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program.py
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from typing import Tuple, Union
import moderngl
from demosys.resources.meta import ProgramDescription
from demosys import context
VERTEX_SHADER = 'VERTEX_SHADER'
GEOMETRY_SHADER = 'GEOMETRY_SHADER'
FRAGMENT_SHADER = 'FRAGMENT_SHADER'
TESS_CONTROL_SHADER = 'TESS_CONTROL_SHADER'
TESS_EVALUATION_SHADER = 'TESS_EVALUATION_SHADER'
COMPUTE_SHADER = 'COMPUTE_SHADER'
class ProgramShaders:
"""Helper class preparing shader source strings for a program"""
def __init__(self, meta: ProgramDescription):
self.meta = meta
self.vertex_source = None
self.geometry_source = None
self.fragment_source = None
self.tess_control_source = None
self.tess_evaluation_source = None
@property
def ctx(self) -> moderngl.Context:
"""The moderngl context"""
return context.ctx()
@classmethod
def from_single(cls, meta: ProgramDescription, source: str):
"""Initialize a single glsl string containing all shaders"""
instance = cls(meta)
instance.vertex_source = ShaderSource(
VERTEX_SHADER,
meta.path or meta.vertex_shader,
source
)
if GEOMETRY_SHADER in source:
instance.geometry_source = ShaderSource(
GEOMETRY_SHADER,
meta.path or meta.geometry_shader,
source,
)
if FRAGMENT_SHADER in source:
instance.fragment_source = ShaderSource(
FRAGMENT_SHADER,
meta.path or meta.fragment_shader,
source,
)
if TESS_CONTROL_SHADER in source:
instance.tess_control_source = ShaderSource(
TESS_CONTROL_SHADER,
meta.path or meta.tess_control_shader,
source,
)
if TESS_EVALUATION_SHADER in source:
instance.tess_evaluation_source = ShaderSource(
TESS_EVALUATION_SHADER,
meta.path or meta.tess_evaluation_shader,
source,
)
return instance
@classmethod
def from_separate(cls, meta: ProgramDescription, vertex_source, geometry_source=None, fragment_source=None,
tess_control_source=None, tess_evaluation_source=None):
"""Initialize multiple shader strings"""
instance = cls(meta)
instance.vertex_source = ShaderSource(
VERTEX_SHADER,
meta.path or meta.vertex_shader,
vertex_source,
)
if geometry_source:
instance.geometry_source = ShaderSource(
GEOMETRY_SHADER,
meta.path or meta.geometry_shader,
geometry_source,
)
if fragment_source:
instance.fragment_source = ShaderSource(
FRAGMENT_SHADER,
meta.path or meta.fragment_shader,
fragment_source,
)
if tess_control_source:
instance.tess_control_source = ShaderSource(
TESS_CONTROL_SHADER,
meta.path or meta.tess_control_shader,
tess_control_source,
)
if tess_evaluation_source:
instance.tess_evaluation_source = ShaderSource(
TESS_EVALUATION_SHADER,
meta.path or meta.tess_control_shader,
tess_evaluation_source,
)
return instance
def create(self):
"""
Creates a shader program.
Returns:
ModernGL Program instance
"""
# Get out varyings
out_attribs = []
# If no fragment shader is present we are doing transform feedback
if not self.fragment_source:
# Out attributes is present in geometry shader if present
if self.geometry_source:
out_attribs = self.geometry_source.find_out_attribs()
# Otherwise they are specified in vertex shader
else:
out_attribs = self.vertex_source.find_out_attribs()
program = self.ctx.program(
vertex_shader=self.vertex_source.source,
geometry_shader=self.geometry_source.source if self.geometry_source else None,
fragment_shader=self.fragment_source.source if self.fragment_source else None,
tess_control_shader=self.tess_control_source.source if self.tess_control_source else None,
tess_evaluation_shader=self.tess_evaluation_source.source if self.tess_evaluation_source else None,
varyings=out_attribs,
)
program.extra = {'meta': self.meta}
return program
class ShaderSource:
"""
Helper class representing a single shader type
"""
def __init__(self, shader_type: str, name: str, source: str):
self.type = shader_type
self.name = name
self.source = source.strip()
self.lines = self.source.split('\n')
# Make sure version is present
if not self.lines[0].startswith("#version"):
self.print()
raise ShaderError(
"Missing #version in {}. A version must be defined in the first line".format(self.name),
)
# Add preprocessors to source VERTEX_SHADER, FRAGMENT_SHADER etc.
self.lines.insert(1, "#define {} 1".format(self.type))
self.source = '\n'.join(self.lines)
def find_out_attribs(self):
"""
Get all out attributes in the shader source.
:return: List of attribute names
"""
names = []
for line in self.lines:
if line.strip().startswith("out "):
names.append(line.split()[2].replace(';', ''))
return names
def print(self):
"""Print the shader lines"""
print("---[ START {} ]---".format(self.name))
for i, line in enumerate(self.lines):
print("{}: {}".format(str(i).zfill(3), line))
print("---[ END {} ]---".format(self.name))
class ShaderError(Exception):
pass
class ReloadableProgram:
"""
Programs we want to be reloadabla must be created with this wrapper
"""
def __init__(self, meta: ProgramDescription, program: moderngl.Program):
"""
Create a shader using either a file path or a name
:param meta: The ProgramMeta
:param program: The program instance
"""
self.program = program
self.meta = meta
@property
def name(self):
return self.meta.path or self.meta.vertex_shader
@property
def _members(self):
return self.program._members
@property
def ctx(self) -> moderngl.Context:
return self.program.ctx
def __getitem__(self, key) -> Union[moderngl.Uniform, moderngl.UniformBlock, moderngl.Subroutine,
moderngl.Attribute, moderngl.Varying]:
return self.program[key]
def get(self, key, default):
return self.program.get(key, default)
@property
def mglo(self):
"""The ModernGL Program object"""
return self.program.mglo
@property
def glo(self) -> int:
"""
int: The internal OpenGL object.
This values is provided for debug purposes only.
"""
return self.program.glo
@property
def subroutines(self) -> Tuple[str, ...]:
'''
tuple: The subroutine uniforms.
'''
return self.program.subroutines
@property
def geometry_input(self) -> int:
"""
int: The geometry input primitive.
The GeometryShader's input primitive if the GeometryShader exists.
The geometry input primitive will be used for validation.
"""
return self.program.geometry_input
@property
def geometry_output(self) -> int:
"""
int: The geometry output primitive.
The GeometryShader's output primitive if the GeometryShader exists.
"""
return self.program.geometry_output
@property
def geometry_vertices(self) -> int:
"""
int: The maximum number of vertices that
the geometry shader will output.
"""
return self.program.geometry_vertices
def __repr__(self):
return '<ReloadableProgram: {} id={}>'.format(self.name, self.mglo.glo)