/
gl_backend.py
162 lines (130 loc) · 5.44 KB
/
gl_backend.py
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import sys
import ctypes
import numpy as np
import OpenGL.GL as gl
import OpenGL.GLUT as glut
import math
import time
class GLBackend():
def __init__(self, display_callback, keyboard_callback):
self.display_callback = display_callback
self.keyboard_callback = keyboard_callback
self.resolution = (512, 512)
self.init_glut()
self.program = self.prepare_program()
self.data = self.prepare_data()
self.upload_data()
def start(self):
glut.glutMainLoop()
def display(self):
gl.glClear(gl.GL_COLOR_BUFFER_BIT)
gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
glut.glutSwapBuffers()
self.display_callback()
def reshape(self, width, height):
gl.glViewport(0, 0, width, height)
self.resolution = (width, height)
self.u_resolution()
def keyboard(self, key, x, y):
if key == b'\x1b':
sys.exit()
self.keyboard_callback(key, x, y)
def u_resolution(self):
l_resolution = gl.glGetUniformLocation(self.program, 'resolution')
gl.glUniform2f(l_resolution, float(
self.resolution[0]), float(self.resolution[1]))
def u_sources(self, sources):
l_sources = gl.glGetUniformLocation(self.program, 'sources')
gl.glUniform3fv(l_sources, len(sources), np.array(sources))
def u_offsets(self, offsets):
l_offsets = gl.glGetUniformLocation(self.program, 'offsets')
gl.glUniform1fv(l_offsets, len(offsets), np.array(offsets))
def u_wavenumber(self, wavenumber):
l_wavenumber = gl.glGetUniformLocation(self.program, 'wavenumber')
gl.glUniform1f(l_wavenumber, wavenumber)
def u_scale(self, scale):
l_scale = gl.glGetUniformLocation(self.program, 'scale')
gl.glUniform1f(l_scale, scale)
def u_color_range(self, color_range):
l_color_range = gl.glGetUniformLocation(self.program, 'color_range')
gl.glUniform1f(l_color_range, color_range)
def u_count(self, count):
l_count = gl.glGetUniformLocation(self.program, 'count')
gl.glUniform1i(l_count, count)
def u_z(self, z):
l_z = gl.glGetUniformLocation(self.program, 'z')
gl.glUniform1f(l_z, z)
def u_plane(self, plane):
l_xy_plane = gl.glGetUniformLocation(self.program, 'xy_plane')
l_xz_plane = gl.glGetUniformLocation(self.program, 'xz_plane')
if plane == "XY":
gl.glUniform1i(l_xy_plane, True)
gl.glUniform1i(l_xz_plane, False)
elif plane == "XZ":
gl.glUniform1i(l_xy_plane, False)
gl.glUniform1i(l_xz_plane, True)
else:
gl.glUniform1i(l_xy_plane, False)
gl.glUniform1i(l_xz_plane, False)
def timer(self, v):
glut.glutPostRedisplay()
glut.glutTimerFunc(16, self.timer, 0)
def init_glut(self):
glut.glutInit()
glut.glutInitDisplayMode(glut.GLUT_DOUBLE | glut.GLUT_RGBA)
glut.glutCreateWindow('')
glut.glutReshapeWindow(self.resolution[0], self.resolution[1])
glut.glutReshapeFunc(self.reshape)
glut.glutDisplayFunc(self.display)
glut.glutKeyboardFunc(self.keyboard)
glut.glutTimerFunc(0, self.timer, 0)
def prepare_data(self):
data = np.zeros(4, [("position", np.float32, 2)])
data['position'] = (-1, 1), (-1, -1), (+1, +1), (1, -1)
return data
def prepare_program(self):
vertex_code = open("s.vert.glsl").read()
fragment_code = open("s.frag.glsl").read()
program = gl.glCreateProgram()
vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER)
fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER)
# Set shaders source
gl.glShaderSource(vertex, vertex_code)
gl.glShaderSource(fragment, fragment_code)
# Compile shaders
gl.glCompileShader(vertex)
if not gl.glGetShaderiv(vertex, gl.GL_COMPILE_STATUS):
error = gl.glGetShaderInfoLog(vertex).decode()
print(error)
raise RuntimeError("Vertex shader compilation error")
gl.glCompileShader(fragment)
gl.glCompileShader(fragment)
if not gl.glGetShaderiv(fragment, gl.GL_COMPILE_STATUS):
error = gl.glGetShaderInfoLog(fragment).decode()
print(error)
raise RuntimeError("Fragment shader compilation error")
# Attach shader objects to the program
gl.glAttachShader(program, vertex)
gl.glAttachShader(program, fragment)
# Build program
gl.glLinkProgram(program)
if not gl.glGetProgramiv(program, gl.GL_LINK_STATUS):
print(gl.glGetProgramInfoLog(program))
raise RuntimeError('Linking error')
# Get rid of shaders (no more needed)
gl.glDetachShader(program, vertex)
gl.glDetachShader(program, fragment)
# Make program the default program
gl.glUseProgram(program)
return program
def upload_data(self):
buffer = gl.glGenBuffers(1)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer)
gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data.nbytes,
self.data, gl.GL_DYNAMIC_DRAW)
stride = self.data.strides[0]
offset = ctypes.c_void_p(0)
loc = gl.glGetAttribLocation(self.program, "position")
gl.glEnableVertexAttribArray(loc)
gl.glBindBuffer(gl.GL_ARRAY_BUFFER, buffer)
gl.glVertexAttribPointer(loc, 2, gl.GL_FLOAT, False, stride, offset)