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QDSpy_core_shader.py
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QDSpy_core_shader.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
QDSpy module - GLSL shader related class
'ShaderManager'
Class to manage available user-defined shaders
This class is a graphics API independent.
Copyright (c) 2013-2016 Thomas Euler
All rights reserved.
"""
# ---------------------------------------------------------------------
__author__ = "code@eulerlab.de"
import os
import QDSpy_stim_support as ssp
import QDSpy_global as glo
from Graphics.shader_opengl import Shader
# ---------------------------------------------------------------------
class ShaderFileCmd:
ShaderName = "shadername"
ShaderParamNames = "shaderparamnames"
ShaderParamLengths = "shaderparamlengths"
ShaderParamDefaults = "shaderparamdefaults"
ShaderVertexStart = "shadervertexstart"
ShaderVertexEnd = "shadervertexend"
ShaderFragmentStart = "shaderfragmentstart"
ShaderFragmentEnd = "shaderfragmentend"
# ---------------------------------------------------------------------
# Shader manager class
# ---------------------------------------------------------------------
class ShaderManager:
def __init__(self, _Conf):
# Initializing
#
self.Conf = _Conf
self.ShFileList = []
self.ShDesc = []
self.ShTypes = []
self.ShVertCode = []
self.ShFragCode = []
# Make a list of the available shader files ...
#
f = []
for (dirpath, dirnames, filenames) in os.walk(self.Conf.pathShader):
f.extend(filenames)
break
for fName in f:
if (os.path.splitext(fName)[1]).lower() == glo.QDSpy_shaderFileExt:
self.ShFileList.append(self.Conf.pathShader +"\\" +fName)
# Parse each shader file ...
#
isInVert = False
isInFrag = False
for fName in self.ShFileList:
shName = ""
shPara = []
shParaLen = []
shParaDef = []
strShVert = []
strShFrag = []
with open(fName, 'r') as fRef:
for line in fRef:
pos = line.lower().find(glo.QDSpy_shaderFileCmdTok)
if pos >= 0:
# QDS command token found, get parameters into a list ...
#
tmp = (line[pos+len(glo.QDSpy_shaderFileCmdTok):]).strip().split("=")
cmd = [tmp[0].strip()]
if len(tmp) > 1:
tmp = tmp[1].split(";")
for par in tmp:
cmd.append(par.strip())
# Interpret command ...
#
if cmd[0].lower() == ShaderFileCmd.ShaderName:
shName = cmd[1]
elif cmd[0].lower() == ShaderFileCmd.ShaderParamNames:
shPara = cmd[1:]
elif cmd[0].lower() == ShaderFileCmd.ShaderParamLengths:
for tmp in cmd[1:]:
shParaLen.append(int(tmp))
elif cmd[0].lower() == ShaderFileCmd.ShaderParamDefaults:
shParaDef = cmd[1:]
elif cmd[0].lower() == ShaderFileCmd.ShaderVertexStart:
isInVert = True
elif cmd[0].lower() == ShaderFileCmd.ShaderVertexEnd:
isInVert = False
elif cmd[0].lower() == ShaderFileCmd.ShaderFragmentStart:
isInFrag = True
elif cmd[0].lower() == ShaderFileCmd.ShaderFragmentEnd:
isInFrag = False
else:
if isInVert:
strShVert.append(line)
elif isInFrag:
strShFrag.append(line)
# Close file and append shader description and code to the lists
#
fRef.close()
self.ShDesc.append([shName, shPara, shParaLen, shParaDef])
self.ShVertCode.append(strShVert)
self.ShFragCode.append(strShFrag)
self.ShTypes.append(shName)
ssp.Log.write("{0:8}".format(
" WARNING" if len(self.ShTypes) == 0 else " "),
"{0} shader type(s) found".format(len(self.ShTypes)))
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
def getShaderTypes(self):
# Returns list of loaded shader types
#
return self.ShTypes
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
def getShaderTypeIndex(self, _shType):
# Returns index of shader type
#
try:
return self.ShTypes.index(_shType)
except ValueError:
return -1
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
def getDefaultParams(self, _shType):
# Returns list of default parameter vales for the shader type
#
res = []
try:
iShD = self.ShTypes.index(_shType)
for i, par in enumerate(self.ShDesc[iShD][3]):
if self.ShDesc[iShD][2][i] == 1:
# Is singular value
#
res.append(float(par))
else:
# Multiple values, add as tuple
#
tmp = par.strip("()").split(",")
sub = []
for elem in tmp:
sub.append(float(elem))
res.append(tuple(sub))
except ValueError:
pass
return res
# - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
def createShader(self, _shType):
# Load a pair of vertex and fragment shader from the standard
# folder, create a shader program, compile and link the shader
# code and return reference
#
shader = None
try:
iShD = self.ShTypes.index(_shType)
shader = Shader(self.ShVertCode[iShD], self.ShFragCode[iShD])
except ValueError:
pass
if shader.nErrors > 0:
ssp.Log.write("ERROR", "Creating shader(s) failed:")
for msg in shader.errStrs:
ssp.Log.write(" ", msg)
return None
return shader
# ---------------------------------------------------------------------