEnable(GL.GL_DEPTH_TEST)
        GL.glClearColor(100, 100, 100, 100)

        #Render G-buffer
        self.frameBuffer_.bind()
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        GL.glUseProgram(self.shaderMesh_)
        GL.glBindFragDataLocation(self.shaderMesh_, 0, "outputPos")
        GL.glBindFragDataLocation(self.shaderMesh_, 1, "outputNormal")
        GL.glBindFragDataLocation(self.shaderMesh_, 2, "outputMat")
        GL.glBindFragDataLocation(self.shaderMesh_, 3, "outputLight")
        GL.glUniformMatrix4fv(
            self.viewMatrixUnif_, 1, GL.GL_TRUE,
            np.ascontiguousarray(self.viewMat_, dtype=np.float32))
        GL.glUniformMatrix4fv(
            self.projMatrixUnif_, 1, GL.GL_TRUE,
            np.ascontiguousarray(self.projMat_, dtype=np.float32))
        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D,
                         self.envMap_.frameBufferShadows_.get_shadow_map())
        GL.glUniform1i(self.textSMUnif_, 0)

        GL.glUniform3f(self.camPosRenderUnif_, self.camera_.obs_[0],
                       self.camera_.obs_[1], self.camera_.obs_[2])
        GL.glUniform1i(self.numVLPUnif_, self.envMap_.numVPL_)
        GL.glUniform1i(self.numVLPAxisUnif_, self.envMap_.numPtsAxis_)

        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 0,
                            self.envMap_.vlpPosSSBO_)
        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 1,
                            self.envMap_.vlpIntSSBO_)
        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 2,
                            self.envMap_.vlpViewMatSSBO_)
        GL.glBindBufferBase(GL.GL_SHADER_STORAGE_BUFFER, 3,
                            self.envMap_.vlpProjMatSSBO_)

        if self.useFloor_:
            GL.glUniform3f(self.objColorUnif_, self.planeColor_[0],
                           self.planeColor_[1], self.planeColor_[2])
            self.floor_.render_mesh()

        GL.glUniform3f(self.objColorUnif_, self.objColor_[0],
                       self.objColor_[1], self.objColor_[2])
        self.mesh_.render_mesh()

        GL.glUseProgram(0)
        GL.glBindFramebuffer(GL.GL_FRAMEBUFFER, 0)

        #Compute NN
        screenproc.computeAOTexture(self.gridSize_)

        #Render result.
        GL.glDisable(GL.GL_CULL_FACE)
        GL.glDisable(GL.GL_DEPTH_TEST)
        GL.glClear(GL.GL_COLOR_BUFFER_BIT | GL.GL_DEPTH_BUFFER_BIT)
        attachments = [GL.GL_COLOR_ATTACHMENT0]
        GL.glDrawBuffers(1, attachments)
        GL.glUseProgram(self.shaderRender_)
        GL.glBindFragDataLocation(self.shaderRender_, 0, "outputColor")

        GL.glActiveTexture(GL.GL_TEXTURE0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.outTexture_)
        GL.glUniform1i(self.textUnif_, 0)

        GL.glActiveTexture(GL.GL_TEXTURE1)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(0))
        GL.glUniform1i(self.textPosUnif_, 1)

        GL.glActiveTexture(GL.GL_TEXTURE2)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(1))
        GL.glUniform1i(self.textNormalUnif_, 2)

        GL.glActiveTexture(GL.GL_TEXTURE3)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(2))
        GL.glUniform1i(self.textMattUnif_, 3)

        GL.glActiveTexture(GL.GL_TEXTURE4)
        GL.glBindTexture(GL.GL_TEXTURE_2D, self.frameBuffer_.get_texture(3))
        GL.glUniform1i(self.textLightUnif_, 4)

        GL.glActiveTexture(GL.GL_TEXTURE0)

        if self.lighting_:
            GL.glUniform1f(self.directLightRenderUnif_, 0.0)
        else:
            GL.glUniform1f(self.directLightRenderUnif_, 1.0)

        if self.gi_:
            if self.sss_:
                GL.glUniform2f(self.giRenderUnif_, 1.0, 1.0)
            else:
                GL.glUniform2f(self.giRenderUnif_, 1.0, 0.0)
        else:
            GL.glUniform2f(self.giRenderUnif_, 0.0, 0.0)

        self.quad_.render_mesh()
        GL.glUseProgram(0)
        GL.glBindTexture(GL.GL_TEXTURE_2D, 0)
Exemple #7
0
 def end_callback(callback_data):
     if self.xfb_active:
         gl.glEndTransformFeedback()
         gl.glBindBufferBase(gl.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0)
         gl.glDisable(gl.GL_RASTERIZER_DISCARD)
         self.xfb_active = False
     callback_data.upcall()
Exemple #8
0
def get_ub(listy, record_byte_size):
    ubo, binding_point_index = gen_ub()
    gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, binding_point_index, ubo)
    gl.glBufferData(gl.GL_UNIFORM_BUFFER, record_byte_size*len(listy), listy,
                        gl.GL_DYNAMIC_DRAW)
    gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, 0)
    return ubo, binding_point_index
Exemple #9
0
 def __init__(self, data):
     self.data = data
     self.nbytes = sizeof(data)
     self.ubo = gl.glGenBuffers(1)
     self.binding = self.max_binding
     gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, self.ubo)
     gl.glBufferData(gl.GL_UNIFORM_BUFFER, self.nbytes, pointer(self.data), gl.GL_STREAM_DRAW)
     gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, self.binding, self.ubo)
     UniformBuffer.max_binding += 1
Exemple #10
0
 def cleanup(self):
     on_cleanup = self.config.get('on_cleanup')
     if on_cleanup:
         gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, self.binding,
                             self.ssbo)
         data = gl.glGetBufferSubData(gl.GL_SHADER_STORAGE_BUFFER, 0,
                                      self.size)  # uint8[size]
         exec(on_cleanup, dict(DATA=data))
         gl.glBindBuffer(gl.GL_SHADER_STORAGE_BUFFER, 0)
     gl.glDeleteBuffers(1, self.ssbo)
Exemple #11
0
    def _update_region_buffer(self, target: RenderTarget):
        world_data_size = self._view.world.r_count * REGION_SIZE
        gl.glBindBuffer(gl.GL_SHADER_STORAGE_BUFFER, target.world_ssbo)
        gl.glBufferData(gl.GL_SHADER_STORAGE_BUFFER,
                        world_data_size,
                        data=None,
                        usage=gl.GL_DYNAMIC_DRAW)
        gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, WORLD_SSBO_BINDING,
                            target.world_ssbo)

        asyncjob.submit(
            asyncjob.AsyncJobParameters(self._view.world.raw_regions(),
                                        self._view.world.r_count,
                                        self._update_region_sub_data,
                                        name="LoadWorld",
                                        batch_size=256))
Exemple #12
0
    def paintGL(self):
        # clear the buffer
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)
        # Run the compute phase
        gl.glUseProgram(self.compute_program)
        gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, 0, self.vbo)
        gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, 1, self.ssbo)
        loc = gl.glGetUniformLocation(self.compute_program, 'N')
        gl.glUniform1ui(loc, self.count)
        loc = gl.glGetUniformLocation(self.compute_program, 'dt')
        gl.glUniform1f(loc, DT)
        loc = gl.glGetUniformLocation(self.compute_program, 'damping')
        gl.glUniform1f(loc, DAMPING)
        loc = gl.glGetUniformLocation(self.compute_program, 'rm')
        gl.glUniform1f(loc, RM)
        gl.glDispatchCompute(self.count, 1, 1)
        gl.glMemoryBarrier(gl.GL_SHADER_STORAGE_BARRIER_BIT)
        # Read back the modified data.
        #gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER,10, self.ssbo)
        #gl.glGetBufferSubData(gl.GL_SHADER_STORAGE_BUFFER, 0,
        #                      self.velocities.nbytes, self.velocities)

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        # bind the VBO
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vbo)
        # tell OpenGL that the VBO contains an array of vertices
        # these vertices contain 4 single precision coordinates
        gl.glVertexPointer(4, gl.GL_FLOAT, 0, None)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.ssbo)
        gl.glVertexAttribPointer(1, 4, gl.GL_FLOAT, gl.GL_FALSE, 0, None)
        gl.glEnableVertexAttribArray(1);
        # Use our pipeline.
        gl.glUseProgram(self.render_program)
        loc = gl.glGetUniformLocation(self.render_program, 'aspect')
        gl.glUniform1f(loc, float(self.width) / self.height)
        # draw "count" points from the VBO
        gl.glDrawArrays(gl.GL_POINTS, 0, self.count)
Exemple #13
0
 def bind_ubo(self, ubo):
     gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, self._index, ubo._handle)
Exemple #14
0
 def on_begin_draw(self):
     gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, self.binding,
                         self.ssbo)
Exemple #15
0
 def on_begin_draw(self):
     for binding, ssbo in zip(self.bindings, self.ssbos):
         gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, binding, ssbo)
Exemple #16
0
 def createubo(cls, size):
     ubo = cls(size, gl.GL_UNIFORM_BUFFER, gl.GL_STREAM_DRAW)
     ubo.binding = GLBuffer.ubo_max_binding
     GLBuffer.ubo_max_binding += 1
     gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, ubo.binding, ubo.buf_id)
     return ubo
def bind_storage_buffer(ssbo, location):
    gl.glBindBuffer(gl.GL_SHADER_STORAGE_BUFFER, ssbo)
    gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, location, ssbo)
 def draw_callback(callback_data):
     buffer_id = self.buffer.get_buffer_id()
     gl.glBindBufferBase(gl.GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer_id)
     gl.glDrawTransformFeedback(gl.GL_TRIANGLES, 0)
     callback_data.upcall()
 def end(callback_data):
     if self.xfb_active:
         gl.glEndTransformFeedback()
         gl.glBindBufferBase(gl.GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0)
         gl.glDisable(gl.GL_RASTERIZER_DISCARD)
         self.xfb_active = False
     callback_data.upcall()
Exemple #20
-1
    def initializeGL(self):
        """Initialize OpenGL, VBOs, upload data on the GPU, etc."""
        # background color
        gl.glClearColor(0.8, 0.8, 0.8, 0)
        # Make initial data array.
        # compile the vertex shader
        vs = compile_shader(VERTEX, gl.GL_VERTEX_SHADER)
        # compile the geometry shader
        gs = compile_shader(GEOMETRY, gl.GL_GEOMETRY_SHADER)
        # compile the fragment shader
        fs = compile_shader(FRAGMENT, gl.GL_FRAGMENT_SHADER)
        # Link the programs.
        self.render_program = link_shaders(vs, gs, fs)
        # Compile the compute shader
        cs = compile_shader(COMPUTE, gl.GL_COMPUTE_SHADER)
        # Create the compute shader buffers.
        self.makeBuffers()
        #self.vbo = glvbo.VBO(self.attributes)
        self.vbo =  gl.glGenBuffers(1)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.vbo)
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.attributes.nbytes,
                     self.attributes, gl.GL_DYNAMIC_COPY)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0)

        self.ssbo = gl.glGenBuffers(1)
        gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, 1, self.ssbo)
        gl.glBufferData(gl.GL_SHADER_STORAGE_BUFFER, self.velocities.nbytes,
                     self.velocities, gl.GL_DYNAMIC_COPY)
        self.compute_program = link_shaders(cs)
 def begin(callback_data):
     buffer_id = self.buffer.get_buffer_id()
     if buffer_id and not self.xfb_active:
         gl.glEnable(gl.GL_RASTERIZER_DISCARD)
         gl.glBindBufferBase(gl.GL_TRANSFORM_FEEDBACK_BUFFER, 0, buffer_id)
         gl.glBeginTransformFeedback(gl.GL_TRIANGLES)
         self.xfb_active = True
     callback_data.upcall()
Exemple #22
-1
    def paintGL(self):
        # clear the buffer
        gl.glClear(gl.GL_COLOR_BUFFER_BIT)

        # Run the compute phase
        i = 0
        while (i * MAX_WORKGROUPS < self.count):
            upper = min(self.count, (i+1) * MAX_WORKGROUPS)
            data = self.valueBuffer[i*MAX_WORKGROUPS:upper]
            status = self.statusBuffer[i*MAX_WORKGROUPS:upper]
            
            gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, 0, self.ssbos['data'])
            gl.glBufferData(gl.GL_SHADER_STORAGE_BUFFER, 
                            data.nbytes,
                            data, gl.GL_DYNAMIC_COPY)

            gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, 1, self.ssbos['status'])
            gl.glBufferData(gl.GL_SHADER_STORAGE_BUFFER, 
                            status.nbytes,
                            status, gl.GL_DYNAMIC_COPY)
            

            gl.glUseProgram(self.compute_program)
            gl.glDispatchCompute(min(MAX_WORKGROUPS, self.count - i * MAX_WORKGROUPS), 1, 1)
            gl.glMemoryBarrier(gl.GL_SHADER_STORAGE_BARRIER_BIT)

            # Read back the modified data.
            gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, 0, self.ssbos['data'])
            gl.glGetBufferSubData(gl.GL_SHADER_STORAGE_BUFFER, 
                            0,
                            data.nbytes,
                            self.valueBuffer[i*MAX_WORKGROUPS])
            gl.glBindBufferBase(gl.GL_SHADER_STORAGE_BUFFER, 1, self.ssbos['status'])
            gl.glGetBufferSubData(gl.GL_SHADER_STORAGE_BUFFER, 
                            0,
                            status.nbytes,
                            self.statusBuffer[i*MAX_WORKGROUPS])
            i += 1
        self.iterations += ITER_PER_CYCLE

        # bind the VBO
        self.vbo.bind()
        # tell OpenGL that the VBO contains an array of vertices
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        # these vertices contain 2 single precision coordinates
        gl.glVertexPointer(2, gl.GL_FLOAT, 0, self.vbo)
        
        # Bind statuses
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self.ssbos['status'])
        gl.glBufferData(gl.GL_ARRAY_BUFFER, self.statusBuffer.nbytes,
                        self.statusBuffer, gl.GL_DYNAMIC_COPY)
        gl.glVertexAttribIPointer(1, 2, gl.GL_INT, 0, None)
        gl.glEnableVertexAttribArray(1);

        # Use our pipeline.
        gl.glUseProgram(self.render_program)
        # draw "count" points from the VBO
        gl.glDrawArrays(gl.GL_POINTS, 0, self.count)
        # Update the window title.
        self.parent().setWindowTitle("Iterations: %d; zoom; %f" % (self.iterations, self.zoom))
Exemple #23
-1
 def BindToUniform(self, index: int):
     GL.glBindBufferBase(GL.GL_UNIFORM_BUFFER, index, self._id)