Source code for yt.visualization.volume_rendering.shader_objects

# encoding: utf-8
Shader and ShaderProgram wrapper classes for vertex and fragment shaders used 
in Interactive Data Visualization

# ----------------------------------------------------------------------------
# Copyright (c) 2016, yt Development Team.
# Distributed under the terms of the Modified BSD License.
# The full license is in the file COPYING.txt, distributed with this software.
# ----------------------------------------------------------------------------

# This is a part of the experimental Interactive Data Visualization 

import os
import OpenGL.GL as GL
import contextlib
from yt.extern.six import add_metaclass
from collections import OrderedDict
from yt.utilities.exceptions import \
    YTInvalidShaderType, \
    YTUnknownUniformKind, \
from yt.units.yt_array import YTQuantity

known_shaders = {}

[docs]class ShaderProgram(object): ''' Wrapper class that compiles and links vertex and fragment shaders into a shader program. Parameters ---------- vertex_shader : string or :class:`yt.visualization.volume_rendering.shader_objects.VertexShader` The vertex shader used in the Interactive Data Visualization pipeline. fragment_shader : string or :class:`yt.visualization.volume_rendering.shader_objects.FragmentShader` The fragment shader used in the Interactive Data Visualization pipeline. ''' def __init__(self, vertex_shader=None, fragment_shader=None): # Don't allow just one. Either neither or both. if vertex_shader is None and fragment_shader is None: pass elif None not in (vertex_shader, fragment_shader):, fragment_shader) else: raise RuntimeError self._uniform_funcs = OrderedDict()
[docs] def delete_program(self): if self.program is not None: GL.glDeleteProgram(self.program) self.program = None
def _guess_uniform_func(self, value): # We make a best-effort guess. # This does NOT work with arrays of uniforms. # First look at the dtype kind. Fortunately, this falls into either # 'f' or 'i', which matches nicely with OpenGL. # Note that in some implementations, it seems there is also a 'd' type, # but we will not be using that here. if isinstance(value, int): return GL.glUniform1i elif isinstance(value, (YTQuantity, float)): return GL.glUniform1f else: kind = value.dtype.kind if kind not in 'if': raise YTUnknownUniformKind(kind) if len(value.shape) == 1: if value.size > 4: raise YTUnknownUniformSize(value.size) func = self._set_scalar_uniform(kind, value.size) elif len(value.shape) == 2: if value.shape[0] != value.shape[1]: raise YTUnknownUniformSize(value.shape) func = self._set_matrix_uniform(kind, value.shape) else: raise YTUnknownUniformSize(value.shape) return func def _set_scalar_uniform(self, kind, size_spec): gl_func = getattr(GL, "glUniform%s%sv" % (size_spec, kind)) def _func(location, value): return gl_func(location, 1, value) return _func def _set_matrix_uniform(self, kind, size_spec): assert(size_spec[0] == size_spec[1]) gl_func = getattr(GL, "glUniformMatrix%s%sv" % (size_spec[0], kind)) def _func(location, value): return gl_func(location, 1, GL.GL_TRUE, value) return _func def _set_uniform(self, name, value): # We need to figure out how to pass it in. if name not in self._uniform_funcs: self._uniform_funcs[name] = self._guess_uniform_func(value) loc = GL.glGetUniformLocation(self.program, name) return self._uniform_funcs[name](loc, value) @contextlib.contextmanager
[docs] def enable(self): GL.glUseProgram(self.program) yield GL.glUseProgram(0)
[docs] def bind_vert_attrib(self, name, bind_loc, size): loc = GL.glGetAttribLocation(self.program, name) GL.glEnableVertexAttribArray(loc) GL.glBindBuffer(GL.GL_ARRAY_BUFFER, bind_loc) GL.glVertexAttribPointer(loc, size, GL.GL_FLOAT, False, 0, None)
[docs] def disable_vert_attrib(self, name): loc = GL.glGetAttribLocation(self.program, name) GL.glDisableVertexAttribArray(loc)
[docs]class RegisteredShader(type): def __init__(cls, name, b, d): type.__init__(cls, name, b, d) if getattr(cls, "_shader_name", None) is not None: known_shaders[cls._shader_name] = cls
[docs]class Shader(object): ''' Creates a shader from source Parameters ---------- source : str This can either be a string containing a full source of a shader, an absolute path to a source file or a filename of a shader residing in the ./shaders/ directory. ''' _shader = None _source = None _shader_name = None def __init__(self, source=None): if source: self.compile(source) def _get_source(self, source): if ";" in source: # This is probably safe, right? Enh, probably. return source if os.path.isfile(source): sh_directory = '' else: sh_directory = os.path.join(os.path.dirname(__file__), "shaders") fn = os.path.join(sh_directory, source) if not os.path.isfile(fn): raise YTInvalidShaderType(source) return open(fn, 'r').read()
[docs] def compile(self, source = None, parameters = None): if source is None: source = self._source if source is None: raise RuntimeError if parameters is not None: raise NotImplementedError source = self._get_source(source) shader_type_enum = getattr(GL, 'GL_%s_SHADER' % self.shader_type.upper()) shader = GL.glCreateShader(shader_type_enum) # We could do templating here if we wanted. self.shader_source = source GL.glShaderSource(shader, source) GL.glCompileShader(shader) result = GL.glGetShaderiv(shader, GL.GL_COMPILE_STATUS) if not(result): raise RuntimeError(GL.glGetShaderInfoLog(shader)) self._shader = shader
@property def shader(self): if self._shader is None: self.compile() return self._shader
[docs] def delete_shader(self): if self.shader is not None: GL.glDeleteShader(self.shader) self._shader = None
def __del__(self): # This is not guaranteed to be called self.delete_shader()
[docs]class FragmentShader(Shader): '''Wrapper class for fragment shaders''' shader_type = "fragment"
[docs]class VertexShader(Shader): '''Wrapper class for vertex shaders''' shader_type = "vertex"
[docs]class ApplyColormapFragmentShader(FragmentShader): '''A second pass fragment shader used to apply a colormap to the result of the first pass rendering''' _source = "apply_colormap.fragmentshader" _shader_name = "apply_colormap.f"
[docs]class MaxIntensityFragmentShader(FragmentShader): '''A first pass fragment shader that computes Maximum Intensity Projection of the data. See :ref:`projection-types` for more information.''' _source = "max_intensity.fragmentshader" _shader_name = "max_intensity.f"
[docs]class NoOpFragmentShader(FragmentShader): '''A second pass fragment shader that performs no operation. Usually used if the first pass already took care of applying proper color to the data''' _source = "noop.fragmentshader" _shader_name = "noop.f"
[docs]class PassthroughFragmentShader(FragmentShader): '''A first pass fragment shader that performs no operation. Used for debug puproses. It's distinct from NoOpFragmentShader, because of the number of uniforms''' _source = "passthrough.fragmentshader" _shader_name = "passthrough.f"
[docs]class ProjectionFragmentShader(FragmentShader): '''A first pass fragment shader that performs unweighted integration of the data along the line of sight. See :ref:`projection-types` for more information.''' _source = "projection.fragmentshader" _shader_name = "projection.f"
[docs]class TransferFunctionFragmentShader(FragmentShader): '''A first pass fragment shader that performs ray casting using transfer function. See :ref:`volume-rendering-method` for more details.''' _source = "transfer_function.fragmentshader" _shader_name = "transfer_function.f"
[docs]class DefaultVertexShader(VertexShader): '''A first pass vertex shader that tranlates the location of vertices from the world coordinates to the viewing plane coordinates''' _source = "default.vertexshader" _shader_name = "default.v"
[docs]class PassthroughVertexShader(VertexShader): '''A second pass vertex shader that performs no operations on vertices''' _source = "passthrough.vertexshader" _shader_name = "passthrough.v"
[docs]class MeshVertexShader(VertexShader): '''A vertex shader used for unstructured mesh rendering.''' _source = "mesh.vertexshader" _shader_name = "mesh.v"
[docs]class MeshFragmentShader(FragmentShader): '''A vertex shader used for unstructured mesh rendering.''' _source = "mesh.fragmentshader" _shader_name = "mesh.f"