diff --git a/game/camera.py b/game/camera.py
index d50e3a9..39c4d63 100644
--- a/game/camera.py
+++ b/game/camera.py
@@ -13,14 +13,7 @@
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see .
-from engine import vec3_origin, mat4, mat4_projection, mat4_orbit, resolve_input, set_input_mat4
-
-class _Inputs:
- __slots__ = 'projection', 'view'
-
- def __init__(self, shader, projection, view):
- self.projection = resolve_input(shader, projection)
- self.view = resolve_input(shader, view)
+from engine import vec3_origin, mat4, mat4_projection, mat4_orbit, set_input_mat4
class Camera:
__slots__ = 'yaw', 'pitch', 'distance', 'projection', 'view'
@@ -44,9 +37,6 @@ class Camera:
def to_km(self):
mat4_orbit(self.view, vec3_origin, self.yaw, self.pitch, self.distance * 0.001)
- def resolve_inputs(self, shader, projection = b'u_projection', view = b'u_view'):
- return _Inputs(shader, projection, view)
-
- def update_inputs(self, inputs):
- set_input_mat4(inputs.projection, self.projection)
- set_input_mat4(inputs.view, self.view)
+ def set_inputs(self, shader):
+ set_input_mat4(shader.u_projection, self.projection)
+ set_input_mat4(shader.u_view, self.view)
diff --git a/game/environment.py b/game/environment.py
index 2c718b6..c2cdc25 100644
--- a/game/environment.py
+++ b/game/environment.py
@@ -14,7 +14,7 @@
# along with this program. If not, see .
from math import radians, cos
-from engine import vec3, mat4_mul_vec3, resolve_input, set_input_vec3
+from engine import vec3, mat4_mul_vec3, set_input_vec3
from game.math import vec3_up, vec3_add, vec3_sub, vec3_scale, vec3_mul, vec3_dot
def _angles(start, end):
@@ -62,16 +62,6 @@ def _resolve_color(ranges, c):
w, (a, b) = _resolve(ranges, c)
return vec3_add(a, vec3_scale(b, w))
-class _Inputs:
- __slots__ = 'light_direction', 'light_color', 'horizon_color', 'sky_color', 'sun_color'
-
- def __init__(self, shader):
- self.light_direction = resolve_input(shader, b'u_light_direction')
- self.light_color = resolve_input(shader, b'u_light_color')
- self.horizon_color = resolve_input(shader, b'u_horizon_color')
- self.sky_color = resolve_input(shader, b'u_sky_color')
- self.sun_color = resolve_input(shader, b'u_sun_color')
-
class Environment:
__slots__ = 'light_direction', 'light_color', 'horizon_color', 'sky_color', 'sun_color'
@@ -91,12 +81,9 @@ class Environment:
self.sky_color.set(*vec3_scale(_resolve_color(_sky_color, c), light_power))
self.sun_color.set(*_resolve_color(_sun_color, c))
- def resolve_inputs(self, shader):
- return _Inputs(shader)
-
- def update_inputs(self, inputs):
- set_input_vec3(inputs.light_direction, self.light_direction)
- set_input_vec3(inputs.light_color, self.light_color)
- set_input_vec3(inputs.horizon_color, self.horizon_color)
- set_input_vec3(inputs.sky_color, self.sky_color)
- set_input_vec3(inputs.sun_color, self.sun_color)
+ def set_inputs(self, shader):
+ set_input_vec3(shader.u_light_direction, self.light_direction)
+ set_input_vec3(shader.u_light_color, self.light_color)
+ set_input_vec3(shader.u_horizon_color, self.horizon_color)
+ set_input_vec3(shader.u_sky_color, self.sky_color)
+ set_input_vec3(shader.u_sun_color, self.sun_color)
diff --git a/game/game.py b/game/game.py
index f80eb4f..ad30abe 100644
--- a/game/game.py
+++ b/game/game.py
@@ -20,9 +20,9 @@ from ctypes import Structure
from engine import *
from game import math
-from game import shader
from game import triangles
from game import sea
+from game.shader import Shader
from game.generator import Generator
from game.resources import RuntimeArchive
from game.batch import Batch
@@ -53,9 +53,9 @@ def main():
mouse = Mouse(events, wheel = 60, wheel_min = 20)
keyboard = Keyboard(events)
render_initialize(__debug__)
- terrain_shader = shader.load('terrain', 'common')
- tests_shader = shader.load('tests', 'common')
- sky_shader = shader.load('sky')
+ terrain_shader = Shader('terrain', 'common')
+ tests_shader = Shader('tests', 'common')
+ sky_shader = Shader('sky')
heightmap = create_texture(
TEXTURE_FORMAT_FLOAT_32, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
@@ -127,21 +127,13 @@ def main():
cube_id = cube_model.spawn(tests_batch, cube_spawn_translation, mat3_identity)
clouds_id = clouds_model.spawn(tests_batch, vec3(0.0, 0.0, 32.0), mat3_identity)
- sea_phase = resolve_input(sky_shader, b'u_sea_phase')
sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
sky_triangles = create_triangles(triangles.sky_triangles(64, proj_far_z - 0.1, proj_ratio))
camera = Camera()
camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
- terrain_camera_inputs = camera.resolve_inputs(terrain_shader)
- tests_camera_inputs = camera.resolve_inputs(tests_shader)
- sky_camera_inputs = camera.resolve_inputs(sky_shader)
-
environment = Environment()
- terrain_environment_inputs = environment.resolve_inputs(terrain_shader)
- tests_environment_inputs = environment.resolve_inputs(tests_shader)
- sky_environment_inputs = environment.resolve_inputs(sky_shader)
blob_translation = tests_batch.translation[blob_id]
cube_translation = tests_batch.translation[cube_id]
@@ -176,9 +168,9 @@ def main():
camera.set_view(camera_yaw, camera_pitch, camera_distance)
environment.from_sun(camera.view, sun_direction, sun_power)
- select_shader(terrain_shader)
- camera.update_inputs(terrain_camera_inputs)
- environment.update_inputs(terrain_environment_inputs)
+ terrain_shader.select()
+ camera.set_inputs(terrain_shader)
+ environment.set_inputs(terrain_shader)
select_texture(0, tiles_texture)
select_texture(1, heightmap)
select_texture(2, normalmap)
@@ -188,7 +180,7 @@ def main():
unselect_texture(0, tiles_texture)
unselect_texture(1, heightmap)
unselect_texture(2, normalmap)
- unselect_shader(terrain_shader)
+ terrain_shader.unselect()
rotation = mat3()
mat3_rotation(rotation, vec3_up, (current_time * 0.21) % tau)
@@ -197,9 +189,9 @@ def main():
mat3_rotation(cube_orientation, vec3_up, (current_time * 0.43) % tau)
mat3_rotation(clouds_orientation, vec3_up, (current_time * -0.037) % tau)
- select_shader(tests_shader)
- camera.update_inputs(tests_camera_inputs)
- environment.update_inputs(tests_environment_inputs)
+ tests_shader.select()
+ camera.set_inputs(tests_shader)
+ environment.set_inputs(tests_shader)
select_texture(0, tests_texture)
select_texture(1, heightmap)
select_texture(2, normalmap)
@@ -207,20 +199,20 @@ def main():
unselect_texture(0, tests_texture)
unselect_texture(1, heightmap)
unselect_texture(2, normalmap)
- unselect_shader(tests_shader)
+ tests_shader.unselect()
camera.to_km()
- select_shader(sky_shader)
- camera.update_inputs(sky_camera_inputs)
- environment.update_inputs(sky_environment_inputs)
- set_input_float(sea_phase, (current_time * 0.023) % 1.0)
+ sky_shader.select()
+ camera.set_inputs(sky_shader)
+ environment.set_inputs(sky_shader)
+ set_input_float(sky_shader.u_sea_phase, (current_time * 0.023) % 1.0)
select_texture(0, sea_polar_textures)
select_texture(1, sea_detail_texture)
draw_triangles(sky_triangles)
unselect_texture(0, sea_polar_textures)
unselect_texture(1, sea_detail_texture)
- unselect_shader(sky_shader)
+ sky_shader.unselect()
frame_end = time.thread_time()
end_frame()
@@ -272,9 +264,9 @@ def main():
destroy_texture(normalmap)
destroy_triangles(sky_triangles)
archive.destroy()
- destroy_shader(terrain_shader)
- destroy_shader(tests_shader)
- destroy_shader(sky_shader)
+ del terrain_shader
+ del tests_shader
+ del sky_shader
render_terminate()
del events
destroy_display(display)
diff --git a/game/shader.py b/game/shader.py
index 76068ac..68374bb 100644
--- a/game/shader.py
+++ b/game/shader.py
@@ -15,9 +15,7 @@
from pathlib import Path
-from engine import load_shader
-
-#TODO: preprocessing (at least includes)
+from engine import load_shader, resolve_input, select_shader, unselect_shader, destroy_shader
def _cleanup(line):
return line.partition('//')[0].strip()
@@ -34,9 +32,9 @@ def _subst(line):
return lines
return [line]
-def _load_source(_path):
- assert _path.exists()
- lines = filter(_filter, map(_cleanup, open(_path, 'rt')))
+def _load_source(path):
+ assert path.exists()
+ lines = filter(_filter, map(_cleanup, open(path, 'rt')))
source = []
for line in lines:
source.extend(_subst(line))
@@ -45,14 +43,41 @@ def _load_source(_path):
def _convert(line):
return bytes(line, 'utf-8') + b'\n'
-def load(vert_name, frag_name = ''):
- path = Path('.') / 'game' / 'shaders'
- if not frag_name:
- frag_name = vert_name
- print("Loading vertex shader", vert_name)
- vert_lines = list(map(_convert, _load_source(path / (vert_name + '_opengles.vert'))))
- assert vert_lines
- print("Loading fragment shader", frag_name)
- frag_lines = list(map(_convert, _load_source(path / (frag_name + '_opengles.frag'))))
- assert frag_lines
- return load_shader(vert_lines, frag_lines)
+def _parse(shader, vert_lines, frag_lines):
+ uniforms = []
+ for line in vert_lines:
+ if line.startswith('uniform '):
+ uniforms.append(line.split()[-1].strip(';'))
+ for line in frag_lines:
+ if line.startswith('uniform '):
+ name = line.split()[-1].strip(';')
+ if name not in uniforms:
+ uniforms.append(name)
+ for name in uniforms:
+ setattr(shader, name, resolve_input(shader._shader, bytes(name, 'utf-8')))
+
+class Shader:
+ __slots__ = '_shader', '__dict__'
+
+ def __init__(self, vert_name, frag_name = ''):
+ path = Path('.') / 'game' / 'shaders'
+ assert path.exists()
+ if not frag_name:
+ frag_name = vert_name
+ print("Loading vertex shader", vert_name)
+ vert_lines = _load_source(path / (vert_name + '_opengles.vert'))
+ assert vert_lines
+ print("Loading fragment shader", frag_name)
+ frag_lines = _load_source(path / (frag_name + '_opengles.frag'))
+ assert frag_lines
+ self._shader = load_shader(list(map(_convert, vert_lines)), list(map(_convert, frag_lines)))
+ _parse(self, vert_lines, frag_lines)
+
+ def __del__(self):
+ destroy_shader(self._shader)
+
+ def select(self):
+ select_shader(self._shader)
+
+ def unselect(self):
+ unselect_shader(self._shader)