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")
Exemplo n.º 2
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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")
Exemplo n.º 3
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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)
Exemplo n.º 4
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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)
Exemplo n.º 5
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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)
Exemplo n.º 6
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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")
Exemplo n.º 7
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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")
Exemplo n.º 8
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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)
Exemplo n.º 9
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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)
Exemplo n.º 11
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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)
Exemplo n.º 13
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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")