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File: ShaderFlow/Shader.py

ShaderFlow.Shader

WATCHDOG

WATCHDOG = Observer()

ShaderDumper

Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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@define
class ShaderDumper:
    shader: ShaderProgram # Fixme: Extending a parent class with refactored functionality
    """Parent ShaderObject instance"""

    error: str
    """str(_moderngl.Error) exception"""

    fragment: str
    """Potentially faulty Fragment shader"""

    vertex: str
    """Potentially faulty Vertex shader"""

    context: int = 5
    """Number of lines to show before and after the faulty line"""

    _parser = re.compile(r"^0\((\d+)\)\s*:\s*error\s* (\w+):\s(.*)", re.MULTILINE)

    @property
    def code(self) -> str:
        """Simple heuristic to choose what shader cause the error"""
        if ("fragment_shader" in self.error):
            return self.fragment
        elif ("vertex_shader" in self.error):
            return self.vertex
        raise RuntimeError(f"Cannot determine shader from error: {self.error}")

    @property
    def lines(self) -> list[str]:
        return self.code.splitlines()

    def dump(self):
        directory = Broken.PROJECT.DIRECTORIES.DUMP
        # BrokenPath.remove(directory, echo=False)
        self.shader.log_error(f"Dumping shaders to {directory}")
        (directory/f"{self.shader.uuid}.frag").write_text(self.fragment, encoding="utf-8")
        (directory/f"{self.shader.uuid}.vert").write_text(self.vertex, encoding="utf-8")
        (directory/f"{self.shader.uuid}-error.md" ).write_text(self.error, encoding="utf-8")

        import rich
        from rich.panel import Panel
        from rich.syntax import Syntax

        # Visual only: Print highlighted code panels of all errors
        for match in ShaderDumper._parser.finditer(self.error):
            lineno, errno, message = match.groups()
            lineno = int(lineno)
            start  = max(0, lineno - self.context - 1)
            end    = min(len(self.lines), lineno + self.context)
            code   = []

            for i, line in enumerate(self.lines[start:end]):
                div = (">" if (i+start+1 == lineno) else "|")
                code.append(f"({i+start+1:3d}) {div} {line}")

            rich.print(Panel(
                Syntax(code='\n'.join(code), lexer="glsl"),
                title=f"({errno} at Module #{self.shader.uuid}, Line {lineno}): {message}",
            ))
            break

shader

shader: ShaderProgram

Parent ShaderObject instance

error

error: str

str(_moderngl.Error) exception

fragment

fragment: str

Potentially faulty Fragment shader

vertex

vertex: str

Potentially faulty Vertex shader

context

context: int = 5

Number of lines to show before and after the faulty line

code

code: str

Simple heuristic to choose what shader cause the error

lines

lines: list[str]

dump

dump()
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def dump(self):
    directory = Broken.PROJECT.DIRECTORIES.DUMP
    # BrokenPath.remove(directory, echo=False)
    self.shader.log_error(f"Dumping shaders to {directory}")
    (directory/f"{self.shader.uuid}.frag").write_text(self.fragment, encoding="utf-8")
    (directory/f"{self.shader.uuid}.vert").write_text(self.vertex, encoding="utf-8")
    (directory/f"{self.shader.uuid}-error.md" ).write_text(self.error, encoding="utf-8")

    import rich
    from rich.panel import Panel
    from rich.syntax import Syntax

    # Visual only: Print highlighted code panels of all errors
    for match in ShaderDumper._parser.finditer(self.error):
        lineno, errno, message = match.groups()
        lineno = int(lineno)
        start  = max(0, lineno - self.context - 1)
        end    = min(len(self.lines), lineno + self.context)
        code   = []

        for i, line in enumerate(self.lines[start:end]):
            div = (">" if (i+start+1 == lineno) else "|")
            code.append(f"({i+start+1:3d}) {div} {line}")

        rich.print(Panel(
            Syntax(code='\n'.join(code), lexer="glsl"),
            title=f"({errno} at Module #{self.shader.uuid}, Line {lineno}): {message}",
        ))
        break

ShaderProgram

Bases: ShaderModule

Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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@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()

version

version: int = 330

OpenGL Version to use for the shader

clear

clear: bool = False

Clear the final texture before rendering

instances

instances: int = 1

Number of gl_InstanceID's to render per render pass

texture

texture: ShaderTexture = None

ShaderTexture Module that this Shader renders to in layers and temporal

build

build()
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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")

vertex_variables

vertex_variables: OrderedSet = Factory(OrderedSet)

Variables metaprogramming that will be added to the Vertex Shader

fragment_variables

fragment_variables: OrderedSet = Factory(OrderedSet)

Variables metaprogramming that will be added to the Fragment Shader

vertex_variable

vertex_variable(variable: ShaderVariable) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def vertex_variable(self, variable: ShaderVariable) -> None:
    self.vertex_variables.add(variable)

fragment_variable

fragment_variable(variable: ShaderVariable) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def fragment_variable(self, variable: ShaderVariable) -> None:
    self.fragment_variables.add(variable)

common_variable

common_variable(variable: ShaderVariable) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def common_variable(self, variable: ShaderVariable) -> None:
    self.fragment_variable(variable)
    self.vertex_variable(variable)

traverse_variable

traverse_variable(variable: ShaderVariable) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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

vbo: moderngl.Buffer = None

Buffer object for the vertices of the shader

vao

vao: moderngl.VertexArray = None

State object for the 'rendering' of the shader

add_vertice

add_vertice(
    x: float = 0, y: float = 0, u: float = 0, v: float = 0
) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def add_vertice(self, x: float=0, y: float=0, u: float=0, v: float=0) -> None:
    self.vertices.extend((x, y, u, v))

vao_definition

vao_definition: tuple[str]

Outputs: ("2f 2f", "render_vertex", "coords_vertex")

include_directories

include_directories: OrderedSet[Path] = Factory(
    lambda: OrderedSet((SHADERFLOW.RESOURCES.SHADERS,))
)

make_vertex

make_vertex(content: str) -> str
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def make_vertex(self, content: str) -> str:
    return self._build_shader(
        content=LoadString(content),
        variables=self.vertex_variables,
        _type="VERTEX"
    )

vertex

vertex: str

make_fragment

make_fragment(content: str) -> str
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def make_fragment(self, content: str) -> str:
    return self._build_shader(
        content=LoadString(content),
        variables=self.fragment_variables,
        _type="FRAGMENT"
    )

fragment

fragment: str

program

program: moderngl.Program = None

ModernGL 'Compiled Shaders' object

compile

compile(_vertex: str = None, _fragment: str = None) -> Self
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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

set_uniform

set_uniform(name: str, value: Any = None) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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)

get_uniform

get_uniform(name: str) -> Optional[Any]
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def get_uniform(self, name: str) -> Optional[Any]:
    return self.program.get(name, None)

SKIP_GPU

SKIP_GPU: bool = Environment.flag('SKIP_GPU', 0)

Do not render shaders, useful for benchmarking raw Python performance

render_to_fbo

render_to_fbo(
    fbo: moderngl.Framebuffer, clear: bool = True
) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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
    )

use_pipeline

use_pipeline(
    pipeline: Iterable[ShaderVariable], *, _index: int = 0
) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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)

render

render() -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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()

update

update() -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def update(self) -> None:
    self.render()

handle

handle(message: ShaderMessage) -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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def handle(self, message: ShaderMessage) -> None:
    if isinstance(message, ShaderMessage.Shader.Compile):
        self.compile()
    elif isinstance(message, ShaderMessage.Shader.Render):
        self.render()

__ui__

__ui__() -> None
Source code in Projects/ShaderFlow/ShaderFlow/Shader.py
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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()