SOL4Py Class: ZOpenGLShader

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Source code

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# 
#  Copyright (c) 2019 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
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#    it under the terms of the GNU General Public License as published by
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#    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#    GNU General Public License for more details.
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#    You should have received a copy of the GNU General Public License
#    along with this program.  If not, see <http://www.gnu.org/licenses/>.
#
#******************************************************************************/

#  ZOpenGLShader.py

# encoding: utf-8

import sys
import os
import traceback

import math
#import OpenGL

from SOL4Py.opengl.ZOpenGLObject import *

#ifdef GL_VERSION_2_0


class ZOpenGLShader(ZOpenGLObject):
  
  ## This constructor will simply create a shader object.
  # You shoud call load_file or load_string to load and compile 
  #a source for the shader. 
  
  def __init__(self,  type):
    self.type = type
    super().__init__()
    self.shader = self.INVALID_VALUE
    # 1 Create shader
    self.shader = self.create(type)
    if self.shader == 0: 
      raise ValueError("Failed to createShader: " + str(type)) 
    
      
  def load_file(self, filename):
    # 1 Read source from a file
    self.fullpath = os.path.abspath(filename)
    print(self.fullpath)
    
    #with open(self.fullpath, "r", "utf-8") as shader_file:
    with open(self.fullpath, "r") as shader_file:
      source = shader_file.read()
       
      # 2 Set the source to the self.shader 
      self.setShaderSource(source)
    
    # 3 Compile
    self.compile()


  def load_string(self, source):
    # 1 Set the source to the self.shader 
    self.setShaderSource(source)
    
    # 2 Compile
    self.compile()


  def create(self, type):
    return glCreateShader(type)

  
  def setShaderSource(self, string):
    glShaderSource(self.shader, string)


  def  compile(self):
    glCompileShader(self.shader)
    compiled = self.getShader(GL_COMPILE_STATUS)
    if compiled == GL_FALSE: 
      self.delete()
      error = self.getShaderInfoLog()
      raise RuntimeError("Failed to compile a shader " + self.fullpath + " Error: " + error)


  def delete(self):
    if self.shader > 0: 
      glDeleteShader(self.shader)
      
    self.shader = self.INVALID_VALUE


  def getShaderInfoLog(self, decoding="utf-8"):
    return glGetShaderInfoLog(self.shader).decode(decoding)


  def getShaderSource(self, decoding="utf-8"):
    return glGetShaderSource(self.shader).decode(decoding)


  """
  getShader:  pname takes one of the following values:
   GL_SHADER_TYPE,
   GL_DELETE_STATUS
   GL_COMPILE_STATUS
   GL_INFO_LOG_LENGTH
   GL_SHADER_SOURCE_LENGTH
  """
  
  def getShader(self, pname):
    # This will return value for param.
    return glGetShaderiv(self.shader, pname)
  

  def getShaderType(self):
    return self.getShader(GL_SHADER_TYPE)


  def getDeleteStatus(self):
    return getShader(GL_DELETE_STATUS)
  

  def getCompileStatus(self):
    return self.getShader(GL_COMPILE_STATUS)


  def getInfoLogLength(self):
    return self.getShader(GL_INFO_LOG_LENGTH)


  def getShaderSourceLength(self):
    return self.getShader(GL_SHADER_SOURCE_LENGTH)


  def isShader(self):
    return glIsShader(self.shader)



#endif


Last modified: 20 Sep. 2019

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