OpenSubdiv/examples/python/shaders.py

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#
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# Copyright 2013 Pixar
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License
# and the following modification to it: Section 6 Trademarks.
# deleted and replaced with:
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#
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# 6. Trademarks. This License does not grant permission to use the
# trade names, trademarks, service marks, or product names of the
# Licensor and its affiliates, except as required for reproducing
# the content of the NOTICE file.
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#
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing,
# software distributed under the License is distributed on an
# "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND,
# either express or implied. See the License for the specific
# language governing permissions and limitations under the
# License.
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#
from OpenGL.GL import *
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ProgramFiles = ['simple.glsl']
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Programs = {
"BareBones" : {
"GL_VERTEX_SHADER" : "simple.xforms simple.vert",
"GL_GEOMETRY_SHADER" : "simple.xforms simple.geom",
"GL_FRAGMENT_SHADER" : "simple.xforms simple.frag"
}
}
class Attribs:
POSITION = 0
NORMAL = 1
def load_shaders(
glslFiles = ProgramFiles,
attribs = Attribs,
programMap = Programs):
"""Parse a series of simple text files, each of which is composed
series of shader snippets. The given 'attribs' class defines an
enumeration of attribute slots to bind (aka semantics).
In each text file, lines starting with two dash characters start a new
shader snippet with the given name. For example:
-- S1
uniform float foo;
-- Prefix
#version 150
-- S2
uniform float bar;
"""
import os.path
# First parse the file to populate 'snippetMap'
class ParserState:
HEADER = 0
SOURCE = 1
parserState = ParserState.HEADER
snippetMap = {}
for glslFile in glslFiles:
basename = os.path.basename(glslFile)
snippetPrefix = os.path.splitext(basename)[0] + '.'
for line in open(glslFile):
if line.startswith('--'):
if parserState is ParserState.HEADER:
parserState = ParserState.SOURCE
elif len(source):
snippetMap[snippetName] = ''.join(source)
snippetName = snippetPrefix + line[2:].strip()
source = []
continue
if parserState is ParserState.HEADER:
pass
else:
source.append(line)
if len(source):
snippetMap[snippetName] = ''.join(source)
# Now, glue together the strings and feed them to OpenGL
stagePrefix = "#version 150\n"
programs = {}
for key, val in programMap.items():
programHandle = glCreateProgram()
for stageName, snippetList in val.items():
snippets = map(snippetMap.get, snippetList.split())
stageSource = stagePrefix + ''.join(snippets)
stage = getattr(OpenGL.GL, stageName)
sHandle = glCreateShader(stage)
glShaderSource(sHandle, stageSource)
glCompileShader(sHandle)
success = glGetShaderiv(sHandle, GL_COMPILE_STATUS)
if not success:
print 'Error in', stageName, snippetList
infolog = glGetShaderInfoLog(sHandle)
raise SystemExit(infolog)
glAttachShader(programHandle, sHandle)
for attrib in dir(attribs):
if attrib.startswith('__'):
continue
slot = getattr(attribs, attrib)
name = attrib[0] + attrib[1:].lower()
glBindAttribLocation(programHandle, slot, name)
glLinkProgram(programHandle)
success = glGetProgramiv(programHandle, GL_LINK_STATUS);
if not success:
infolog = glGetProgramInfoLog(programHandle)
raise SystemExit(infolog)
programs[key] = programHandle
return programs