mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-02 00:00:07 +00:00
150 lines
6.0 KiB
Python
150 lines
6.0 KiB
Python
#
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# Copyright (C) Pixar. All rights reserved.
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#
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# This license governs use of the accompanying software. If you
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# use the software, you accept this license. If you do not accept
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# the license, do not use the software.
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#
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# 1. Definitions
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# The terms "reproduce," "reproduction," "derivative works," and
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# "distribution" have the same meaning here as under U.S.
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# copyright law. A "contribution" is the original software, or
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# any additions or changes to the software.
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# A "contributor" is any person or entity that distributes its
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# contribution under this license.
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# "Licensed patents" are a contributor's patent claims that read
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# directly on its contribution.
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#
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# 2. Grant of Rights
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# (A) Copyright Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free copyright license to reproduce its contribution,
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# prepare derivative works of its contribution, and distribute
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# its contribution or any derivative works that you create.
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# (B) Patent Grant- Subject to the terms of this license,
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# including the license conditions and limitations in section 3,
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# each contributor grants you a non-exclusive, worldwide,
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# royalty-free license under its licensed patents to make, have
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# made, use, sell, offer for sale, import, and/or otherwise
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# dispose of its contribution in the software or derivative works
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# of the contribution in the software.
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#
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# 3. Conditions and Limitations
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# (A) No Trademark License- This license does not grant you
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# rights to use any contributor's name, logo, or trademarks.
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# (B) If you bring a patent claim against any contributor over
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# patents that you claim are infringed by the software, your
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# patent license from such contributor to the software ends
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# automatically.
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# (C) If you distribute any portion of the software, you must
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# retain all copyright, patent, trademark, and attribution
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# notices that are present in the software.
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# (D) If you distribute any portion of the software in source
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# code form, you may do so only under this license by including a
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# complete copy of this license with your distribution. If you
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# distribute any portion of the software in compiled or object
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# code form, you may only do so under a license that complies
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# with this license.
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# (E) The software is licensed "as-is." You bear the risk of
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# using it. The contributors give no express warranties,
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# guarantees or conditions. You may have additional consumer
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# rights under your local laws which this license cannot change.
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# To the extent permitted under your local laws, the contributors
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# exclude the implied warranties of merchantability, fitness for
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# a particular purpose and non-infringement.
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#
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from OpenGL.GL import *
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ProgramFiles = ['simple.glsl']
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Programs = {
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"BareBones" : {
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"GL_VERTEX_SHADER" : "simple.xforms simple.vert",
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"GL_GEOMETRY_SHADER" : "simple.xforms simple.geom",
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"GL_FRAGMENT_SHADER" : "simple.xforms simple.frag"
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}
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}
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class Attribs:
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POSITION = 0
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NORMAL = 1
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def load_shaders(
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glslFiles = ProgramFiles,
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attribs = Attribs,
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programMap = Programs):
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"""Parse a series of simple text files, each of which is composed
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series of shader snippets. The given 'attribs' class defines an
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enumeration of attribute slots to bind (aka semantics).
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In each text file, lines starting with two dash characters start a new
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shader snippet with the given name. For example:
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-- S1
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uniform float foo;
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-- Prefix
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#version 150
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-- S2
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uniform float bar;
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"""
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import os.path
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# First parse the file to populate 'snippetMap'
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class ParserState:
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HEADER = 0
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SOURCE = 1
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parserState = ParserState.HEADER
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snippetMap = {}
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for glslFile in glslFiles:
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basename = os.path.basename(glslFile)
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snippetPrefix = os.path.splitext(basename)[0] + '.'
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for line in open(glslFile):
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if line.startswith('--'):
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if parserState is ParserState.HEADER:
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parserState = ParserState.SOURCE
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elif len(source):
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snippetMap[snippetName] = ''.join(source)
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snippetName = snippetPrefix + line[2:].strip()
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source = []
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continue
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if parserState is ParserState.HEADER:
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pass
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else:
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source.append(line)
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if len(source):
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snippetMap[snippetName] = ''.join(source)
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# Now, glue together the strings and feed them to OpenGL
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stagePrefix = "#version 150\n"
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programs = {}
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for key, val in programMap.items():
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programHandle = glCreateProgram()
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for stageName, snippetList in val.items():
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snippets = map(snippetMap.get, snippetList.split())
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stageSource = stagePrefix + ''.join(snippets)
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stage = getattr(OpenGL.GL, stageName)
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sHandle = glCreateShader(stage)
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glShaderSource(sHandle, stageSource)
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glCompileShader(sHandle)
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success = glGetShaderiv(sHandle, GL_COMPILE_STATUS)
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if not success:
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print 'Error in', stageName, snippetList
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infolog = glGetShaderInfoLog(sHandle)
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raise SystemExit(infolog)
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glAttachShader(programHandle, sHandle)
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for attrib in dir(attribs):
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if attrib.startswith('__'):
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continue
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slot = getattr(attribs, attrib)
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name = attrib[0] + attrib[1:].lower()
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glBindAttribLocation(programHandle, slot, name)
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glLinkProgram(programHandle)
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success = glGetProgramiv(programHandle, GL_LINK_STATUS);
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if not success:
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infolog = glGetProgramInfoLog(programHandle)
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raise SystemExit(infolog)
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programs[key] = programHandle
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return programs
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