GLSL_ARB_Example — wiki
This snippet is derived from the GLSLExample, but uses ARB extensions instead of OpenGL 2.0. This lets those of us with older drivers use nifty shaders too.
from ctypes import *
import sys
import pygame
from pygame.locals import *
try:
# For OpenGL-ctypes
from OpenGL import platform
gl = platform.OpenGL
except ImportError:
try:
# For PyOpenGL
gl = cdll.LoadLibrary('libGL.so')
except OSError:
# Load for Mac
from ctypes.util import find_library
path = find_library('OpenGL') # finds the absolute path to the framework
gl = cdll.LoadLibrary(path)
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
GL_FRAGMENT_SHADER_ARB = 0x8B30
GL_VERTEX_SHADER_ARB = 0x8B31
GL_OBJECT_COMPILE_STATUS_ARB= 0x8B81
GL_OBJECT_LINK_STATUS_ARB = 0x8B82
GL_INFO_LOG_LENGTH_ARB = 0x8B84
glCreateShaderObjectARB = gl.glCreateShaderObjectARB
glShaderSourceARB = gl.glShaderSourceARB
glShaderSourceARB.argtypes = [c_int, c_int, POINTER(c_char_p), POINTER(c_int)]
glCompileShaderARB = gl.glCompileShaderARB
glGetObjectParameterivARB = gl.glGetObjectParameterivARB
glGetObjectParameterivARB.argtypes = [c_int, c_int, POINTER(c_int)]
glCreateProgramObjectARB = gl.glCreateProgramObjectARB
glGetInfoLogARB = gl.glGetShaderInfoLog
glGetInfoLogARB.argtypes = [c_int, c_int, POINTER(c_int), c_char_p]
glAttachObjectARB = gl.glAttachObjectARB
glLinkProgramARB = gl.glLinkProgramARB
glDeleteObjectARB = gl.glDeleteObjectARB
glGetError = gl.glGetError
glUseProgramObjectARB = gl.glUseProgramObjectARB
def print_log(shader):
length = c_int()
glGetObjectParameterivARB(shader, GL_INFO_LOG_LENGTH, byref(length))
if length.value > 0:
log = create_string_buffer(length.value)
glGetInfoLogARB(shader, length, byref(length), log)
print >> sys.stderr, log.value
def compile_shader(source, shader_type):
shader = glCreateShaderObjectARB(shader_type)
source = c_char_p(source)
length = c_int(-1)
glShaderSourceARB(shader, 1, byref(source), byref(length))
glCompileShaderARB(shader)
status = c_int()
glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB,
byref(status))
if (not status.value):
print_log(shader)
raise SystemExit
return shader
def compile_program(vertex_source, fragment_source):
vertex_shader = None
fragment_shader = None
program = glCreateProgramObjectARB()
if vertex_source:
vertex_shader = compile_shader(vertex_source, GL_VERTEX_SHADER_ARB)
glAttachObjectARB(program, vertex_shader)
if fragment_source:
fragment_shader = compile_shader(fragment_source,
GL_FRAGMENT_SHADER_ARB)
glAttachObjectARB(program, fragment_shader)
glLinkProgramARB(program)
if vertex_shader:
glDeleteObjectARB(vertex_shader)
if fragment_shader:
glDeleteObjectARB(fragment_shader)
return program
if __name__ == '__main__':
glutInit(sys.argv)
width, height = 640, 480
pygame.init()
pygame.display.set_mode((width, height), OPENGL | DOUBLEBUF)
program = compile_program('''
varying vec3 normal;
void main() {
normal = gl_NormalMatrix * gl_Normal;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
''', '''
varying vec3 normal;
void main() {
float intensity;
vec4 color;
vec3 n = normalize(normal);
vec3 l = normalize(gl_LightSource[0].position).xyz;
// quantize to 5 steps (0, .25, .5, .75 and 1)
intensity = (floor(dot(l, n) * 4.0) + 1.0)/4.0;
color = vec4(intensity*1.0, intensity*0.5, intensity*0.5,
intensity*1.0);
gl_FragColor = color;
}
''')
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(90.0, width/float(height), 1.0, 100.0)
glMatrixMode(GL_MODELVIEW)
glEnable(GL_DEPTH_TEST)
quit = False
angle = 0
while not quit:
for e in pygame.event.get():
if e.type in (QUIT, KEYDOWN):
quit = True
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glTranslate(0.0, 0.0, -2.5)
glRotate(angle, 0.0, 1.0, 0.0)
glUseProgramObjectARB(program)
glutSolidTeapot(1.0)
angle += 0.1
pygame.display.flip()