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opengl_tools.py-e
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opengl_tools.py-e
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#!/usr/bin/env python
# Copyright 2011, Andrew Wilson
# Licensed under the MIT license: http://www.opensource.org/licenses/MIT
from OpenGL.GL import (
GL_TEXTURE_2D,
GL_TEXTURE_MIN_FILTER,
GL_TEXTURE_MAG_FILTER,
GL_NEAREST_MIPMAP_NEAREST,
GL_NEAREST,
GL_TEXTURE_WRAP_S,
GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE,
GL_TEXTURE_MAX_LOD,
GL_RGBA8UI,
GL_RGBA_INTEGER,
GL_RGBA8,
GL_RGBA,
GL_RGB8UI,
GL_RGB_INTEGER,
GL_RGB8,
GL_RGB,
GL_GENERATE_MIPMAP,
GL_TRUE,
GL_UNSIGNED_BYTE,
GL_TEXTURE_INTERNAL_FORMAT,
GL_UNSIGNED_INT,
GL_COMPILE_STATUS,
GL_LINK_STATUS,
GL_VERTEX_SHADER,
GL_FRAGMENT_SHADER,
GL_STATIC_DRAW,
GLfloat,
GLshort,
glGetUniformLocation,
glGetAttribLocation,
glGenBuffers,
glBindBuffer,
glBufferData,
glGenTextures,
glBindTexture,
glTexParameteri,
glTexParameterf,
glTexImage2D,
glGetTexLevelParameteriv,
glCreateShader,
glShaderSource,
glCompileShader,
glGetShaderiv,
glCreateProgram,
glAttachShader,
glLinkProgram,
glGetProgramiv,
glDeleteShader,
glGetShaderInfoLog,
glDeleteShader,
glGetProgramInfoLog,
glDeleteProgram)
import ctypes
import pygame
import pygame.image
import pygame.key
import numpy
import sys
from collections import namedtuple
ShaderProgram = namedtuple("ShaderProgram", "program uniforms attributes")
def assemble_shader_program(
vertex_shader_source,
fragment_shader_source,
uniform_names,
attribute_names):
vertex_shader = make_shader(GL_VERTEX_SHADER, vertex_shader_source)
fragment_shader = make_shader(GL_FRAGMENT_SHADER, fragment_shader_source)
program = make_program(vertex_shader, fragment_shader)
return ShaderProgram(
program,
get_uniforms(program, uniform_names),
get_attributes(program, attribute_names))
def get_uniforms(program, names):
return dict((name, glGetUniformLocation(program, name)) for name in names)
def get_attributes(program, names):
return dict((name, glGetAttribLocation(program, name)) for name in names)
def make_buffer(target, buffer_data, size):
buf = glGenBuffers(1)
glBindBuffer(target, buf)
glBufferData(target, size, buffer_data, GL_STATIC_DRAW)
return buf
def float_array(*args):
return numpy.array(args, dtype=GLfloat)
def short_array(*args):
return numpy.array(args, dtype=GLshort)
def make_texture(
filename=None,
image=None,
interpolate=True,
alpha=False,
integer=False,
maxlod=None):
if image == None:
image = pygame.image.load(filename)
pixels = pygame.image.tostring(image, "RGBA" if alpha else "RGB", True)
texture = glGenTextures(1)
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(
GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST if interpolate else GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
if maxlod is not None:
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, maxlod)
if alpha:
if integer:
targetformat = GL_RGBA8UI
sourceformat = GL_RGBA_INTEGER
else:
targetformat = GL_RGBA8
sourceformat = GL_RGBA
else:
if integer:
targetformat = GL_RGB8UI
sourceformat = GL_RGB_INTEGER
else:
targetformat = GL_RGB8
sourceformat = GL_RGB
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE)
glTexImage2D(
GL_TEXTURE_2D,
0,
targetformat,
image.get_width(),
image.get_height(),
0,
sourceformat,
GL_UNSIGNED_BYTE,
pixels)
print glGetTexLevelParameteriv(
GL_TEXTURE_2D,
0,
GL_TEXTURE_INTERNAL_FORMAT)
return texture
def make_shader(shadertype, source):
shader = glCreateShader(shadertype)
glShaderSource(shader, source)
glCompileShader(shader)
retval = ctypes.c_uint(GL_UNSIGNED_INT)
glGetShaderiv(shader, GL_COMPILE_STATUS, retval)
if not retval:
print >> sys.stderr, "Failed to compile shader."
print glGetShaderInfoLog(shader)
glDeleteShader(shader)
raise Exception("Failed to compile shader.")
return shader
def make_program(vertex_shader, fragment_shader):
program = glCreateProgram()
glAttachShader(program, vertex_shader)
glAttachShader(program, fragment_shader)
glLinkProgram(program)
retval = ctypes.c_int()
glGetProgramiv(program, GL_LINK_STATUS, retval)
if not retval:
print >> sys.stderr, "Failed to link shader program."
print glGetProgramInfoLog(program)
glDeleteProgram(program)
raise Exception("Failed to link shader program.")
return program
# pygame.surfarray.make_surface is broken in 1.9.1. It reads uninitialized
# stack contents on 64-bit systems. :( Here we use numpy to do the copying
# instead.
def make_surface(array):
w,h,depth = array.shape
if depth == 4:
surf = pygame.Surface((w,h), depth=32, flags=pygame.SRCALPHA)
pixels = pygame.surfarray.pixels3d(surf)
pixels[:,:,:] = array[:,:,:3]
alpha = pygame.surfarray.pixels_alpha(surf)
alpha[:,:] = array[:,:,3]
elif depth == 3:
surf = pygame.Surface((w,h), depth=32)
pixels = pygame.surfarray.pixels3d(surf)
pixels[:,:,:depth] = array
else:
raise ValueError("Array must have minor dimension of 3 or 4.")
return surf