def shader_compile(name, shader, src): ''' logging and error-checking not quite working :( ''' bgl.glCompileShader(shader) # report shader compilation log (if any) bufLogLen = bgl.Buffer(bgl.GL_INT, 1) bgl.glGetShaderiv(shader, bgl.GL_INFO_LOG_LENGTH, bufLogLen) if bufLogLen[0] > 0: # report log available bufLog = bgl.Buffer(bgl.GL_BYTE, bufLogLen) bgl.glGetShaderInfoLog(shader, bufLogLen[0], bufLogLen, bufLog) log = ''.join(chr(v) for v in bufLog.to_list() if v) if log: print('SHADER REPORT %s' % name) print('\n'.join([' %s' % l for l in log.splitlines()])) else: print('Shader %s has no report' % name) else: log = '' # report shader compilation status bufStatus = bgl.Buffer(bgl.GL_INT, 1) bgl.glGetShaderiv(shader, bgl.GL_COMPILE_STATUS, bufStatus) if bufStatus[0] == 0: print('ERROR WHILE COMPILING SHADER %s' % name) print('\n'.join([ ' % 4d %s' % (i + 1, l) for (i, l) in enumerate(src.splitlines()) ])) assert False return log
def check_shaderError(shader, flag, isProgram, errorMessage): success = bgl.Buffer(bgl.GL_INT, 1) slen = 1024 if isProgram: bgl.glGetProgramiv(shader, flag, success) check_error("glGetProgramiv") else: bgl.glGetShaderiv(shader, flag, success) check_error("glGetShaderiv") import numpy as np from .bgl_ext import VoidBufValue offset = VoidBufValue(None) error = bgl.Buffer(bgl.GL_BYTE, slen) if isProgram: bgl.glGetProgramInfoLog(shader, slen, offset.buf, error) check_error("glGetProgramInfoLog") else: bgl.glGetShaderInfoLog(shader, slen, offset.buf, error) check_error("glGetShaderInfoLog") print(np.bytes_(error).decode("utf-8")) del offset if success[0] != bgl.GL_TRUE: print(errorMessage, np.bytes_(error).decode("utf-8")) raise RuntimeError(errorMessage, error)
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
def shader_compile(shader): ''' logging and error-checking not quite working :( ''' bufLen = bgl.Buffer(bgl.GL_BYTE, 4) bufLog = bgl.Buffer(bgl.GL_BYTE, 2000) bgl.glCompileShader(shader) bgl.glGetShaderInfoLog(shader, 2000, bufLen, bufLog) log = ''.join(chr(v) for v in bufLog.to_list() if v) return log
def shader_compile(name, shader): ''' logging and error-checking not quite working :( ''' bufLen = bgl.Buffer(bgl.GL_BYTE, 4) bufLog = bgl.Buffer(bgl.GL_BYTE, 2000) bgl.glCompileShader(shader) # XXX: this test is a hack to determine whether the shader was compiled successfully # TODO: rewrite to use a more correct test (glIsShader?) bgl.glGetShaderInfoLog(shader, 2000, bufLen, bufLog) log = ''.join(chr(v) for v in bufLog.to_list() if v) assert not log and 'was successfully compiled' not in log, 'ERROR WHILE COMPILING SHADER %s: %s' % (name,log) return log
def gl_compile_error(program_name, shader_name, shader): """ Print OpenGL compilation errors, if any, for a given shader. program_name and shader_name are arbitrary human readable strings. shader is an int (an OpenGL shader name) """ buf = bgl.Buffer(bgl.GL_INT,1) bgl.glGetShaderiv(shader,bgl.GL_COMPILE_STATUS,buf) if buf[0] == bgl.GL_TRUE: return False err = buf[0] charbuf = bgl.Buffer(bgl.GL_BYTE,4000) lenbuf = bgl.Buffer(bgl.GL_INT,1) bgl.glGetShaderInfoLog(shader,4000,lenbuf,charbuf) print('GL Error: %d (%s:%s)\n%s'%(err, program_name, shader_name, "".join(map( chr, charbuf[:lenbuf[0]])))) return True
def shader_compile(name, shader): ''' logging and error-checking not quite working :( ''' bufLen = bgl.Buffer(bgl.GL_BYTE, 4) bufLog = bgl.Buffer(bgl.GL_BYTE, 2000) bufStatus = bgl.Buffer(bgl.GL_INT, 1) bgl.glCompileShader(shader) # get shader compilation log and status (successfully compiled?) bgl.glGetShaderiv(shader, bgl.GL_COMPILE_STATUS, bufStatus) bgl.glGetShaderInfoLog(shader, 2000, bufLen, bufLog) log = ''.join(chr(v) for v in bufLog.to_list() if v) if bufStatus[0] == 0: print('ERROR WHILE COMPILING SHADER %s' % name) print('\n'.join([' %s'%l for l in log.splitlines()])) assert False return log
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)
def check_shaderError(shader, flag, isProgram, errorMessage): success = bgl.Buffer(bgl.GL_INT, 1) if isProgram: bgl.glGetProgramiv(shader, flag, success) else: bgl.glGetShaderiv(shader, flag, success) if success[0] == bgl.GL_FALSE: import numpy as np import ctypes offset = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int * 1).from_address(0)) error = bgl.Buffer(bgl.GL_BYTE, 1024) if isProgram: bgl.glGetProgramInfoLog(shader, 1024, offset, error) print(errorMessage, np.bytes_(error).decode("utf-8")) else: bgl.glGetShaderInfoLog(shader, 1024, offset, error) print(errorMessage, np.bytes_(error).decode("utf-8")) del offset raise #RuntimeError(errorMessage, bgl.glGetShaderInfoLog(shader))
def check_shaderError(shader, flag, isProgram, errorMessage): success = bgl.Buffer(bgl.GL_INT, 1) if isProgram: bgl.glGetProgramiv(shader, flag, success) else: bgl.glGetShaderiv(shader, flag, success) if success[0] == bgl.GL_FALSE: import numpy as np from .bgl_ext import VoidBufValue offset = VoidBufValue(None) error = bgl.Buffer(bgl.GL_BYTE, 1024) if isProgram: bgl.glGetProgramInfoLog(shader, 1024, offset.buf, error) print(errorMessage, np.bytes_(error).decode("utf-8")) else: bgl.glGetShaderInfoLog(shader, 1024, offset.buf, error) print(errorMessage, np.bytes_(error).decode("utf-8")) del offset raise #RuntimeError(errorMessage, bgl.glGetShaderInfoLog(shader))
def check_shaderError(shader, flag, isProgram, errorMessage): success = bgl.Buffer(bgl.GL_INT, 1) if isProgram: bgl.glGetProgramiv(shader, flag, success) else: bgl.glGetShaderiv(shader, flag, success) if success[0] == bgl.GL_FALSE: import numpy as np import ctypes offset = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0)) error = bgl.Buffer(bgl.GL_BYTE, 1024) if isProgram: bgl.glGetProgramInfoLog(shader, 1024, offset, error) print(errorMessage, np.bytes_(error).decode("utf-8")) else: bgl.glGetShaderInfoLog(shader, 1024, offset, error) print(errorMessage, np.bytes_(error).decode("utf-8")) del offset raise #RuntimeError(errorMessage, bgl.glGetShaderInfoLog(shader))