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shader_lib.py
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from __future__ import annotations
import enum
from pathlib import Path
import OpenGL.GL as gl
from .log import logger
from .shader import Shader, ShaderType
from .shader_program import ShaderProgram
class DefaultShader(enum.Enum):
"""
Enum representing the default shaders available in the library.
"""
COLOUR = "nglColourShader"
TEXT = "nglTextShader"
DIFFUSE = "nglDiffuseShader"
CHECKER = "nglCheckerShader"
class _ShaderLib:
"""
Shader library for managing OpenGL shader programs and shaders.
Provides methods to load, compile, link, and use shaders, as well as manage uniforms and uniform blocks.
"""
def __init__(self):
"""
Initialize the shader library with empty registries for shader programs, shaders, and uniform blocks.
"""
self._shader_programs: dict[str, ShaderProgram] = {}
self._shaders: dict[str, Shader] = {}
self._current_shader: str | None = None
self._default_shaders_loaded: bool = False
self._registered_uniform_blocks: dict[str, dict] = {}
def load_shader(
self,
name: str,
vert: str,
frag: str,
geo: str = None,
exit_on_error: bool = True,
) -> bool:
"""
Load, compile, and link a shader program from vertex, fragment, and optionally geometry shader sources.
Args:
name: Name of the shader program.
vert: Path to the vertex shader source file.
frag: Path to the fragment shader source file.
geo: Optional path to the geometry shader source file.
exit_on_error: Whether to exit on shader compilation/linking error.
Returns:
bool: True if the shader program was successfully created, False otherwise.
"""
program = ShaderProgram(name, exit_on_error)
# Load and compile vertex shader
vert_shader = Shader(f"{name}Vertex", ShaderType.VERTEX.value, exit_on_error)
vert_shader.load(vert)
if not vert_shader.compile():
logger.error(f"Failed to compile vertex shader for {name}")
return False
# Load and compile fragment shader
frag_shader = Shader(
f"{name}Fragment", ShaderType.FRAGMENT.value, exit_on_error
)
frag_shader.load(frag)
if not frag_shader.compile():
logger.error(f"Failed to compile fragment shader for {name}")
return False
# Attach compiled shaders to the program
program.attach_shader(vert_shader)
program.attach_shader(frag_shader)
# Optionally load and compile geometry shader
if geo:
geo_shader = Shader(
f"{name}Geometry", ShaderType.GEOMETRY.value, exit_on_error
)
geo_shader.load(geo)
if not geo_shader.compile():
logger.error(f"Failed to compile geometry shader for {name}")
return False
program.attach_shader(geo_shader)
# Link the shader program
if not program.link():
logger.error(f"Failed to link shader program for {name}")
return False
self._shader_programs[name] = program
logger.info(f"Shader program '{name}' created")
return True
def use(self, name: str | None) -> None:
"""
Activate the specified shader program by name, or deactivate shaders if name is None.
Args:
name: Name of the shader program to use, or None to clear the current shader.
"""
# Handle None to clear current shader
if name is None:
gl.glUseProgram(0)
self._current_shader = None
return
# Lazy load default shaders on request
if not self._default_shaders_loaded and name not in self._shader_programs:
logger.warning("Default shaders not loaded loading now")
self._load_default_shaders()
if name in self._shader_programs:
self._shader_programs[name].use()
self._current_shader = name
else:
logger.error(f"Shader '{name}' not found")
gl.glUseProgram(0)
self._current_shader = None
def get_current_shader_name(self) -> str | None:
"""
Get the name of the currently active shader program.
Returns:
str | None: Name of the current shader, or None if no shader is active.
"""
return self._current_shader
def get_program_id(self, name: str) -> int | None:
"""
Get the OpenGL program ID for a shader program by name.
Args:
name: Name of the shader program.
Returns:
int | None: OpenGL program ID, or None if not found.
"""
if name in self._shader_programs:
return self._shader_programs[name].get_id()
return None
def create_shader_program(self, name: str, exit_on_error: bool = True) -> None:
"""
Create a new ShaderProgram and register it by name.
Args:
name: Name of the shader program.
exit_on_error: Whether to exit on error.
"""
self._shader_programs[name] = ShaderProgram(name, exit_on_error)
def attach_shader(
self, name: str, type: ShaderType, exit_on_error: bool = True
) -> None:
"""
Create and register a Shader object by name and type.
Args:
name: Name of the shader.
type: ShaderType (VERTEX, FRAGMENT, GEOMETRY).
exit_on_error: Whether to exit on error.
"""
self._shaders[name] = Shader(name, type.value, exit_on_error)
def load_shader_source(self, name: str, source_file: str) -> None:
"""
Load shader source code from a file into a registered Shader.
Args:
name: Name of the shader.
source_file: Path to the shader source file.
"""
if name in self._shaders:
self._shaders[name].load(source_file)
else:
logger.error(f"Error: shader {name} not found")
def load_shader_source_from_string(self, name: str, source_string: str) -> None:
"""
Load shader source code from a string into a registered Shader.
Args:
name: Name of the shader.
source_string: Shader source code as a string.
"""
if name in self._shaders:
self._shaders[name].load_shader_source_from_string(source_string)
else:
logger.error(f"Error: shader {name} not found")
def compile_shader(self, name: str) -> bool:
"""
Compile a registered Shader by name.
Args:
name: Name of the shader.
Returns:
bool: True if compilation succeeded, False otherwise.
"""
if name in self._shaders:
return self._shaders[name].compile()
else:
logger.error(f"Error: shader {name} not found")
return False
def attach_shader_to_program(self, program_name: str, shader_name: str) -> None:
"""
Attach a registered Shader to a registered ShaderProgram.
Args:
program_name: Name of the shader program.
shader_name: Name of the shader.
"""
if program_name in self._shader_programs and shader_name in self._shaders:
self._shader_programs[program_name].attach_shader(
self._shaders[shader_name]
)
else:
logger.error(
f"Error: program {program_name} or shader {shader_name} not found"
)
def link_program_object(self, name: str) -> bool:
"""
Link a registered ShaderProgram by name.
Args:
name: Name of the shader program.
Returns:
bool: True if linking succeeded, False otherwise.
"""
if name in self._shader_programs:
return self._shader_programs[name].link()
else:
logger.error(f"Error: program {name} not found")
return False
def set_uniform(self, name: str, *value) -> None:
"""
Set a uniform variable in the currently active shader program.
Args:
name: Name of the uniform variable.
*value: Values to set for the uniform.
"""
if self._current_shader:
self._shader_programs[self._current_shader].set_uniform(name, *value)
def set_uniform_buffer(self, uniform_block_name: str, size: int, data) -> bool:
"""
Set uniform buffer data for the specified uniform block in the current shader.
Args:
uniform_block_name: Name of the uniform block.
size: Size of the data in bytes.
data: Data to upload (can be ctypes array, bytes, or buffer-like object).
Returns:
bool: True if successful, False otherwise.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].set_uniform_buffer(
uniform_block_name, size, data
)
else:
logger.error("No current shader active")
return False
def get_uniform_1f(self, name: str) -> float:
"""
Get the value of a float uniform variable from the current shader.
Args:
name: Name of the uniform variable.
Returns:
float: Value of the uniform, or 0.0 if not found.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].get_uniform_1f(name)
return 0.0
def get_uniform_2f(self, name: str) -> list[float]:
"""
Get the value of a vec2 uniform variable from the current shader.
Args:
name: Name of the uniform variable.
Returns:
list[float]: List of 2 float values, or [0.0, 0.0] if not found.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].get_uniform_2f(name)
return [0.0, 0.0]
def get_uniform_3f(self, name: str) -> list[float]:
"""
Get the value of a vec3 uniform variable from the current shader.
Args:
name: Name of the uniform variable.
Returns:
list[float]: List of 3 float values, or [0.0, 0.0, 0.0] if not found.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].get_uniform_3f(name)
return [0.0, 0.0, 0.0]
def get_uniform_4f(self, name: str) -> list[float]:
"""
Get the value of a vec4 uniform variable from the current shader.
Args:
name: Name of the uniform variable.
Returns:
list[float]: List of 4 float values, or [0.0, 0.0, 0.0, 0.0] if not found.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].get_uniform_4f(name)
return [0.0, 0.0, 0.0, 0.0]
def get_uniform_mat2(self, name: str) -> list[float]:
"""
Get the value of a mat2 uniform variable from the current shader.
Args:
name: Name of the uniform variable.
Returns:
list[float]: List of 4 float values, or [0.0]*4 if not found.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].get_uniform_mat2(name)
return [0.0] * 4
def get_uniform_mat3(self, name: str) -> list[float]:
"""
Get the value of a mat3 uniform variable from the current shader.
Args:
name: Name of the uniform variable.
Returns:
list[float]: List of 9 float values, or [0.0]*9 if not found.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].get_uniform_mat3(name)
return [0.0] * 9
def get_uniform_mat4(self, name: str) -> list[float]:
"""
Get the value of a mat4 uniform variable from the current shader.
Args:
name: Name of the uniform variable.
Returns:
list[float]: List of 16 float values, or [0.0]*16 if not found.
"""
if self._current_shader:
return self._shader_programs[self._current_shader].get_uniform_mat4(name)
return [0.0] * 16
def edit_shader(self, shader_name: str, to_find: str, replace_with: str) -> bool:
"""
Edit the source code of a registered shader by replacing a substring.
Args:
shader_name: Name of the shader.
to_find: Substring to find.
replace_with: Substring to replace with.
Returns:
bool: True if edit succeeded, False otherwise.
"""
if shader_name in self._shaders:
return self._shaders[shader_name].edit_shader(to_find, replace_with)
return False
def reset_edits(self, shader_name: str) -> None:
"""
Reset any edits made to a registered shader's source code.
Args:
shader_name: Name of the shader.
"""
if shader_name in self._shaders:
self._shaders[shader_name].reset_edits()
def _load_default_shaders(self) -> None:
"""
Load the default shaders from the 'shaders' directory and register them.
"""
shader_folder = Path(__file__).parent / "shaders"
# Define which default shaders to load and their corresponding files
to_load = {
DefaultShader.COLOUR: {
"vertex": shader_folder / "colour_vertex.glsl",
"fragment": shader_folder / "colour_fragment.glsl",
},
DefaultShader.DIFFUSE: {
"vertex": shader_folder / "diffuse_vertex.glsl",
"fragment": shader_folder / "diffuse_fragment.glsl",
},
DefaultShader.CHECKER: {
"vertex": shader_folder / "checker_vertex.glsl",
"fragment": shader_folder / "checker_fragment.glsl",
},
}
# Load each default shader program
for shader_name, shader_data in to_load.items():
if self.load_shader(
shader_name, shader_data["vertex"], shader_data["fragment"]
):
logger.info(f"{shader_name} shader loaded successfully")
# Text shader has geometry shader as well
if self.load_shader(
DefaultShader.TEXT,
vert=shader_folder / "text_vertex.glsl",
frag=shader_folder / "text_fragment.glsl",
geo=shader_folder / "text_geometry.glsl",
):
logger.info("DefaultShader.TEXT shader loaded successfully")
self._default_shaders_loaded = True
def print_registered_uniforms(self, shader_name: str = None) -> None:
"""
Print the registered uniforms for a shader program.
Args:
shader_name: Name of the shader program. If None, uses the current shader.
"""
if shader_name is None:
shader_name = self._current_shader
if shader_name in self._shader_programs:
self._shader_programs[shader_name].print_registered_uniforms()
else:
logger.error(f"Shader '{shader_name}' not found")
def print_properties(self) -> None:
"""
Print properties of the currently active shader program.
"""
if self._current_shader in self._shader_programs:
logger.info(
"_______________________________________________________________________________________________________________________"
)
logger.info(
f"Printing Properties for ShaderProgram {self._current_shader} "
)
logger.info(
"_______________________________________________________________________________________________________________________"
)
self._shader_programs[self._current_shader].print_properties()
logger.info(
"_______________________________________________________________________________________________________________________"
)
else:
logger.warning(
f"Warning no currently active shader to print properties for {self._current_shader} "
)
def auto_register_uniform_blocks(self, shader_name: str = None) -> None:
"""
Auto-register uniform blocks for the specified shader program.
If no shader_name is provided, uses the current shader.
Args:
shader_name: Name of the shader program. If None, uses the current shader.
"""
if shader_name is None:
shader_name = self._current_shader
if shader_name not in self._shader_programs:
logger.error(f"Shader program '{shader_name}' not found")
return
# Delegate to the ShaderProgram's auto_register_uniform_blocks method
program = self._shader_programs[shader_name]
program.auto_register_uniform_blocks()
# Copy the uniform blocks to our registry
if shader_name not in self._registered_uniform_blocks:
self._registered_uniform_blocks[shader_name] = {}
self._registered_uniform_blocks[shader_name] = (
program.get_registered_uniform_blocks()
)
def get_uniform_block_data(self, shader_name: str = None, block_name: str = None):
"""
Get uniform block data for the specified shader and block name.
If shader_name is None, uses current shader.
If block_name is None, returns all blocks for the shader.
Args:
shader_name: Name of the shader program. If None, uses the current shader.
block_name: Name of the uniform block. If None, returns all blocks.
Returns:
dict or None: Uniform block data, or None if not found.
"""
if shader_name is None:
shader_name = self._current_shader
if shader_name not in self._registered_uniform_blocks:
return None
if block_name is None:
return self._registered_uniform_blocks[shader_name]
else:
return self._registered_uniform_blocks[shader_name].get(block_name)
# Singleton instance of the shader library for use throughout the application.
ShaderLib = _ShaderLib()