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()