def draw(self): if self._glsl: fragment = fragment_template % self._glsl self._glsl = None # Check to see if the shader will compile successfully before we # set it. We do this here because the ShaderWatcher runs in a # different thread and so can't access the GL context. frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) gl.glShaderSource(frag_handle, fragment) gl.glCompileShader(frag_handle) status = gl.glGetShaderParameter(frag_handle, gl.GL_COMPILE_STATUS) if not status: errors = gl.glGetShaderInfoLog(frag_handle) errors = self.process_errors(errors) print("Shader failed to compile:", file=sys.stderr) print(errors, file=sys.stderr) # Switch to error shader self._glsl = error_shader self.update() else: self.program.set_shaders(vertex, fragment) gl.glDeleteShader(frag_handle) if self._interactive: self.program.draw() if self._ffmpeg_pipe is not None: img = _screenshot() self.write_video_frame(img) self._render_frame_index += 1 if self._render_frame_count is not None and self._render_frame_index >= self._render_frame_count: app.quit() return self.advance_time() else: with self._fbo: rs = list(self._render_size) if self._tile_coord[0] + rs[0] > self._output_size[0]: rs[0] = self._output_size[0] - self._tile_coord[0] if self._tile_coord[1] + rs[1] > self._output_size[1]: rs[1] = self._output_size[1] - self._tile_coord[1] gloo.set_viewport(0, 0, *rs) self.program['iOffset'] = self._tile_coord self.program.draw() img = _screenshot() row = self._output_size[1] - self._tile_coord[1] - rs[1] col = self._tile_coord[0] self._img[row:row + rs[1], col:col + rs[0], :] = img
def _prepare_vis(): objects = [] # --- program and shaders # Create program and shaders hprog = gl.glCreateProgram() hvert = gl.glCreateShader(gl.GL_VERTEX_SHADER) hfrag = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) objects.append((gl.glDeleteProgram, hprog)) objects.append((gl.glDeleteShader, hvert)) objects.append((gl.glDeleteShader, hfrag)) # Compile source code gl.glShaderSource_compat(hvert, VERT) gl.glShaderSource_compat(hfrag, FRAG) gl.glCompileShader(hvert) gl.glCompileShader(hfrag) # Check assert_equal(gl.glGetShaderInfoLog(hvert), '') assert_equal(gl.glGetShaderInfoLog(hfrag), '') assert_equal(gl.glGetShaderParameter(hvert, gl.GL_COMPILE_STATUS), 1) assert_equal(gl.glGetShaderParameter(hfrag, gl.GL_COMPILE_STATUS), 1) # Attach and link gl.glAttachShader(hprog, hvert) gl.glAttachShader(hprog, hfrag) # touch glDetachShader gl.glDetachShader(hprog, hvert) gl.glAttachShader(hprog, hvert) gl.glLinkProgram(hprog) # Test that indeed these shaders are attached attached_shaders = gl.glGetAttachedShaders(hprog) assert_equal(set(attached_shaders), set([hvert, hfrag])) # Check assert_equal(gl.glGetProgramInfoLog(hprog), '') assert_equal(gl.glGetProgramParameter(hprog, gl.GL_LINK_STATUS), 1) gl.glValidateProgram(hprog) assert_equal(gl.glGetProgramParameter(hprog, gl.GL_VALIDATE_STATUS), 1) # Use it! gl.glUseProgram(hprog) # Bind one attribute gl.glBindAttribLocation(hprog, 1, 'a_2') # Check if all is ok assert_equal(gl.glGetError(), 0) # Check source vert_source = gl.glGetShaderSource(hvert) assert_true('attribute vec2 a_2;' in vert_source) # --- get information on attributes and uniforms # Count attribbutes and uniforms natt = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_ATTRIBUTES) nuni = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_UNIFORMS) assert_equal(natt, 4) assert_equal(nuni, 4+4+3+1) # Get names names = {} for i in range(natt): name, count, type = gl.glGetActiveAttrib(hprog, i) names[name] = type assert_equal(count, 1) for i in range(nuni): name, count, type = gl.glGetActiveUniform(hprog, i) names[name] = type assert_equal(count, 1) # Check assert_equal(names['a_1'], gl.GL_FLOAT) assert_equal(names['a_2'], gl.GL_FLOAT_VEC2) assert_equal(names['a_3'], gl.GL_FLOAT_VEC3) assert_equal(names['a_4'], gl.GL_FLOAT_VEC4) assert_equal(names['s_1'], gl.GL_SAMPLER_2D) # for i, type in enumerate([gl.GL_FLOAT, gl.GL_FLOAT_VEC2, gl.GL_FLOAT_VEC3, gl.GL_FLOAT_VEC4]): assert_equal(names['u_f%i' % (i+1)], type) for i, type in enumerate([gl.GL_INT, gl.GL_INT_VEC2, gl.GL_INT_VEC3, gl.GL_INT_VEC4]): assert_equal(names['u_i%i' % (i+1)], type) for i, type in enumerate([gl.GL_FLOAT_MAT2, gl.GL_FLOAT_MAT3, gl.GL_FLOAT_MAT4]): assert_equal(names['u_m%i' % (i+2)], type) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- texture # Create, bind, activate htex = gl.glCreateTexture() objects.append((gl.glDeleteTexture, htex)) gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1) gl.glBindTexture(gl.GL_TEXTURE_2D, htex) # Allocate data and upload # This data is luminance and not C-contiguous gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # touch gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # Set texture parameters (use f and i to touch both) T = gl.GL_TEXTURE_2D gl.glTexParameterf(T, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR) gl.glTexParameteri(T, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR) # Re-allocate data and upload gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1) # Attach! loc = gl.glGetUniformLocation(hprog, 's_1') unit = 0 gl.glActiveTexture(gl.GL_TEXTURE0+unit) gl.glUniform1i(loc, unit) # Mipmaps (just to touch this function) gl.glGenerateMipmap(gl.GL_TEXTURE_2D) # Check min filter (touch getTextParameter) minfilt = gl.glGetTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER) assert_equal(minfilt, gl.GL_LINEAR) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec2 (contiguous VBO) # Create buffer hbuf2 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf2)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf2) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf2.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf2) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glDisableVertexAttribArray(loc) # touch gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 2*4, 0) # Check (touch glGetBufferParameter, glGetVertexAttrib and # glGetVertexAttribOffset) size = gl.glGetBufferParameter(gl.GL_ARRAY_BUFFER, gl.GL_BUFFER_SIZE) assert_equal(size, buf2.nbytes) stride = gl.glGetVertexAttrib(loc, gl.GL_VERTEX_ATTRIB_ARRAY_STRIDE) assert_equal(stride, 2*4) offset = gl.glGetVertexAttribOffset(loc, gl.GL_VERTEX_ATTRIB_ARRAY_POINTER) assert_equal(offset, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec3 (non-contiguous VBO) # Create buffer hbuf3 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf3)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf3) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf3.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf3) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 3*4, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec4 (client vertex data) # Select no FBO gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, 4*4, buf4) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- element buffer # Create buffer global helements helements = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, helements)) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, helements) # Allocate and set data gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, elements, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ELEMENT_ARRAY_BUFFER, 0, elements) # Turn off gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- uniforms # Set integer uniforms to 0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1i, gl.glUniform1iv), (2, gl.glUniform2i, gl.glUniform2iv), (3, gl.glUniform3i, gl.glUniform3iv), (4, gl.glUniform4i, gl.glUniform4iv)]: name = 'u_i%i' % i value = [0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4i fun2(loc, 1, value) # e.g. glUniform4iv # Set float uniforms to 1.0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1f, gl.glUniform1fv), (2, gl.glUniform2f, gl.glUniform2fv), (3, gl.glUniform3f, gl.glUniform3fv), (4, gl.glUniform4f, gl.glUniform4fv)]: name = 'u_f%i' % i value = [1.0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4f fun2(loc, 1, value) # e.g. glUniform4fv # Set matrix uniforms m = np.eye(5, dtype='float32') loc = gl.glGetUniformLocation(hprog, 'u_m2') gl.glUniformMatrix2fv(loc, 1, False, m[:2, :2]) # loc = gl.glGetUniformLocation(hprog, 'u_m3') m = np.eye(3, dtype='float32') gl.glUniformMatrix3fv(loc, 1, False, m[:3, :3]) # loc = gl.glGetUniformLocation(hprog, 'u_m4') m = np.eye(4, dtype='float32') gl.glUniformMatrix4fv(loc, 1, False, m[:4, :4]) # Check some uniforms loc = gl.glGetUniformLocation(hprog, 'u_i1') assert_equal(gl.glGetUniform(hprog, loc), 0) loc = gl.glGetUniformLocation(hprog, 'u_i2') assert_equal(gl.glGetUniform(hprog, loc), (0, 0)) loc = gl.glGetUniformLocation(hprog, 'u_f2') assert_equal(gl.glGetUniform(hprog, loc), (1.0, 1.0)) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- attributes # Constant values for attributes. We do not even use this ... loc = gl.glGetAttribLocation(hprog, 'a_1') gl.glVertexAttrib1f(loc, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glVertexAttrib2f(loc, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glVertexAttrib3f(loc, 1.0, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glVertexAttrib4f(loc, 1.0, 1.0, 1.0, 1.0) # --- flush and finish # Not really necessary, but we want to touch the functions gl.glFlush() gl.glFinish() #print([i[1] for i in objects]) return objects
def _prepare_vis(): objects = [] # --- program and shaders # Create program and shaders hprog = gl.glCreateProgram() hvert = gl.glCreateShader(gl.GL_VERTEX_SHADER) hfrag = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) objects.append((gl.glDeleteProgram, hprog)) objects.append((gl.glDeleteShader, hvert)) objects.append((gl.glDeleteShader, hfrag)) # Compile source code gl.glShaderSource(hvert, VERT) gl.glShaderSource(hfrag, FRAG) gl.glCompileShader(hvert) gl.glCompileShader(hfrag) # Check assert gl.glGetShaderInfoLog(hvert) == '' assert gl.glGetShaderInfoLog(hfrag) == '' assert gl.glGetShaderParameter(hvert, gl.GL_COMPILE_STATUS) == 1 assert gl.glGetShaderParameter(hfrag, gl.GL_COMPILE_STATUS) == 1 # Attach and link gl.glAttachShader(hprog, hvert) gl.glAttachShader(hprog, hfrag) # touch glDetachShader gl.glDetachShader(hprog, hvert) gl.glAttachShader(hprog, hvert) # Bind all attributes - we could let this occur automatically, but some # implementations bind an attribute to index 0, which has the unfortunate # property of being unable to be modified. gl.glBindAttribLocation(hprog, 1, 'a_1') gl.glBindAttribLocation(hprog, 2, 'a_2') gl.glBindAttribLocation(hprog, 3, 'a_3') gl.glBindAttribLocation(hprog, 4, 'a_4') gl.glLinkProgram(hprog) # Test that indeed these shaders are attached attached_shaders = gl.glGetAttachedShaders(hprog) assert_equal(set(attached_shaders), set([hvert, hfrag])) # Check assert_equal(gl.glGetProgramInfoLog(hprog), '') assert_equal(gl.glGetProgramParameter(hprog, gl.GL_LINK_STATUS), 1) gl.glValidateProgram(hprog) assert_equal(gl.glGetProgramParameter(hprog, gl.GL_VALIDATE_STATUS), 1) # Use it! gl.glUseProgram(hprog) # Check if all is ok assert_equal(gl.glGetError(), 0) # Check source vert_source = gl.glGetShaderSource(hvert) assert_true('attribute vec2 a_2;' in vert_source) # --- get information on attributes and uniforms # Count attributes and uniforms natt = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_ATTRIBUTES) nuni = gl.glGetProgramParameter(hprog, gl.GL_ACTIVE_UNIFORMS) assert_equal(natt, 4) assert_equal(nuni, 4+4+3+1) # Get names names = {} for i in range(natt): name, count, type = gl.glGetActiveAttrib(hprog, i) names[name] = type assert_equal(count, 1) for i in range(nuni): name, count, type = gl.glGetActiveUniform(hprog, i) names[name] = type assert_equal(count, 1) # Check assert_equal(names['a_1'], gl.GL_FLOAT) assert_equal(names['a_2'], gl.GL_FLOAT_VEC2) assert_equal(names['a_3'], gl.GL_FLOAT_VEC3) assert_equal(names['a_4'], gl.GL_FLOAT_VEC4) assert_equal(names['s_1'], gl.GL_SAMPLER_2D) # for i, type in enumerate([gl.GL_FLOAT, gl.GL_FLOAT_VEC2, gl.GL_FLOAT_VEC3, gl.GL_FLOAT_VEC4]): assert_equal(names['u_f%i' % (i+1)], type) for i, type in enumerate([gl.GL_INT, gl.GL_INT_VEC2, gl.GL_INT_VEC3, gl.GL_INT_VEC4]): assert_equal(names['u_i%i' % (i+1)], type) for i, type in enumerate([gl.GL_FLOAT_MAT2, gl.GL_FLOAT_MAT3, gl.GL_FLOAT_MAT4]): assert_equal(names['u_m%i' % (i+2)], type) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- texture # Create, bind, activate htex = gl.glCreateTexture() objects.append((gl.glDeleteTexture, htex)) gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1) gl.glBindTexture(gl.GL_TEXTURE_2D, htex) # Allocate data and upload # This data is luminance and not C-contiguous gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # touch gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_LUMINANCE, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_LUMINANCE, gl.GL_UNSIGNED_BYTE, im2) # Set texture parameters (use f and i to touch both) T = gl.GL_TEXTURE_2D gl.glTexParameterf(T, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR) gl.glTexParameteri(T, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR) # Re-allocate data and upload gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1.shape[:2]) gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, im1) # Attach! loc = gl.glGetUniformLocation(hprog, 's_1') unit = 0 gl.glActiveTexture(gl.GL_TEXTURE0+unit) gl.glUniform1i(loc, unit) # Mipmaps (just to touch this function) gl.glGenerateMipmap(gl.GL_TEXTURE_2D) # Check min filter (touch getTextParameter) minfilt = gl.glGetTexParameter(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER) assert_equal(minfilt, gl.GL_LINEAR) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec2 (contiguous VBO) # Create buffer hbuf2 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf2)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf2) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf2.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf2) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glDisableVertexAttribArray(loc) # touch gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, 2*4, 0) # Check (touch glGetBufferParameter, glGetVertexAttrib and # glGetVertexAttribOffset) size = gl.glGetBufferParameter(gl.GL_ARRAY_BUFFER, gl.GL_BUFFER_SIZE) assert_equal(size, buf2.nbytes) stride = gl.glGetVertexAttrib(loc, gl.GL_VERTEX_ATTRIB_ARRAY_STRIDE) assert_equal(stride, 2*4) offset = gl.glGetVertexAttribOffset(loc, gl.GL_VERTEX_ATTRIB_ARRAY_POINTER) assert_equal(offset, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec3 (non-contiguous VBO) # Create buffer hbuf3 = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, hbuf3)) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, hbuf3) # Allocate and set data gl.glBufferData(gl.GL_ARRAY_BUFFER, buf3.nbytes, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, 0, buf3) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, 3*4, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- buffer vec4 (client vertex data) # Select no FBO gl.glBindBuffer(gl.GL_ARRAY_BUFFER, 0) # Attach! loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 4, gl.GL_FLOAT, False, 4*4, buf4) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- element buffer # Create buffer global helements helements = gl.glCreateBuffer() objects.append((gl.glDeleteBuffer, helements)) gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, helements) # Allocate and set data gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, elements, gl.GL_DYNAMIC_DRAW) gl.glBufferSubData(gl.GL_ELEMENT_ARRAY_BUFFER, 0, elements) # Turn off gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, 0) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- uniforms # Set integer uniforms to 0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1i, gl.glUniform1iv), (2, gl.glUniform2i, gl.glUniform2iv), (3, gl.glUniform3i, gl.glUniform3iv), (4, gl.glUniform4i, gl.glUniform4iv)]: name = 'u_i%i' % i value = [0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4i fun2(loc, 1, value) # e.g. glUniform4iv # Set float uniforms to 1.0 # We set them twice just to touch both i and iv functions for i, fun1, fun2 in [(1, gl.glUniform1f, gl.glUniform1fv), (2, gl.glUniform2f, gl.glUniform2fv), (3, gl.glUniform3f, gl.glUniform3fv), (4, gl.glUniform4f, gl.glUniform4fv)]: name = 'u_f%i' % i value = [1.0] * i loc = gl.glGetUniformLocation(hprog, name) fun1(loc, *value) # e.g. glUniform4f fun2(loc, 1, value) # e.g. glUniform4fv # Set matrix uniforms m = np.eye(5, dtype='float32') loc = gl.glGetUniformLocation(hprog, 'u_m2') gl.glUniformMatrix2fv(loc, 1, False, m[:2, :2]) # loc = gl.glGetUniformLocation(hprog, 'u_m3') m = np.eye(3, dtype='float32') gl.glUniformMatrix3fv(loc, 1, False, m[:3, :3]) # loc = gl.glGetUniformLocation(hprog, 'u_m4') m = np.eye(4, dtype='float32') gl.glUniformMatrix4fv(loc, 1, False, m[:4, :4]) # Check some uniforms loc = gl.glGetUniformLocation(hprog, 'u_i1') assert_equal(gl.glGetUniform(hprog, loc), 0) loc = gl.glGetUniformLocation(hprog, 'u_i2') assert_equal(gl.glGetUniform(hprog, loc), (0, 0)) loc = gl.glGetUniformLocation(hprog, 'u_f2') assert_equal(gl.glGetUniform(hprog, loc), (1.0, 1.0)) # Check if all is ok assert_equal(gl.glGetError(), 0) # --- attributes # Constant values for attributes. We do not even use this ... loc = gl.glGetAttribLocation(hprog, 'a_1') gl.glVertexAttrib1f(loc, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_2') gl.glVertexAttrib2f(loc, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_3') gl.glVertexAttrib3f(loc, 1.0, 1.0, 1.0) loc = gl.glGetAttribLocation(hprog, 'a_4') gl.glVertexAttrib4f(loc, 1.0, 1.0, 1.0, 1.0) # --- flush and finish # Not really necessary, but we want to touch the functions gl.glFlush() gl.glFinish() # print([i[1] for i in objects]) return objects
def draw(self): for i in range(4): if self._bufXglsl[i]: fragment = fragment_template % self._bufXglsl[i] self._bufXglsl[i] = None frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) gl.glShaderSource(frag_handle, fragment) gl.glCompileShader(frag_handle) status = gl.glGetShaderParameter(frag_handle, gl.GL_COMPILE_STATUS) if not status: errors = gl.glGetShaderInfoLog(frag_handle) errors = self.process_errors(errors) print('Shader failed to compile:', file=sys.stderr) print(errors, file=sys.stderr) exit(1) else: self._BufX[i].set_shaders(vertex, fragment) gl.glDeleteShader(frag_handle) if self._glsl: fragment = fragment_template % self._glsl self._glsl = None # Check to see if the shader will compile successfully before we # set it. We do this here because the ShaderWatcher runs in a # different thread and so can't access the GL context. frag_handle = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) gl.glShaderSource(frag_handle, fragment) gl.glCompileShader(frag_handle) status = gl.glGetShaderParameter(frag_handle, gl.GL_COMPILE_STATUS) if not status: errors = gl.glGetShaderInfoLog(frag_handle) errors = self.process_errors(errors) print('Shader failed to compile:', file=sys.stderr) print(errors, file=sys.stderr) exit(1) # Switch to error shader self._glsl = error_shader self.update() else: self.program.set_shaders(vertex, fragment) gl.glDeleteShader(frag_handle) if self._interactive: for i in range(4): with self._fboX[self._doubleFboid][i]: gloo.set_clear_color((0.0, 0.0, 0.0, 0.0)) gloo.clear(color=True, depth=True) gloo.set_viewport(0, 0, *self.physical_size) self._BufX[i].draw() self.program.draw() if self._ffmpeg_pipe is not None: img = _screenshot() self.write_video_frame(img) self._render_frame_index += 1 if self._render_frame_count is not None \ and self._render_frame_index \ >= self._render_frame_count: app.quit() return self._doubleFbo = not self._doubleFbo self._doubleFboid=(0 if self._doubleFbo else 1) self.advance_time() self.program['iFrame'] = self._render_frame_index self.set_Buf_uniform('iFrame' , self._render_frame_index) self.set_channel_input() self.set_Buf_channel_input() else: for i in range(4): with self._fboX[self._doubleFboid][i]: gloo.set_clear_color((0.0, 0.0, 0.0, 0.0)) gloo.clear(color=True, depth=True) gloo.set_viewport(0, 0, *self.physical_size) self._BufX[i].draw() with self._fbo: rs = list(self._render_size) if self._tile_coord[0] + rs[0] > self._output_size[0]: rs[0] = self._output_size[0] - self._tile_coord[0] if self._tile_coord[1] + rs[1] > self._output_size[1]: rs[1] = self._output_size[1] - self._tile_coord[1] gloo.set_viewport(0, 0, *rs) self.program['iOffset'] = self._tile_coord self.program.draw() self._doubleFbo = not self._doubleFbo self._doubleFboid=(0 if self._doubleFbo else 1) self.program['iFrame'] = self._render_frame_index self.set_Buf_uniform('iFrame' , self._render_frame_index) self.set_channel_input() self.set_Buf_channel_input() img = _screenshot() row = self._output_size[1] - self._tile_coord[1] - rs[1] col = self._tile_coord[0] self._img[row:row + rs[1], col:col + rs[0], :] = img