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444 | @define
class ShaderProgram(ShaderModule):
version: int = 330
"""OpenGL Version to use for the shader"""
clear: bool = False
"""Clear the final texture before rendering"""
instances: int = 1
"""Number of gl_InstanceID's to render per render pass"""
texture: ShaderTexture = None
"""ShaderTexture Module that this Shader renders to in layers and temporal"""
def build(self):
self.texture = ShaderTexture(scene=self.scene, name=self.name, track=True)
self.fragment_variable(OutVariable("vec4", "fragColor"))
self.vertex_variable(InVariable("vec2", "vertex_position"))
self.vertex_variable(InVariable("vec2", "vertex_gluv"))
self.traverse_variable(ShaderVariable("vec2", "fragCoord"))
self.traverse_variable(ShaderVariable("vec2", "stxy"))
self.traverse_variable(ShaderVariable("vec2", "glxy"))
self.traverse_variable(ShaderVariable("vec2", "stuv"))
self.traverse_variable(ShaderVariable("vec2", "astuv"))
self.traverse_variable(ShaderVariable("vec2", "gluv"))
self.traverse_variable(ShaderVariable("vec2", "agluv"))
self.traverse_variable(FlatVariable("int", "instance"))
# Add a fullscreen center-(0, 0) uv rectangle
for x, y in itertools.product((-1, 1), (-1, 1)):
self.add_vertice(x=x, y=y, u=x, v=y)
# Load default vertex and fragment shaders
self.vertex = (SHADERFLOW.RESOURCES.VERTEX/"Default.glsl")
self.fragment = (SHADERFLOW.RESOURCES.FRAGMENT/"Default.glsl")
# # Variable handling
vertex_variables: OrderedSet = Factory(OrderedSet)
"""Variables metaprogramming that will be added to the Vertex Shader"""
fragment_variables: OrderedSet = Factory(OrderedSet)
"""Variables metaprogramming that will be added to the Fragment Shader"""
def vertex_variable(self, variable: ShaderVariable) -> None:
self.vertex_variables.add(variable)
def fragment_variable(self, variable: ShaderVariable) -> None:
self.fragment_variables.add(variable)
def common_variable(self, variable: ShaderVariable) -> None:
self.fragment_variable(variable)
self.vertex_variable(variable)
def traverse_variable(self, variable: ShaderVariable) -> None:
self.fragment_variable(variable.copy(direction="in"))
self.vertex_variable(variable.copy(direction="out"))
# # Vertices
vertices: list[float] = Factory(list)
"""Vertices of the shader. More often than not, a Fullscreen Quad"""
vbo: moderngl.Buffer = None
"""Buffer object for the vertices of the shader"""
vao: moderngl.VertexArray = None
"""State object for the 'rendering' of the shader"""
def add_vertice(self, x: float=0, y: float=0, u: float=0, v: float=0) -> None:
self.vertices.extend((x, y, u, v))
@property
def vao_definition(self) -> tuple[str]:
"""Outputs: ("2f 2f", "render_vertex", "coords_vertex")"""
sizes, names = [], []
for variable in self.vertex_variables:
if variable.direction == "in":
sizes.append(variable.size_string)
names.append(variable.name)
return (" ".join(sizes), *names)
# # Metaprogramming
include_directories: OrderedSet[Path] = Factory(lambda: OrderedSet((
SHADERFLOW.RESOURCES.SHADERS,
)))
_include_regex = re.compile(r'^\s*#include\s+"(.+)"\s*$', re.MULTILINE)
"""Finds all whole lines `#include "file"` directives in the shader"""
def _build_shader(self,
content: LoadableString,
variables: Iterable[ShaderVariable],
*, _type: str
) -> str:
"""Build the final shader from the contents provided"""
separator: str = ("// " + "-"*96 + "|\n")
code: deque[LoadableString] = deque()
@contextlib.contextmanager
def section(name: str=""):
code.append(f"\n\n{separator}")
code.append(f"// Metaprogramming ({name})\n")
yield None
# Must define version first; fixed headers
code.append(f"#version {self.version}")
code.append(f"#define {_type}")
with section("Variables"):
code.extend(item.declaration for item in variables)
# Fixme: Inject defines after content includes; deprecate this
with section("Include - ShaderFlow"):
code.append(SHADERFLOW.RESOURCES.SHADERS_INCLUDE/"ShaderFlow.glsl")
# Add all modules includes to the shader
for module in self.scene.modules:
for defines in module.defines():
code.append(defines)
for include in filter(None, module.includes()):
with section(f"Include - {type(module).__name__}@{module.uuid}"):
code.append(include)
# Add shader content itself
with section("Content"):
code.append(content)
# Join all parts for includes post-processing
code: str = '\n'.join(map(LoadString, code))
# Solve includes recursively until no more are found
while (match := ShaderProgram._include_regex.search(code)):
replaces, include = match.group(0), match.group(1)
# Optimization: Skip already included to avoid clutter
if (tag := f"// Include - {include}") in code:
code = code.replace(replaces, "")
continue
# Note: Breaks to guarantee order of includes
for directory in self.include_directories:
if (path := next(directory.rglob(include))):
code = code.replace(replaces, dedent(f"""
{separator}{tag}{separator}
{path.read_text("utf-8")}
"""))
self._watchshader(path)
break
else:
raise FileNotFoundError(f"Include file {include} not found in include directories")
return code
# # Hot reloading
def _watchshader(self, path: Path) -> Any:
from watchdog.events import FileSystemEventHandler
@define(eq=False)
class Handler(FileSystemEventHandler):
shader: ShaderProgram
def on_modified(self, event):
if (not self.shader.scene.freewheel):
self.shader.scene.scheduler.once(self.shader.compile)
# Add the Shader Path to the watchdog for changes. Only ignore 'File Too Long'
# exceptions when non-path strings as we can't get max len easily per system
try:
if (path := BrokenPath.get(path, exists=True)):
WATCHDOG.schedule(Handler(self), path)
except OSError as error:
if error.errno != errno.ENAMETOOLONG:
raise error
return path
# # Vertex shader
_vertex: Union[Path, str] = ""
"""The 'User Content' of the Vertex Shader, interted after the Metaprogramming.
A Path value will be watched for changes and shaders will be automatically reloaded"""
def make_vertex(self, content: str) -> str:
return self._build_shader(
content=LoadString(content),
variables=self.vertex_variables,
_type="VERTEX"
)
@property
def vertex(self) -> str:
return self.make_vertex(self._vertex)
@vertex.setter
def vertex(self, value: Union[Path, str]):
self._watchshader(value)
self._vertex = value
# # Fragment shader
_fragment: Union[Path, str] = ""
"""The 'User Content' of the Fragment Shader, interted after the Metaprogramming.
A Path value will be watched for changes and shaders will be automatically reloaded"""
def make_fragment(self, content: str) -> str:
return self._build_shader(
content=LoadString(content),
variables=self.fragment_variables,
_type="FRAGMENT"
)
@property
def fragment(self) -> str:
return self.make_fragment(self._fragment)
@fragment.setter
def fragment(self, value: Union[Path, str]):
self._watchshader(value)
self._fragment = value
# # Rendering
program: moderngl.Program = None
"""ModernGL 'Compiled Shaders' object"""
def compile(self, _vertex: str=None, _fragment: str=None) -> Self:
# Add pipeline variable definitions
for variable in self.full_pipeline():
self.common_variable(variable)
# Metaprogram either injected or proper shaders
fragment = self.make_fragment(_fragment or self._fragment)
vertex = self.make_vertex(_vertex or self._vertex)
try:
self.program = self.scene.opengl.program(vertex, fragment)
except _moderngl.Error as error:
ShaderDumper(
shader=self,
error=str(error),
vertex=vertex,
fragment=fragment
).dump()
if (_vertex or _fragment):
raise RuntimeError(self.log_error("Recursion on Missing Texture Shader Loading"))
self.log_error("Error compiling shaders, loading missing texture shader")
self.compile(
_vertex =LoadString(SHADERFLOW.RESOURCES.VERTEX/"Default.glsl"),
_fragment=LoadString(SHADERFLOW.RESOURCES.FRAGMENT/"Missing.glsl")
)
# Render the vertices that are defined on the shader
self.vbo = self.scene.opengl.buffer(numpy.array(self.vertices, dtype="f4"))
self.vao = self.scene.opengl.vertex_array(
self.program, [(self.vbo, *self.vao_definition)],
skip_errors=True
)
return self
# # Uniforms
def set_uniform(self, name: str, value: Any=None) -> None:
if (self.program is None):
raise RuntimeError(self.log_error("Shader hasn't been compiled yet"))
if (value is not None) and (uniform := self.program.get(name, None)):
uniform.value = denum(value)
def get_uniform(self, name: str) -> Optional[Any]:
return self.program.get(name, None)
# # Module
SKIP_GPU: bool = Environment.flag("SKIP_GPU", 0)
"""Do not render shaders, useful for benchmarking raw Python performance"""
def render_to_fbo(self, fbo: moderngl.Framebuffer, clear: bool=True) -> None:
if self.SKIP_GPU:
return
fbo.use()
clear or fbo.clear()
self.vao.render(
moderngl.TRIANGLE_STRIP,
instances=self.instances
)
def use_pipeline(self, pipeline: Iterable[ShaderVariable], *, _index: int=0) -> None:
for variable in pipeline:
# if variable not in self.fragment_variables:
# self.load_shaders()
if (variable.type == "sampler2D"):
self.set_uniform(variable.name, _index)
variable.value.use(_index)
_index += 1
continue
self.set_uniform(variable.name, variable.value)
def render(self) -> None:
# Optimization: Final shader doesn't need the full pipeline
if self.texture.final:
self.use_pipeline(self.scene.shader.texture.pipeline())
self.use_pipeline((
Uniform("vec2", "iResolution", self.scene.resolution),
Uniform("int", "iSubsample", self.scene.subsample),
))
self.render_to_fbo(self.texture.fbo, clear=False)
return None
self.use_pipeline(self.full_pipeline())
# Optimization: Only the iLayer uniform changes
for layer, box in enumerate(self.texture.row(0)):
self.set_uniform("iLayer", layer)
self.render_to_fbo(fbo=box.fbo, clear=box.clear)
self.texture.roll()
def update(self) -> None:
self.render()
def handle(self, message: ShaderMessage) -> None:
if isinstance(message, ShaderMessage.Shader.Compile):
self.compile()
elif isinstance(message, ShaderMessage.Shader.Render):
self.render()
def __ui__(self) -> None:
if imgui.button("Reload"):
self.compile()
imgui.same_line()
if imgui.button("Dump"):
self.dump_shaders()
if imgui.tree_node("Pipeline"):
for variable in self.full_pipeline():
imgui.text(f"{variable.name.ljust(16)}: {variable.value}")
imgui.tree_pop()
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