-
Notifications
You must be signed in to change notification settings - Fork 89
/
Shader.py
654 lines (553 loc) · 24.2 KB
/
Shader.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
#####################################################################
# -*- coding: utf-8 -*- #
# #
# Frets on Fire #
# Copyright (C) 2009 Vlad Emelyanov #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program is distributed in the hope that it will be useful, #
# but WITHOUT ANY WARRANTY; without even the implied warranty of #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
# GNU General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
import os
import sys
import time
import string
from random import random
import pygame.image
from OpenGL.GL import *
from OpenGL.GL.ARB.shader_objects import *
from OpenGL.GL.ARB.vertex_shader import *
from OpenGL.GL.ARB.fragment_shader import *
from OpenGL.GL.ARB.multitexture import *
from OpenGL.GL.EXT.texture3D import *
from fretwork import log
from fofix.core.constants import isTrue
from fofix.core import Config
from fofix.core import Version
class ShaderCompilationError(Exception):
pass
if sys.platform == 'darwin':
GL_TEXTURE_3D_EXT = GL_TEXTURE_3D
GL_TEXTURE_WRAP_R_EXT = GL_TEXTURE_WRAP_R
glTexImage3DEXT = glTexImage3D
# main class for shaders library
class ShaderList:
def __init__(self):
self.shaders = {} # list of all shaders
self.active = 0 # active shader
self.texcount = 0
self.workdir = "" # dir that contains shader files
self.enabled = False # true if shaders are compiled
self.turnon = False # true if shaders are enabled in settings
self.var = {} # different variables
self.assigned = {} # list for shader replacement
self.globals = {} # list of global vars for every shader
def make(self, fname, name = ""):
"""Compile a shader.
fname = base filename for shader files
name = name to use for this shader (defaults to fname)
Returns nothing, or raises an exception on error."""
if name == "":
name = fname
fullname = os.path.join(self.workdir, fname)
vertname, fragname = fullname+".vert", fullname+".frag"
log.debug('Compiling shader "%s" from %s and %s.' % (name, vertname, fragname))
program = self.compile(open(vertname), open(fragname))
sArray = {"program": program, "name": name, "textures": []}
self.getVars(vertname, program, sArray)
self.getVars(fragname, program, sArray)
self.shaders[name] = sArray
if "Noise3D" in self.shaders[name]:
self.setTexture("Noise3D",self.noise3D,name)
def compileShader(self, source, shaderType):
"""Compile shader source of given type.
source = file object open to shader source code
(or something else returning lines of GLSL code when iterated over)
shaderType = GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB
Returns the shader object, or raises an exception on error."""
shader = glCreateShaderObjectARB(shaderType)
glShaderSourceARB( shader, source )
glCompileShaderARB( shader )
status = glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB)
if not status:
raise ShaderCompilationError(self.log(shader))
else:
return shader
def compile(self, vertexSource, fragmentSource):
"""Create an OpenGL program object from file objects open to the source files.
vertexSource = file object open to vertex shader source code
fragmentSource = file object open to fragment shader source code
Returns the program object, or raises an exception on error."""
program = glCreateProgramObjectARB()
vertexShader = self.compileShader(vertexSource, GL_VERTEX_SHADER_ARB)
fragmentShader = self.compileShader(fragmentSource, GL_FRAGMENT_SHADER_ARB)
glAttachObjectARB(program, vertexShader)
glAttachObjectARB(program, fragmentShader)
glValidateProgramARB( program )
glLinkProgramARB(program)
glDeleteObjectARB(vertexShader)
glDeleteObjectARB(fragmentShader)
return program
def getVars(self, fname, program, sArray):
"""Read the names of uniform variables from a shader file.
fname = shader filename
program = OpenGL program object compiled from that shader file
sArray = dictionary to add variable information to"""
for line in open(fname):
aline = line[:string.find(line,";")]
aline = aline.split(' ')
if '(' in aline[0]:
break
if aline[0] == "uniform":
value = None
try: n = int(aline[1][-1])
except: n = 4
if aline[1] == "bool": value = False
elif aline[1] == "int": value = 0
elif aline[1] == "float": value = 0.0
elif aline[1][:-1] == "bvec": value = (False,)*n
elif aline[1][:-1] == "ivec": value = (0,)*n
elif aline[1][:-1] == "vec": value = (.0,)*n
elif aline[1][:-1] == "mat": value = ((.0,)*n,)*n
elif aline[1][:-2] == "sampler":
value, self.texcount = self.texcount, self.texcount + 1
if aline[1] == "sampler1D": textype = GL_TEXTURE_1D
elif aline[1] == "sampler2D": textype = GL_TEXTURE_2D
elif aline[1] == "sampler3D": textype = GL_TEXTURE_3D_EXT
sArray["textures"].append((aline[2],textype,0))
aline[2] = aline[2].split(',')
for var in aline[2]:
sArray[var] = [glGetUniformLocationARB(program, var), value]
#simplified texture binding function
def setTexture(self,name,texture,program = None):
if program in self.assigned:
program = self.assigned[program]
if program is None: program = self.active
else: program = self[program]
for i in range(len(program["textures"])):
if program["textures"][i][0] == name:
program["textures"][i] = (program["textures"][i][0], program["textures"][i][1], texture)
return True
return False
def getVar(self, var = "program", program = None):
"""Get a uniform variable value from a shader.
var = variable name
program = shader name, or None (default) for the currently active shader
Returns the value. If the variable does not exist, KeyError is raised."""
if program in self.assigned:
program = self.assigned[program]
if program is None:
program = self.active
else:
program = self[program]
if program is None or var not in program:
return False
else:
return program[var][1]
def setVar(self, var, value, program = None):
"""Set a uniform variable value for a shader.
var = variable name
value = new value
program = shader name, or None (default) for the currently active shader
Returns nothing. If the variable does not exist, KeyError is raised."""
if program in self.assigned:
program = self.assigned[program]
if program is None:
program = self.active
else:
program = self[program]
if program is None or var not in program:
return
if type(value) == str:
if value in self.var:
value = self.var[value]
else:
return
pos = program[var]
pos[1] = value
if program == self.active:
if type(value) == list:
value = tuple(value)
if type(value) == bool:
if pos[1]: glUniform1iARB(pos[0],1)
else: glUniform1iARB(pos[0],0)
elif type(value) == float:
glUniform1fARB(pos[0],pos[1])
elif type(value) == int:
glUniform1iARB(pos[0],pos[1])
elif type(value) == tuple:
if type(value[0]) == float:
if len(value) == 2: glUniform2fARB(pos[0],*pos[1])
elif len(value) == 3: glUniform3fARB(pos[0],*pos[1])
elif len(value) == 4: glUniform4fARB(pos[0],*pos[1])
elif type(value[0]) == int:
if len(value) == 2: glUniform2iARB(pos[0],*pos[1])
elif len(value) == 3: glUniform3iARB(pos[0],*pos[1])
elif len(value) == 4: glUniform4iARB(pos[0],*pos[1])
elif type(value) == long:
glUniform1iARB(pos[0],pos[1])
else:
raise TypeError('Unsupported value type (must be bool, float, int, long, or tuple or list of float or int).')
# slightly changes uniform variable
def modVar(self, var, value, effect = 0.05, alphaAmp=1.0, program = None):
old = self.getVar(var,program)
if old is None:
return False
if type(old) == tuple:
new = ()
for i in range(len(old)):
if i==3: new += (old[i] * (1-effect) + value[i] * effect*alphaAmp,)
else: new += (old[i] * (1-effect) + value[i] * effect,)
else:
new = old * (1-effect) + value * effect
self.setVar(var,new,program)
return True
# enables shader program
def enable(self, shader):
if not self.turnon:
return False
if shader in self.assigned:
shader = self.assigned[shader]
if self[shader] is None:
return False
glUseProgramObjectARB(self[shader]["program"])
self.active = self.shaders[shader]
self.setTextures()
self.update()
self.globals["time"] = self.time()
self.setGlobals()
if self.getVar("time"):
self.setVar("dt",self.globals["time"]-self.getVar("time"))
return True
# transmit global vars to uniforms
def setGlobals(self):
for i in self.globals.keys():
self.setVar(i,self.globals[i])
# update all uniforms
def update(self):
for i in self.active.keys():
if i != "textures":
if type(self.active[i]) == list and self.active[i][1] is not None:
self.setVar(i,self.active[i][1])
# set standart OpenGL program active
def disable(self):
if self.active != 0:
glUseProgramObjectARB(0)
self.active = 0
# return active program control
def activeProgram(self):
if self.active != 0:
return self.active["name"]
else:
return 0
def log(self, shader):
"""Get the error log for a shader.
shader = object to get log from
Returns a string containing the log or None if there is no log."""
length = glGetObjectParameterivARB(shader, GL_INFO_LOG_LENGTH)
if length > 0:
log = glGetInfoLogARB(shader)
return log
# update and bind all textures
def setTextures(self, program = None):
if program in self.assigned:
program = self.assigned[program]
if program is None:
program = self.active
for i in range(len(program["textures"])):
glActiveTextureARB(self.multiTex[i])
glBindTexture(program["textures"][i][1], program["textures"][i][2])
def makeNoise3D(self,size=32, c = 1, type = GL_RED):
texels=[]
for i in range(size):
arr2 = []
for j in range(size):
arr = []
for k in range(size):
arr.append(random())
arr2.append(arr)
texels.append(arr2)
self.smoothNoise3D(size, 2, texels)
for i in range(size):
for j in range(size):
for k in range(size):
texels[i][j][k] = int(255 * texels[i][j][k])
texture = 0
glBindTexture(GL_TEXTURE_3D_EXT, texture)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage3DEXT(GL_TEXTURE_3D_EXT, 0, c,size, size, size, 0, type, GL_UNSIGNED_BYTE, texels)
return texture
def makeNoise2D(self,size=64, c = 1, type = GL_RED):
texels=[]
for i in range(size):
texels.append([])
for j in range(size):
texels[i].append(random())
self.smoothNoise(size, 2, texels)
self.smoothNoise(size, 3, texels)
self.smoothNoise(size, 4, texels)
for i in range(size):
for j in range(size):
texels[i][j] = int(255 * texels[i][j])
texture = 0
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, c,size, size, 0, type, GL_UNSIGNED_BYTE, texels)
return texture
def loadTex3D(self, fname, type = GL_RED):
file = os.path.join(self.workdir,fname)
if os.path.exists(file):
noise = open(file).read()
size = int(len(noise)**(1/3.0))
else:
log.debug("Can't load %s; generating random 3D noise instead." % file)
return self.makeNoise3D(16)
texture = 0
glBindTexture(GL_TEXTURE_3D_EXT, texture)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_WRAP_R_EXT, GL_REPEAT)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_3D_EXT, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage3DEXT(GL_TEXTURE_3D_EXT, 0, 1,size, size, size, 0, type, GL_UNSIGNED_BYTE, noise)
return texture
def loadTex2D(self, fname, type = GL_RGB):
file = os.path.join(self.workdir,fname)
if os.path.exists(file):
img = pygame.image.load(file)
noise = pygame.image.tostring(img, "RGB")
else:
log.debug("Can't load %s; generating random 2D noise instead." % fname)
return self.makeNoise2D(16)
texture = 0
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexImage2D(GL_TEXTURE_2D, 0, 1, img.get_width(), img.get_height(), 0, type, GL_UNSIGNED_BYTE, noise)
return texture
def smoothNoise(self, size, c, noise):
for x in range(size):
for y in range(size):
col1 = noise[x][y]
col2 = noise[size/2/(1-c)+x/c][size/2/(1-c)+y/c]
noise[x][y] = (1-1/float(c))*col1+1/float(c)*col2
def smoothNoise3D(self, size, c, noise):
for i in range(size):
for j in range(size):
for k in range(size):
col1 = noise[i][j][k]
col2 = noise[size/2/(1-c)+i/c][size/2/(1-c)+j/c][size/2/(1-c)+k/c]
noise[i][j][k] = (1-1/float(c))*col1+1/float(c)*col2
def __getitem__(self, name):
if name in self.shaders:
return self.shaders[name]
else:
return None
def time(self):
return time.clock()
def reset(self):
self.checkIfEnabled()
if self.turnon:
self.var["color"] = {} #color for guitar neck flashing
self.var["solocolor"] = (0.0,)*4 #color for GH3 solo lightnings
self.var["eqcolor"] = (0.0,)*4 #color for equalizer
self.var["fret"] = {} #last note hit time for each player
self.var["fretpos"] = {} #last note hit pos for each player
self.var["scoreMult"] = {} #score multiplier for each player
self.var["multChangePos"] = {} #score multiplier last changing pos for each player
self.globals["bpm"] = 120.0
self.globals["breActive"] = False
self.globals["dfActive"] = False
self.globals["isDrum"] = False
self.globals["isFailing"] = False
self.globals["isMultChanged"] = False
self.globals["killswitch"] = False
self.globals["killswitchPos"] = -10.0
self.globals["multChangePos"] = -10.0
self.globals["notepos"] = -10.0
self.globals["rockLevel"] = 0.5
self.globals["scoreMult"] = 1
self.globals["soloActive"] = False
self.globals["songpos"] = 0.0
# check Settings to enable, disable or assign shaders
def checkIfEnabled(self):
if Config.get("video","shader_use"):
if self.enabled:
self.turnon = True
else:
self.set(os.path.join(Version.dataPath(), "shaders"))
else:
self.turnon = False
if self.turnon:
for i in self.shaders.keys():
try:
value = Config.get("video","shader_"+i)
if value != "None":
if value == "theme":
if isTrue(Config.get("theme","shader_"+i).lower()):
value = i
else:
continue
self.assigned[i] = value
except KeyError:
continue
return True
return False
def defineConfig(self):
for name in self.shaders.keys():
for key in self[name].keys():
Config.define("shader", name+"_"+key, str, "None")
def set(self, dir):
"""Do all shader setup.
dir = directory to load shaders from
"""
#stump: check whether all needed extensions are actually supported
if not glInitShaderObjectsARB():
log.warn('OpenGL extension ARB_shader_objects not supported - shaders disabled')
return
if not glInitVertexShaderARB():
log.warn('OpenGL extension ARB_vertex_shader not supported - shaders disabled')
return
if not glInitFragmentShaderARB():
log.warn('OpenGL extension ARB_fragment_shader not supported - shaders disabled')
return
if not glInitMultitextureARB():
log.warn('OpenGL extension ARB_multitexture not supported - shaders disabled')
return
if not glInitTexture3DEXT():
if sys.platform != 'darwin':
log.warn('OpenGL extension EXT_texture3D not supported - shaders disabled')
return
self.workdir = dir
# Load textures needed by the shaders.
try:
self.noise3D = self.loadTex3D("noise3d.dds")
self.outline = self.loadTex2D("outline.tga")
except:
log.error('Could not load shader textures - shaders disabled: ')
return
self.multiTex = (GL_TEXTURE0_ARB,GL_TEXTURE1_ARB,GL_TEXTURE2_ARB,GL_TEXTURE3_ARB)
self.enabled = True
self.turnon = True
# Compile the shader objects that we are going to use.
# Also set uniform shader variables to default values.
try:
self.make("lightning","stage")
except:
log.error("Error compiling lightning shader: ")
else:
self.enable("stage")
self.setVar("ambientGlowHeightScale",6.0)
self.setVar("color",(0.0,0.0,0.0,0.0))
self.setVar("glowFallOff",0.024)
self.setVar("height",0.44)
self.setVar("sampleDist",0.0076)
self.setVar("speed",1.86)
self.setVar("vertNoise",0.78)
self.setVar("fading",1.0)
self.setVar("solofx",False)
self.setVar("scalexy",(5.0,2.4))
self.setVar("fixalpha",True)
self.setVar("offset",(0.0,-2.5))
self.disable()
try:
self.make("lightning","sololight")
except:
log.error("Error compiling lightning shader: ")
else:
self.enable("sololight")
self.setVar("scalexy",(5.0,1.0))
self.setVar("ambientGlow",0.5)
self.setVar("ambientGlowHeightScale",6.0)
self.setVar("solofx",True)
self.setVar("height",0.3)
self.setVar("glowFallOff",0.024)
self.setVar("sampleDist",0.0076)
self.setVar("fading",4.0)
self.setVar("speed",1.86)
self.setVar("vertNoise",0.78)
self.setVar("solofx",True)
self.setVar("color",(0.0,0.0,0.0,0.0))
self.setVar("fixalpha",True)
self.setVar("glowStrength",100.0)
self.disable()
try:
self.make("lightning","tail")
except:
log.error("Error compiling lightning shader: ")
else:
self.enable("tail")
self.setVar("scalexy",(5.0,1.0))
self.setVar("ambientGlow",0.1)
self.setVar("ambientGlowHeightScale",6.0)
self.setVar("solofx",True)
self.setVar("fading",4.0)
self.setVar("height",0.0)
self.setVar("glowFallOff",0.024)
self.setVar("sampleDist",0.0076)
self.setVar("speed",1.86)
self.setVar("vertNoise",0.78)
self.setVar("solofx",True)
self.setVar("color",(0.3,0.7,0.9,0.6))
self.setVar("glowStrength",70.0)
self.setVar("fixalpha",True)
self.setVar("offset",(0.0,0.0))
self.disable()
try:
self.make("rockbandtail","tail2")
except:
log.error("Error compiling rockbandtail shader: ")
else:
self.enable("tail2")
self.setVar("height",0.2)
self.setVar("color",(0.0,0.6,1.0,1.0))
self.setVar("speed",9.0)
self.setVar("offset",(0.0,0.0))
self.setVar("scalexy",(5.0,1.0))
self.disable()
try:
self.make("metal","notes")
except:
log.error("Error compiling metal shader: ")
else:
self.enable("notes")
self.disable()
try:
self.make("neck","neck")
except:
log.error("Error compiling neck shader: ")
try:
self.make("cd","cd")
except:
log.error("Error compiling cd shader: ")
def mixColors(c1,c2,blend=0.5):
c1 = list(c1)
c2 = list(c2)
alpha = 0.0
for i in range(3):
c1[i] = c1[i] + blend * c2[i]
alpha += c1[i]
c1 = c1[:3] + [min(alpha / 3.0,1.0)]
return tuple(c1)
shaders = ShaderList()
del ShaderList