154 lines
4.2 KiB
Python
154 lines
4.2 KiB
Python
import OpenGL.GL as gl
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class ShaderManager:
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def __init__(self):
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self.program = None
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self.bg_program = None
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self.pp_program = None
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def compile_shader(self, vertex_src: str, fragment_src: str) -> int:
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program = gl.glCreateProgram()
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def _compile(src, shader_type):
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shader = gl.glCreateShader(shader_type)
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gl.glShaderSource(shader, src)
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gl.glCompileShader(shader)
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if not gl.glGetShaderiv(shader, gl.GL_COMPILE_STATUS):
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info_log = gl.glGetShaderInfoLog(shader)
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if hasattr(info_log, "decode"):
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info_log = info_log.decode()
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raise RuntimeError(f"Shader compilation failed: {info_log}")
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return shader
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vert_shader = _compile(vertex_src, gl.GL_VERTEX_SHADER)
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frag_shader = _compile(fragment_src, gl.GL_FRAGMENT_SHADER)
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gl.glAttachShader(program, vert_shader)
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gl.glAttachShader(program, frag_shader)
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gl.glLinkProgram(program)
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if not gl.glGetProgramiv(program, gl.GL_LINK_STATUS):
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info_log = gl.glGetProgramInfoLog(program)
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if hasattr(info_log, "decode"):
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info_log = info_log.decode()
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raise RuntimeError(f"Program linking failed: {info_log}")
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gl.glDeleteShader(vert_shader)
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gl.glDeleteShader(frag_shader)
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self.program = program
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return program
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def update_uniforms(self, uniforms: dict):
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if self.program is None:
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return
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for name, value in uniforms.items():
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loc = gl.glGetUniformLocation(self.program, name)
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if loc == -1:
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continue
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if isinstance(value, float):
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gl.glUniform1f(loc, value)
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elif isinstance(value, int):
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gl.glUniform1i(loc, value)
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elif isinstance(value, (list, tuple)):
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if len(value) == 2:
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gl.glUniform2f(loc, value[0], value[1])
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elif len(value) == 3:
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gl.glUniform3f(loc, value[0], value[1], value[2])
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elif len(value) == 4:
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gl.glUniform4f(loc, value[0], value[1], value[2], value[3])
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def setup_background_shader(self):
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vertex_src = """
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#version 330 core
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const vec2 positions[4] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2( 1.0, 1.0)
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);
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void main() {
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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}
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"""
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fragment_src = """
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#version 330 core
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uniform float u_time;
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uniform vec2 u_resolution;
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out vec4 FragColor;
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution.xy;
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vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4));
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FragColor = vec4(col, 1.0);
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}
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"""
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self.bg_program = self.compile_shader(vertex_src, fragment_src)
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def render_background(self, width, height, time):
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if not self.bg_program:
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return
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gl.glUseProgram(self.bg_program)
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u_time_loc = gl.glGetUniformLocation(self.bg_program, "u_time")
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if u_time_loc != -1:
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gl.glUniform1f(u_time_loc, float(time))
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u_res_loc = gl.glGetUniformLocation(self.bg_program, "u_resolution")
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if u_res_loc != -1:
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gl.glUniform2f(u_res_loc, float(width), float(height))
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
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gl.glUseProgram(0)
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def setup_post_process_shader(self):
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vertex_src = """
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#version 330 core
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const vec2 positions[4] = vec2[](
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vec2(-1.0, -1.0),
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vec2( 1.0, -1.0),
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vec2(-1.0, 1.0),
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vec2( 1.0, 1.0)
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);
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const vec2 uvs[4] = vec2[](
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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vec2(1.0, 1.0)
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);
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out vec2 v_uv;
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void main() {
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gl_Position = vec4(positions[gl_VertexID], 0.0, 1.0);
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v_uv = uvs[gl_VertexID];
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}
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"""
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fragment_src = """
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#version 330 core
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in vec2 v_uv;
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uniform sampler2D u_texture;
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uniform float u_time;
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out vec4 FragColor;
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void main() {
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vec4 color = texture(u_texture, v_uv);
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float scanline = sin(v_uv.y * 800.0 + u_time * 2.0) * 0.04;
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color.rgb -= scanline;
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FragColor = color;
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}
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"""
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self.pp_program = self.compile_shader(vertex_src, fragment_src)
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def render_post_process(self, texture_id, width, height, time):
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if not self.pp_program:
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return
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gl.glUseProgram(self.pp_program)
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gl.glActiveTexture(gl.GL_TEXTURE0)
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gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)
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u_tex_loc = gl.glGetUniformLocation(self.pp_program, "u_texture")
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if u_tex_loc != -1:
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gl.glUniform1i(u_tex_loc, 0)
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u_time_loc = gl.glGetUniformLocation(self.pp_program, "u_time")
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if u_time_loc != -1:
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gl.glUniform1f(u_time_loc, float(time))
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gl.glDrawArrays(gl.GL_TRIANGLE_STRIP, 0, 4)
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gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
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gl.glUseProgram(0)
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