Esempio n. 1
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    def link(self):
        glLinkProgram(self.handle)

        if self.was_link_successful():
            self.linked = True
        else:
            self.log.warn("Could not link shader program")
Esempio n. 2
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def setup_program():
    '''
    Create the glsl program
    '''
    vertex_shader = b'''
        attribute vec2 position;
        attribute vec4 color;
        
        varying vec4 var_color;
        void main()
        {
            gl_Position = vec4(position, 0.0, 1.0);
            var_color = color;
        }
    '''

    fragment_shader = b'''
        varying vec4 var_color;
        void main()
        {
            gl_FragColor = var_color;
        }
    '''

    program = gl.glCreateProgram()
    gl.glAttachShader(program, shader(gl.GL_VERTEX_SHADER, vertex_shader))
    gl.glAttachShader(program, shader(gl.GL_FRAGMENT_SHADER, fragment_shader))
    gl.glLinkProgram(program)
    gl.glUseProgram(program)
    return program
Esempio n. 3
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    def __init__(self, *shaders: Shader):
        self.name = gl.glCreateProgram()
        for shader in shaders:
            gl.glAttachShader(self.name, shader.name)

        gl.glLinkProgram(self.name)
        success = gl.GLint(0)
        gl.glGetProgramiv(self.name, gl.GL_LINK_STATUS, byref(success))

        if not success:
            log_length = gl.GLint(0)
            gl.glGetProgramiv(self.name, gl.GL_INFO_LOG_LENGTH,
                              byref(log_length))
            log_buffer = create_string_buffer(log_length.value)
            gl.glGetProgramInfoLog(self.name, log_length.value, None,
                                   log_buffer)
            self.logger.error("Error linking program %s, error # %d",
                              self.name, success.value)
            self.logger.error("---Message---")
            for line in log_buffer.value.decode("ascii").splitlines():
                self.logger.error("Program: " + line)
            self.logger.error("------")
            raise RuntimeError("Linking program failed.")

        # free resources
        for shader in shaders:
            gl.glDeleteShader(shader.name)
Esempio n. 4
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    def _link(self):
        for shader in self:
            gl.glAttachShader(self.handle, shader.handle);

        # link the program
        gl.glLinkProgram(self.handle)

        temp = c_int(0)
        # retrieve the link status
        gl.glGetProgramiv(self.handle, gl.GL_LINK_STATUS, byref(temp))

        # if linking failed, print the log
        if not temp:
            #       retrieve the log length
            gl.glGetProgramiv(self.handle, gl.GL_INFO_LOG_LENGTH, byref(temp))
            # create a buffer for the log
            buffer = create_string_buffer(temp.value)
            # retrieve the log text
            gl.glGetProgramInfoLog(self.handle, temp, None, buffer)
            # print the log to the console
            raise GLSLError(buffer.value)

        # Query maximum uniform name length
        AUL = gl.GLint()
        gl.glGetProgramiv(self.handle, gl.GL_ACTIVE_UNIFORM_MAX_LENGTH,
                          byref(AUL))
        self._ACTIVE_UNIFORM_MAX_LENGTH = AUL.value

        self._update_uniform_types()
Esempio n. 5
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    def _create_device_objects(self):
        # save state
        last_texture = gl.GLint()
        gl.glGetIntegerv(gl.GL_TEXTURE_BINDING_2D, byref(last_texture))
        last_array_buffer = gl.GLint()
        gl.glGetIntegerv(gl.GL_ARRAY_BUFFER_BINDING, byref(last_array_buffer))

        last_vertex_array = gl.GLint()
        gl.glGetIntegerv(gl.GL_VERTEX_ARRAY_BINDING, byref(last_vertex_array))

        self._shader_handle = gl.glCreateProgram()
        # note: no need to store shader parts handles after linking
        vertex_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        fragment_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)

        gl.glShaderSource(vertex_shader, 1, make_string_buffer(self.VERTEX_SHADER_SRC), None)
        gl.glShaderSource(fragment_shader, 1, make_string_buffer(self.FRAGMENT_SHADER_SRC), None)
        gl.glCompileShader(vertex_shader)
        gl.glCompileShader(fragment_shader)

        gl.glAttachShader(self._shader_handle, vertex_shader)
        gl.glAttachShader(self._shader_handle, fragment_shader)

        gl.glLinkProgram(self._shader_handle)

        # note: after linking shaders can be removed
        gl.glDeleteShader(vertex_shader)
        gl.glDeleteShader(fragment_shader)

        self._attrib_location_tex = gl.glGetUniformLocation(self._shader_handle, create_string_buffer(b"Texture"))
        self._attrib_proj_mtx = gl.glGetUniformLocation(self._shader_handle, create_string_buffer(b"ProjMtx"))
        self._attrib_location_position = gl.glGetAttribLocation(self._shader_handle, create_string_buffer(b"Position"))
        self._attrib_location_uv = gl.glGetAttribLocation(self._shader_handle, create_string_buffer(b"UV"))
        self._attrib_location_color = gl.glGetAttribLocation(self._shader_handle, create_string_buffer(b"Color"))

        self._vbo_handle = gl.GLuint()
        gl.glGenBuffers(1, byref(self._vbo_handle))
        self._elements_handle = gl.GLuint()
        gl.glGenBuffers(1, byref(self._elements_handle))

        self._vao_handle = gl.GLuint()
        gl.glGenVertexArrays(1, byref(self._vao_handle))
        gl.glBindVertexArray(self._vao_handle)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._vbo_handle)

        gl.glEnableVertexAttribArray(self._attrib_location_position)
        gl.glEnableVertexAttribArray(self._attrib_location_uv)
        gl.glEnableVertexAttribArray(self._attrib_location_color)

        gl.glVertexAttribPointer(self._attrib_location_position, 2, gl.GL_FLOAT, gl.GL_FALSE, imgui.VERTEX_SIZE, c_void_p(imgui.VERTEX_BUFFER_POS_OFFSET))
        gl.glVertexAttribPointer(self._attrib_location_uv, 2, gl.GL_FLOAT, gl.GL_FALSE, imgui.VERTEX_SIZE, c_void_p(imgui.VERTEX_BUFFER_UV_OFFSET))
        gl.glVertexAttribPointer(self._attrib_location_color, 4, gl.GL_UNSIGNED_BYTE, gl.GL_TRUE, imgui.VERTEX_SIZE, c_void_p(imgui.VERTEX_BUFFER_COL_OFFSET))

        # restore state

        gl.glBindTexture(gl.GL_TEXTURE_2D, cast((c_int*1)(last_texture), POINTER(c_uint)).contents)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, cast((c_int*1)(last_array_buffer), POINTER(c_uint)).contents)
        gl.glBindVertexArray(cast((c_int*1)(last_vertex_array), POINTER(c_uint)).contents)
Esempio n. 6
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    def __init__(self, ec, fill_color, line_color, line_width, line_loop):
        self._ec = ec
        self._line_width = line_width
        self._line_loop = line_loop  # whether or not lines drawn are looped

        # initialize program and shaders
        from pyglet import gl
        self._program = gl.glCreateProgram()

        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        buf = create_string_buffer(tri_vert.encode('ASCII'))
        ptr = cast(pointer(pointer(buf)), POINTER(POINTER(c_char)))
        gl.glShaderSource(vertex, 1, ptr, None)
        gl.glCompileShader(vertex)
        _check_log(vertex, gl.glGetShaderInfoLog)

        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        buf = create_string_buffer(tri_frag.encode('ASCII'))
        ptr = cast(pointer(pointer(buf)), POINTER(POINTER(c_char)))
        gl.glShaderSource(fragment, 1, ptr, None)
        gl.glCompileShader(fragment)
        _check_log(fragment, gl.glGetShaderInfoLog)

        gl.glAttachShader(self._program, vertex)
        gl.glAttachShader(self._program, fragment)
        gl.glLinkProgram(self._program)
        _check_log(self._program, gl.glGetProgramInfoLog)

        gl.glDetachShader(self._program, vertex)
        gl.glDetachShader(self._program, fragment)
        gl.glUseProgram(self._program)

        # Prepare buffers and bind attributes
        loc = gl.glGetUniformLocation(self._program, b'u_view')
        view = ec.window_size_pix
        view = np.diag([2. / view[0], 2. / view[1], 1., 1.])
        view[-1, :2] = -1
        view = view.astype(np.float32).ravel()
        gl.glUniformMatrix4fv(loc, 1, False, (c_float * 16)(*view))

        self._counts = dict()
        self._colors = dict()
        self._buffers = dict()
        self._points = dict()
        self._tris = dict()
        for kind in ('line', 'fill'):
            self._counts[kind] = 0
            self._colors[kind] = (0., 0., 0., 0.)
            self._buffers[kind] = dict(array=gl.GLuint())
            gl.glGenBuffers(1, pointer(self._buffers[kind]['array']))
        self._buffers['fill']['index'] = gl.GLuint()
        gl.glGenBuffers(1, pointer(self._buffers['fill']['index']))
        gl.glUseProgram(0)

        self.set_fill_color(fill_color)
        self.set_line_color(line_color)
Esempio n. 7
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    def __init__(self, ec, fill_color, line_color, line_width, line_loop):
        self._ec = ec
        self._line_width = line_width
        self._line_loop = line_loop  # whether or not lines drawn are looped

        # initialize program and shaders
        from pyglet import gl
        self._program = gl.glCreateProgram()

        vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
        buf = create_string_buffer(tri_vert.encode('ASCII'))
        ptr = cast(pointer(pointer(buf)), POINTER(POINTER(c_char)))
        gl.glShaderSource(vertex, 1, ptr, None)
        gl.glCompileShader(vertex)
        _check_log(vertex, gl.glGetShaderInfoLog)

        fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
        buf = create_string_buffer(tri_frag.encode('ASCII'))
        ptr = cast(pointer(pointer(buf)), POINTER(POINTER(c_char)))
        gl.glShaderSource(fragment, 1, ptr, None)
        gl.glCompileShader(fragment)
        _check_log(fragment, gl.glGetShaderInfoLog)

        gl.glAttachShader(self._program, vertex)
        gl.glAttachShader(self._program, fragment)
        gl.glLinkProgram(self._program)
        _check_log(self._program, gl.glGetProgramInfoLog)

        gl.glDetachShader(self._program, vertex)
        gl.glDetachShader(self._program, fragment)
        gl.glUseProgram(self._program)

        # Prepare buffers and bind attributes
        loc = gl.glGetUniformLocation(self._program, b'u_view')
        view = ec.window_size_pix
        view = np.diag([2. / view[0], 2. / view[1], 1., 1.])
        view[-1, :2] = -1
        view = view.astype(np.float32).ravel()
        gl.glUniformMatrix4fv(loc, 1, False, (c_float * 16)(*view))

        self._counts = dict()
        self._colors = dict()
        self._buffers = dict()
        self._points = dict()
        self._tris = dict()
        for kind in ('line', 'fill'):
            self._counts[kind] = 0
            self._colors[kind] = (0., 0., 0., 0.)
            self._buffers[kind] = dict(array=gl.GLuint())
            gl.glGenBuffers(1, pointer(self._buffers[kind]['array']))
        self._buffers['fill']['index'] = gl.GLuint()
        gl.glGenBuffers(1, pointer(self._buffers['fill']['index']))
        gl.glUseProgram(0)

        self.set_fill_color(fill_color)
        self.set_line_color(line_color)
Esempio n. 8
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 def __init__(self, vertex_shader, fragment_shader):
     self.handle = gl.glCreateProgram()
     logging.debug('GLProgram.__init__: self.handle = %r', self.handle)
     gl.glAttachShader(self.handle,
                       shader(gl.GL_VERTEX_SHADER, vertex_shader))
     gl.glAttachShader(self.handle,
                       shader(gl.GL_FRAGMENT_SHADER, fragment_shader))
     gl.glLinkProgram(self.handle)
     #call use() early so some programm errors are caught early
     self.use()
Esempio n. 9
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def link_program(program):
    gl.glLinkProgram(program)

    length = gl.GLint(0)
    gl.glGetProgramiv(program, gl.GL_INFO_LOG_LENGTH, ctypes.byref(length))
    log_buffer = ctypes.create_string_buffer(length.value)
    gl.glGetProgramInfoLog(program, length, None, log_buffer)

    for line in log_buffer.value[:length.value].decode('ascii').splitlines():
        print('GLSL: ' + line)
Esempio n. 10
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def link_program(program):
    ''' link a glsl program and print error messages.'''
    gl.glLinkProgram(program)

    length = gl.GLint(0)
    gl.glGetProgramiv(program, gl.GL_INFO_LOG_LENGTH, ctypes.byref(length))
    log_buffer = ctypes.create_string_buffer(length.value)
    gl.glGetProgramInfoLog(program, length, None, log_buffer)

    for line in log_buffer.value[:length.value].decode('ascii').splitlines():
        print('GLSL: ' + line)
Esempio n. 11
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 def link(self):
     """
         Link the shader program. Return True if the linking was successful,
         False otherwise.
         Also reload the uniform cache is successful
     """
     glLinkProgram(self.pid)
     if self.link_status == GL_TRUE:
         self.uniforms.reload()
         self.attributes.reload()
         return True
Esempio n. 12
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    def __init__(self,
                 vertex_shader: Shader,
                 fragment_shader: Shader,
                 attributes=(),
                 uniforms=None):
        """
        The process of creating a shader can be divided into 6 steps:

            1. Create an ID.
            2. Attach shaders.
            3. Bind attributes.
            4. Link program.
            5. Validate program.
            6. Bind uniforms.

        Args:
            vertex_shader:
            fragment_shader:
            attributes:
            uniforms:  A dictionary with the names of the uniform as the key, and the uniform (glsl value) as value.
        """

        if uniforms is None:
            uniforms = {}

        handle = -1
        attribute_location = {}
        uniform_location = {}

        try:
            handle = glCreateProgram()
            glAttachShader(handle, vertex_shader)
            glAttachShader(handle, fragment_shader)
            for index, name in enumerate(attributes):
                glBindAttribLocation(handle, index, c_string(name))
                attribute_location[name] = index
            glLinkProgram(handle)
            glValidateProgram(handle)
            for uniform in uniforms:
                uniform_location[uniform] = glGetUniformLocation(
                    handle, c_string(uniform))
        except GLException:
            debug_program(handle)

        super(Program, self).__init__(handle)
        self.vertex_shader = vertex_shader
        self.fragment_shader = fragment_shader
        self.attribute_location = attribute_location
        self.uniform_location = uniform_location
        self.uniforms = uniforms

        if CHECK_ERROR:
            debug_program(self)
Esempio n. 13
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 def __init__(self, vertex_source, fragment_source):
     self.program = gl.glCreateProgram()
     self.vertex_shader = self.create_shader(vertex_source,
             gl.GL_VERTEX_SHADER)
     self.fragment_shader = self.create_shader(fragment_source,
             gl.GL_FRAGMENT_SHADER)
     gl.glAttachShader(self.program, self.vertex_shader)
     gl.glAttachShader(self.program, self.fragment_shader)
     gl.glLinkProgram(self.program)
     message = self.get_program_log(self.program)
     if message:
         raise ShaderException(message)
Esempio n. 14
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 def link(glo):
     """Link a shader program"""
     gl.glLinkProgram(glo)
     status = c_int()
     gl.glGetProgramiv(glo, gl.GL_LINK_STATUS, status)
     if not status.value:
         length = c_int()
         gl.glGetProgramiv(glo, gl.GL_INFO_LOG_LENGTH, length)
         log = c_buffer(length.value)
         gl.glGetProgramInfoLog(glo, len(log), None, log)
         raise ShaderException("Program link error: {}".format(
             log.value.decode()))
Esempio n. 15
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    def link(self):
        """link the program"""
        gl.glLinkProgram(self.id)

        # Check if linking was successful.  If not, print the log.
        link_status = c_int(0)
        gl.glGetProgramiv(self.id, gl.GL_LINK_STATUS, byref(link_status))
        if not link_status:
            gl.glGetProgramiv(self.id, gl.GL_INFO_LOG_LENGTH, byref(link_status))  # retrieve the log length
            buffer = create_string_buffer(link_status.value)  # create a buffer for the log
            gl.glGetProgramInfoLog(self.id, link_status, None, buffer)  # retrieve the log text
            print(buffer.value)  # print the log to the console
Esempio n. 16
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 def __init__(self, vertex_source, fragment_source):
     self.program = gl.glCreateProgram()
     self.vertex_shader = self.create_shader(vertex_source,
                                             gl.GL_VERTEX_SHADER)
     self.fragment_shader = self.create_shader(fragment_source,
                                               gl.GL_FRAGMENT_SHADER)
     gl.glAttachShader(self.program, self.vertex_shader)
     gl.glAttachShader(self.program, self.fragment_shader)
     gl.glLinkProgram(self.program)
     message = self.get_program_log(self.program)
     if message:
         raise ShaderException(message)
Esempio n. 17
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    def compile(self):
        self.id = gl.glCreateProgram()
        
        for shader in self.shaders:
            shader.compile()
            gl.glAttachShader(self.id, shader.id)

        gl.glLinkProgram(self.id)

        message = self._get_message()
        if not self.get_link_status():
            raise LinkError(message)
        return message
Esempio n. 18
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    def compile(self):
        self.id = gl.glCreateProgram()

        for shader in self.shaders:
            shader.compile()
            gl.glAttachShader(self.id, shader.id)

        gl.glLinkProgram(self.id)

        message = self._get_message()
        if not self.get_link_status():
            raise LinkError(message)
        return message
Esempio n. 19
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 def link(self):
     """
         Link the shader program. Return True if the linking was successful,
         False otherwise.
         Also reload the uniform cache is successful
     """
     glLinkProgram(self.pid)
     self.detach(*self.shaders(), delete=False
                 )  # always! detach shaders after link successful or not
     if self.link_status == GL_TRUE:
         self.uniforms.reload()
         self.attributes.reload()
         return True
Esempio n. 20
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 def link(self):
     if self._shaders_empty:
         raise RuntimeError("No shaders attached to program")
     gl.glLinkProgram(self.gl_id)
     rc = gl.GLint(0)
     gl.glGetProgramiv(self.gl_id, gl.GL_LINK_STATUS, ctypes.byref(rc))
     if not rc:
         gl.glGetProgramiv(self.gl_id, gl.GL_INFO_LOG_LENGTH,
                           ctypes.byref(rc))
         buffer = ctypes.create_string_buffer(rc.value)
         gl.glGetProgramInfoLog(self.gl_id, rc, None, buffer)
         raise GLObjectException(buffer.value.decode())
     else:
         self._done_link = True
Esempio n. 21
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    def link(self):
        gl.glLinkProgram(self.__value)

        err_status = ct.c_int()
        gl.glGetProgramiv(self.__value, gl.GL_LINK_STATUS, ct.byref(err_status))
        if err_status.value != gl.GL_TRUE:
            log_length = ct.c_int()
            gl.glGetProgramiv(self.__value, gl.GL_INFO_LOG_LENGTH, ct.byref(log_length))

            log_buf = (ct.c_char * (log_length.value))()
            log_buf_ptr = ct.cast(ct.pointer(log_buf), ct.c_char_p)
            gl.glGetProgramInfoLog(self.__value, log_length.value, None, log_buf_ptr)

            raise GLException("Program failed to link:\n%s" % log_buf.value)
Esempio n. 22
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    def link(self):
        """link the program"""
        gl.glLinkProgram(self.id)

        # Check if linking was successful.  If not, print the log.
        link_status = c_int(0)
        gl.glGetProgramiv(self.id, gl.GL_LINK_STATUS, byref(link_status))
        if not link_status:
            gl.glGetProgramiv(self.id, gl.GL_INFO_LOG_LENGTH,
                              byref(link_status))  # retrieve the log length
            buffer = create_string_buffer(
                link_status.value)  # create a buffer for the log
            gl.glGetProgramInfoLog(self.id, link_status, None,
                                   buffer)  # retrieve the log text
            print(buffer.value)  # print the log to the console
Esempio n. 23
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    def __init__(self, vertex, fragment, version=None):
        self._pid = gl.glCreateProgram()

        self._vertex_source = preprocess_shader(vertex, 'vert', version)
        self._fragment_source = preprocess_shader(fragment, 'frag', version)

        self.compile_vertex_shader()
        self.compile_fragment_shader()

        gl.glAttachShader(self._pid, self._vid)
        gl.glAttachShader(self._pid, self._fid)

        gl.glLinkProgram(self._pid)

        self._uniforms = {}
        self._attributes = {}
Esempio n. 24
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 def __init__(self, source):
     self.source = source
     self.shader_no = gl.glCreateShader(self.shader_type)
     if not self.shader_no:
         raise Exception("could not create shader")
     prog = (c_char_p * 1)(source + chr(0))
     length = (c_int * 1)(0)
     gl.glShaderSource(self.shader_no, 1,
                    cast(prog, POINTER(POINTER(c_char))),
                    cast(0, POINTER(c_int)))
     gl.glCompileShader(self.shader_no)
     self.program_no = gl.glCreateProgram()
     if not self.program_no:
         raise Exception("could not create program")
     gl.glAttachShader(self.program_no, self.shader_no)
     gl.glLinkProgram(self.program_no)
Esempio n. 25
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 def __init__(self, source):
     self.source = source
     self.shader_no = gl.glCreateShader(self.shader_type)
     if not self.shader_no:
         raise Exception("could not create shader")
     prog = (c_char_p * 1)(source + chr(0))
     length = (c_int * 1)(0)
     gl.glShaderSource(self.shader_no, 1,
                       cast(prog, POINTER(POINTER(c_char))),
                       cast(0, POINTER(c_int)))
     gl.glCompileShader(self.shader_no)
     self.program_no = gl.glCreateProgram()
     if not self.program_no:
         raise Exception("could not create program")
     gl.glAttachShader(self.program_no, self.shader_no)
     gl.glLinkProgram(self.program_no)
Esempio n. 26
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    def __init__(self, *shaders: Shader):
        self.prog_id = prog_id = gl.glCreateProgram()
        shaders_id = []
        for shader_code, shader_type in shaders:
            shader = compile_shader(shader_code, shader_type)
            gl.glAttachShader(self.prog_id, shader)
            shaders_id.append(shader)

        gl.glLinkProgram(self.prog_id)

        for shader in shaders_id:
            # Flag shaders for deletion. Will only be deleted once detached from program.
            gl.glDeleteShader(shader)

        self._uniforms: Dict[str, Uniform] = {}
        self._introspect_uniforms()
        weakref.finalize(self, Program._delete, shaders_id, prog_id)
Esempio n. 27
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    def link(self):
        gl.glLinkProgram(self.handle)

        # Retrieve the link status
        status = c_int(0)
        gl.glGetProgramiv(self.handle, gl.GL_LINK_STATUS, byref(status))

        # If linking failed, get log and abort.
        if not status:
            #Retrieve the log and pass it up with an exception.
            gl.glGetProgramiv(self.handle, gl.GL_INFO_LOG_LENGTH,
                              byref(status))
            log = create_string_buffer(status.value)
            gl.glGetProgramInfoLog(self.handle, status, None, log)

            raise Exception("Linking shaders failed {0}".format(log.value))
        else:
            self.linked = True
Esempio n. 28
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 def link(self):
     # link the program
     glLinkProgram(self.handle)
     temp = c_int(0)
     # retrieve the link status
     glGetProgramiv(self.handle, GL_LINK_STATUS, byref(temp))
     # if linking failed, print the log
     if not temp:
         # retrieve the log length
         glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, byref(temp))
         # create a buffer for the log
         buffer = create_string_buffer(temp.value)
         # retrieve the log text
         glGetProgramInfoLog(self.handle, temp, None, buffer)
         # print the log to the console
         self.log.error(f"{buffer.value}")
     else:
         # all is well, so we are linked
         self.linked = True
Esempio n. 29
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    def link(self):
        """Main steps to link the program:
        1. glLinkProgram:
                linke the shaders in the program to create an executable
        2. glGetProgramiv:
                retrieve the link status
        3. glGetProgramInfoLog:
                print the error log if link failed
        """
        gl.glLinkProgram(self.program)

        link_status = gl.GLint(0)
        gl.glGetProgramiv(self.program, gl.GL_LINK_STATUS, ct.byref(link_status))

        if not link_status:
            info_length = gl.GLint(0)
            gl.glGetProgramiv(self.program, gl.GL_INFO_LOG_LENGTH, ct.byref(info_length))
            error_info = ct.create_string_buffer(info_length.value)
            gl.glGetProgramInfoLog(self.program, info_length, None, error_info)
            print(error_info.value)
Esempio n. 30
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    def link(self):
        """link the program, making it the active shader.

        .. note:: Shader.bind() is preferred here, because link() Requires the Shader to be compiled already.
        """
        gl.glLinkProgram(self.id)

        # Check if linking was successful.  If not, print the log.
        link_status = c_int(0)
        gl.glGetProgramiv(self.id, gl.GL_LINK_STATUS, byref(link_status))
        if not link_status:
            gl.glGetProgramiv(self.id, gl.GL_INFO_LOG_LENGTH,
                              byref(link_status))  # retrieve the log length
            buffer = create_string_buffer(
                link_status.value)  # create a buffer for the log
            gl.glGetProgramInfoLog(self.id, link_status, None,
                                   buffer)  # retrieve the log text
            print(buffer.value)  # print the log to the console

        self.is_linked = True
Esempio n. 31
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def link_program(program_name):
    '''
    link a glsl program and print error messages.
    '''
    gl.glLinkProgram(program_name)

    success = gl.GLint(0)
    gl.glGetProgramiv(program_name, gl.GL_LINK_STATUS, ctypes.byref(success))

    length = gl.GLint(0)
    gl.glGetProgramiv(program_name, gl.GL_INFO_LOG_LENGTH,
                      ctypes.byref(length))
    log_buffer = ctypes.create_string_buffer(length.value)
    gl.glGetProgramInfoLog(program_name, length, None, log_buffer)

    log_message = log_buffer.value[:length.value].decode('ascii').strip()
    if log_message:
        sys.stderr.write(log_message + '\n')

    if not success:
        raise ValueError('Linking of the shader program failed.')
Esempio n. 32
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    def link(self):
        """
        Main steps to link the program:
        1. glLinkProgram:
                linke the shaders in the program to create an executable
        2. glGetProgramiv:
                retrieve the link status
        3. glGetProgramInfoLog:
                print the error log if link failed
        """
        gl.glLinkProgram(self.program)

        link_status = gl.GLint(0)
        gl.glGetProgramiv(self.program, gl.GL_LINK_STATUS, ct.byref(link_status))

        if not link_status:
            info_length = gl.GLint(0)
            gl.glGetProgramiv(self.program, gl.GL_INFO_LOG_LENGTH, ct.byref(info_length))
            error_info = ct.create_string_buffer(info_length.value)
            gl.glGetProgramInfoLog(self.program, info_length, None, error_info)
            print(error_info.value)
Esempio n. 33
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    def link(self):
        # link the program
        glLinkProgram(self.handle)

        temp = c_int(0)
        # retrieve the link status
        glGetProgramiv(self.handle, GL_LINK_STATUS, byref(temp))

        # if linking failed, print the log
        if not temp:
            # retrieve the log length
            glGetProgramiv(self.handle, GL_INFO_LOG_LENGTH, byref(temp))
            # create a buffer for the log
            buffer = create_string_buffer(temp.value)
            # retrieve the log text
            glGetProgramInfoLog(self.handle, temp, None, buffer)
            # print the log to the console
            print(buffer.value)
        else:
            # all is well, so we are linked
            self.linked = True
	def __init__(self, vert_path, frag_path):
		self.program = gl.glCreateProgram()

		# create vertex shader

		self.vert_shader = gl.glCreateShader(gl.GL_VERTEX_SHADER)
		create_shader(self.vert_shader, vert_path)
		gl.glAttachShader(self.program, self.vert_shader)

		# create fragment shader

		self.frag_shader = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
		create_shader(self.frag_shader, frag_path)
		gl.glAttachShader(self.program, self.frag_shader)

		# link program and clean up

		gl.glLinkProgram(self.program)

		gl.glDeleteShader(self.vert_shader)
		gl.glDeleteShader(self.frag_shader)
Esempio n. 35
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def build_program(name):
    """build_program(name)

    Loads and compiles the shaders and afterwards link them into a
    program."""

    # Compile the shaders
    vs = load_shader(name, 'v')

    fs = load_shader(name, 'f')

    # Create and link the program
    program = gl.glCreateProgram()

    gl.glAttachShader(program, vs)
    gl.glAttachShader(program, fs)

    gl.glLinkProgram(program)

    # If everything is ok -- return the program
    check_program(program)
    return program
Esempio n. 36
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    def __init__(self, *shaders):
        pid = False
        try:
            pid = glCreateProgramObjectARB()
        except GLException:
            raise ShaderError("Can't create program object!")

        for s in shaders:
            glAttachObjectARB(pid, s.sid)

        glLinkProgram(pid)

        v = GLint(0)
        glGetProgramiv(pid, GL_LINK_STATUS, byref(v))
        if not v:
            log = _get_infolog(pid)
            e = ShaderError("Error linking program!")
            e.infolog = log
            raise e

        self.pid = pid

        self.uniform = _UniformAccesser(self)
        self.attrib = _AttributeAccesser(self)
Esempio n. 37
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def _compile_shader(vs_src, fs_src):
    vs = gl.glCreateShader(gl.GL_VERTEX_SHADER)
    vs_src_buf = c.create_string_buffer(vs_src)
    c_vs_src = c.cast(c.pointer(vs_src_buf), c.POINTER(c.c_char))
    i = c.c_int32(len(vs_src))
    gl.glShaderSource(vs, 1, c_vs_src, c.byref(i))
    gl.glCompileShader(vs)

    fs = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
    fs_src_buf = c.create_string_buffer(fs_src)
    c_fs_src = c.cast(c.pointer(fs_src_buf), c.POINTER(c.c_char))
    i = c.c_int32(len(fs_src))
    gl.glShaderSource(fs, 1, c_fs_src, c.byref(i))
    gl.glCompileShader(fs)

    program = gl.glCreateProgram()
    gl.glAttachShader(program, vs)
    gl.glAttachShader(program, fs)
    gl.glLinkProgram(program)

    gl.glDeleteShader(vs)
    gl.glDeleteShader(fs)

    return program
Esempio n. 38
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    def __init__(self, *shaders):
        pid = False
        try:
            pid = glCreateProgramObjectARB()
        except GLException:
            raise ShaderError("Can't create program object!")

        for s in shaders:
            glAttachObjectARB(pid, s.sid)

        glLinkProgram(pid)

        v = GLint(0)
        glGetProgramiv(pid, GL_LINK_STATUS, byref(v))
        if not v:
            log = _get_infolog(pid)
            e = ShaderError("Error linking program!")
            e.infolog = log
            raise e

        self.pid = pid

        self.uniform = _UniformAccesser(self)
        self.attrib = _AttributeAccesser(self)
Esempio n. 39
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    def __init__(self, shaders, attributes, uniforms):
        vertex_shader = shaders[0]
        fragment_shader = shaders[1]

        vertex_handle = glCreateShader(GL_VERTEX_SHADER)
        glShaderSource(
            vertex_handle, 1,
            cast(pointer(pointer(create_string_buffer(vertex_shader))),
                 POINTER(POINTER(GLchar))), None)
        glCompileShader(vertex_handle)

        fragment_handle = glCreateShader(GL_FRAGMENT_SHADER)
        glShaderSource(
            fragment_handle, 1,
            cast(pointer(pointer(create_string_buffer(fragment_shader))),
                 POINTER(POINTER(GLchar))), None)
        glCompileShader(fragment_handle)

        # Create attributes.
        attribute_mapping = []
        for attribute in attributes:
            attribute_mapping.append(create_string_buffer(attribute))

        try:
            # Create program.
            program_handle = glCreateProgram()

            glAttachShader(program_handle, vertex_handle)
            glAttachShader(program_handle, fragment_handle)

            for index, name in enumerate(attributes):  # CHANGED
                glBindAttribLocation(program_handle, index, name)

            glLinkProgram(program_handle)
            glValidateProgram(program_handle)
            glUseProgram(program_handle)

        except GLException:
            # Print errors.
            status = GLint()
            glGetShaderiv(vertex_handle, GL_INFO_LOG_LENGTH, byref(status))
            output = create_string_buffer(status.value)
            glGetShaderInfoLog(vertex_handle, status, None, output)
            print(output.value.decode('utf-8'))

            status = GLint()
            glGetShaderiv(fragment_handle, GL_INFO_LOG_LENGTH, byref(status))
            output = create_string_buffer(status.value)
            glGetShaderInfoLog(fragment_handle, status, None, output)
            print(output.value.decode('utf-8'))

            status = GLint()
            glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, byref(
                status))  # Getting the number of char in info log to 'status'
            output = create_string_buffer(status.value)  # status.value)
            glGetProgramInfoLog(program_handle, status, None, output)
            print(output.value.decode('utf-8'))

        # # Get uniform location.
        # uniform_mapping = {}
        # for uniform in uniforms:
        #     name = create_string_buffer(uniform)
        #     location = glGetUniformLocation(program_handle, cast(pointer(name), POINTER(GLchar)))
        #     uniform_mapping[uniform] = location

        active_shaders = GLint()
        glGetProgramiv(program_handle, GL_ACTIVE_UNIFORMS, active_shaders)

        buffer_size = GLsizei(255)
        data_type = GLenum(0)

        string_buffer = create_string_buffer(buffer_size.value)
        name = c_char_p(addressof(string_buffer))

        uniform_mapping = {}
        for index in range(active_shaders.value):
            glGetActiveUniform(program_handle, index, buffer_size, None, None,
                               byref(data_type), name)
            if name.value in uniforms:
                location = glGetUniformLocation(
                    program_handle, cast(pointer(name), POINTER(GLchar)))
                uniform = Uniform(name.value, location, data_type.value)
                uniform_mapping[name.value] = uniform

        super().__init__(program_handle)
        self.uniforms = uniform_mapping
        self.attributes = attribute_mapping
Esempio n. 40
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    def create(cls, vertex_source, fragment_source, attributes, uniforms):
        number_of_string = 1

        # Create vertex shader.
        vertex_handle = glCreateShader(GL_VERTEX_SHADER)
        glShaderSource(vertex_handle, number_of_string,
                       c_pointer_to_char_pointers(vertex_source), None)
        glCompileShader(vertex_handle)

        # Create fragment shader.
        fragment_handle = glCreateShader(GL_FRAGMENT_SHADER)
        glShaderSource(fragment_handle, number_of_string,
                       c_pointer_to_char_pointers(fragment_source), None)
        glCompileShader(fragment_handle)

        # Create attributes.
        attribute_mapping = []
        for attribute in attributes:
            attribute_mapping.append(c_string(attribute))

        try:
            # Create program.
            program_handle = glCreateProgram()

            glAttachShader(program_handle, vertex_handle)
            glAttachShader(program_handle, fragment_handle)

            for index, name in enumerate(attribute_mapping):
                glBindAttribLocation(program_handle, index, name)

            glLinkProgram(program_handle)
            glValidateProgram(program_handle)
            glUseProgram(program_handle)

        except GLException as error:
            # Print vertex shader errors.
            status = GLint()
            glGetShaderiv(vertex_handle, GL_INFO_LOG_LENGTH, byref(status))
            output = create_string_buffer(status.value)
            glGetShaderInfoLog(vertex_handle, status, None, output)
            print(output.value.decode('utf-8'))

            # Print fragment shader errors.
            status = GLint()
            glGetShaderiv(fragment_handle, GL_INFO_LOG_LENGTH, byref(status))
            output = create_string_buffer(status.value)
            glGetShaderInfoLog(fragment_handle, status, None, output)
            print(output.value.decode('utf-8'))

            # Print program errors.
            status = GLint()
            glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, byref(
                status))  # Getting the number of char in info log to 'status'
            output = create_string_buffer(status.value)  # status.value)
            glGetProgramInfoLog(program_handle, status, None, output)
            print(output.value.decode('utf-8'))

            raise error

        # Get uniform location.
        uniform_mapping = {}
        for uniform in uniforms:
            name = c_string(uniform)
            location = glGetUniformLocation(
                program_handle, cast(pointer(name), POINTER(c_char)))
            uniform_mapping[uniform] = location

        return cls(program_handle, uniform_mapping)
Esempio n. 41
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 def __init__(self, vertex_shader, fragment_shader):
     self.handle = gl.glCreateProgram()
     gl.glAttachShader(self.handle, shader(gl.GL_VERTEX_SHADER, vertex_shader))
     gl.glAttachShader(self.handle, shader(gl.GL_FRAGMENT_SHADER, fragment_shader))
     gl.glLinkProgram(self.handle)
     self.use()  # early error
Esempio n. 42
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        gl.glGetShaderInfoLog(shader, len(log), None, log)
        raise Exception('Error compiling shader: ' + log.value.decode('utf8'))
    return shader


#===== main =====#
# window
window = pyglet.window.Window(width=640, height=480, vsync=True)

# shader
program = gl.glCreateProgram()
gl.glAttachShader(program, compile_shader(gl.GL_VERTEX_SHADER,
                                          vert_shader_src))
gl.glAttachShader(program,
                  compile_shader(gl.GL_FRAGMENT_SHADER, frag_shader_src))
gl.glLinkProgram(program)

# uniforms
u_origin = gl.glGetUniformLocation(program, b'uOrigin')
u_zoom = gl.glGetUniformLocation(program, b'uZoom')

origin = [0, 0]
zoom = [1, 1]

# attributes
a_position = gl.glGetAttribLocation(program, b'aPosition')
a_color = gl.glGetAttribLocation(program, b'aColor')
gl.glEnableVertexAttribArray(a_position)
gl.glEnableVertexAttribArray(a_color)

Esempio n. 43
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    def __init__(self, shaders, attributes, uniforms):
        # Create vertex shader.
        vertex_shader = shaders[0]
        vertex_handle = glCreateShader(GL_VERTEX_SHADER)
        glShaderSource(vertex_handle, 1, c_string_array(vertex_shader), None)
        glCompileShader(vertex_handle)

        # Create fragment shader.
        fragment_shader = shaders[1]
        fragment_handle = glCreateShader(GL_FRAGMENT_SHADER)
        glShaderSource(fragment_handle, 1, c_string_array(fragment_shader),
                       None)
        glCompileShader(fragment_handle)

        try:
            # Create program.
            program_handle = glCreateProgram()

            # Attach shaders
            glAttachShader(program_handle, vertex_handle)
            glAttachShader(program_handle, fragment_handle)

            # Bind attributes.
            for index, name in enumerate(attributes):
                glBindAttribLocation(program_handle, index, c_string(name))

            # Link, validate and use.
            glLinkProgram(program_handle)
            glValidateProgram(program_handle)
            glUseProgram(program_handle)

        except GLException:
            # Print errors.
            status = GLint()
            glGetShaderiv(vertex_handle, GL_INFO_LOG_LENGTH, byref(status))
            output = create_string_buffer(status.value)
            glGetShaderInfoLog(vertex_handle, status, None, output)
            print(output.value.decode('utf-8'))

            status = GLint()
            glGetShaderiv(fragment_handle, GL_INFO_LOG_LENGTH, byref(status))
            output = create_string_buffer(status.value)
            glGetShaderInfoLog(fragment_handle, status, None, output)
            print(output.value.decode('utf-8'))

            status = GLint()
            glGetProgramiv(program_handle, GL_INFO_LOG_LENGTH, byref(
                status))  # Getting the number of char in info log to 'status'
            output = create_string_buffer(status.value)  # status.value)
            glGetProgramInfoLog(program_handle, status, None, output)
            print(output.value.decode('utf-8'))

        # Query uniform data.
        active_uniforms = GLint()
        glGetProgramiv(program_handle, GL_ACTIVE_UNIFORMS, active_uniforms)

        buffer_size = GLsizei(255)
        data_type = GLenum(0)

        string_buffer = create_string_buffer(buffer_size.value)
        name = c_char_p(addressof(string_buffer))

        uniform_mapping = {}
        for index in range(active_uniforms.value):
            glGetActiveUniform(program_handle, index, buffer_size, None, None,
                               byref(data_type), name)
            if name.value in uniforms:
                location = glGetUniformLocation(
                    program_handle, cast(pointer(name), POINTER(GLchar)))
                uniform = Uniform(name.value, location, data_type.value)
                uniform_mapping[name.value] = uniform

        self.id = GLuint(program_handle)
        self.uniforms = uniform_mapping
        self.attributes = attributes
Esempio n. 44
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def program(*shaders):
    p = gl.glCreateProgram()
    for s in shaders:
        gl.glAttachShader(p, s)
    gl.glLinkProgram(p)
    return check_shader_or_program_status(p)
Esempio n. 45
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File: shader.py Progetto: Knio/miru
 def link(self):
     gl.glLinkProgram(self.program_no)
     gl.glGetProgramiv(self.program_no, gl.GL_LINK_STATUS, self.link_status)
     if not self.link_status:
         raise gl.GLSLException(_infolog(self.program_no, log_type="program"))