A simple OGL 4.0 GLSL shader program that shows the use shader subroutines. The program is executed with a phyton script. To run the script, PyOpenGL and NumPy must be installed.
The subroutines switch between different geometry generated in the geometry shader and change the surface representation.
subr.vert
#version 400
layout (location = 0) in vec3 inPos;
layout (location = 1) in vec3 inNormal;
layout (location = 2) in vec3 inTangent;
out TVertexData
{
mat3 orientationMat;
} outData;
void main()
{
vec3 normal = normalize( inNormal );
vec3 tangent = normalize( inTangent );
vec3 binormal = cross( tangent, normal );
outData.orientationMat = mat3( normal, cross( binormal, normal ), binormal );
gl_Position = vec4( inPos, 1.0 );
}
subr.geo
#version 400
layout( points ) in;
layout( triangle_strip, max_vertices = 512 ) out;
in TVertexData
{
mat3 orientationMat;
} inData[];
out TGeometryData
{
vec3 pos;
vec3 nv;
vec2 tex;
} outData;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
uniform mat4 u_textureMat44;
void SetTextureCoord( in vec2 tecCoord )
{
vec4 tex = u_textureMat44 * vec4( tecCoord, 0.0, 1.0 );
outData.tex = tex.xy;
}
void NewVertex( in vec3 pt, in mat4 transMat )
{
vec4 viewPos = transMat * vec4( pt, 1.0 );
outData.pos = viewPos.xyz / viewPos.w;
gl_Position = u_projectionMat44 * viewPos;
EmitVertex();
}
void NewVertexAndTex( in vec3 pt, in mat4 transMat )
{
SetTextureCoord( pt.xy * 0.5 + 0.5 );
NewVertex( pt, transMat );
}
void NewVertexNvTex( in vec3 pt, in mat4 transMat, in vec3 nv, in vec2 tex )
{
outData.nv = nv;
SetTextureCoord( tex );
vec4 viewPos = transMat * vec4( pt, 1.0 );
outData.pos = viewPos.xyz / viewPos.w;
gl_Position = u_projectionMat44 * viewPos;
EmitVertex();
}
subroutine void TShape( in mat4 );
subroutine uniform TShape su_shape;
void main()
{
vec4 origin = gl_in[0].gl_Position;
origin /= origin.w;
mat4 orintationMat = mat4( vec4( inData[0].orientationMat[0], 0.0 ),
vec4( inData[0].orientationMat[1], 0.0 ),
vec4( inData[0].orientationMat[2], 0.0 ),
origin );
mat4 modelMat = u_modelMat44 * orintationMat;
su_shape( modelMat );
}
subroutine(TShape) void DrawSphere( in mat4 modelMat )
{
const int circumferenceTile = 18;
const int layersTile = 11;
mat4 modelViewMat = u_viewMat44 * modelMat;
mat3 normalMat = mat3( modelViewMat );
float preStepLay = 0.0;
vec2 prePtLay = vec2( 0.0, -1.0 );
for ( int inxLay = 1; inxLay <= layersTile; ++ inxLay )
{
float stepLay = float(inxLay) / float(layersTile);
float angLay = 3.14159 * stepLay;
vec2 ptLay = vec2( sin(angLay), -cos(angLay) );
float preStepCir = 0.0;
vec2 prePtCir = vec2( 0.0, 1.0 );
for ( int inxCir = 0; inxCir <= circumferenceTile; ++ inxCir )
{
float stepCir = float(inxCir) / float(circumferenceTile);
float angCir = 2.0 * 3.14159 * stepCir;
vec2 ptCir = vec2( sin(angCir), cos(angCir) );
if ( inxLay == 1 )
{
if ( inxCir >= 0 )
{
vec3 pt1 = vec3( ptLay.x * prePtCir.x, ptLay.x * prePtCir.y, ptLay.y );
vec3 pt2 = vec3( 0.0, 0.0, -1.0 );
vec3 pt3 = vec3( ptLay.x * ptCir.x, ptLay.x * ptCir.y, ptLay.y );
NewVertexNvTex( pt1, modelViewMat, normalMat * pt1, vec2( preStepCir * 2.0, stepLay ) );
NewVertexNvTex( pt2, modelViewMat, normalMat * pt2, vec2( preStepCir + stepCir, preStepLay ) );
NewVertexNvTex( pt3, modelViewMat, normalMat * pt3, vec2( stepCir * 2.0, stepLay ) );
EndPrimitive();
}
}
else if ( inxLay == layersTile )
{
if ( inxCir > 0 )
{
vec3 pt1 = vec3( prePtLay.x * prePtCir.x, prePtLay.x * prePtCir.y, prePtLay.y );
vec3 pt2 = vec3( prePtLay.x * ptCir.x, prePtLay.x * ptCir.y, prePtLay.y );
vec3 pt3 = vec3( 0.0, 0.0, 1.0 );
NewVertexNvTex( pt1, modelViewMat, normalMat * pt1, vec2( preStepCir * 2.0, preStepLay ) );
NewVertexNvTex( pt2, modelViewMat, normalMat * pt2, vec2( stepCir * 2.0, preStepLay ) );
NewVertexNvTex( pt3, modelViewMat, normalMat * pt3, vec2( preStepCir + stepCir, stepLay ) );
EndPrimitive();
}
}
else
{
vec3 pt1 = vec3( prePtLay.x * ptCir.x, prePtLay.x * ptCir.y, prePtLay.y );
vec3 pt2 = vec3( ptLay.x * ptCir.x, ptLay.x * ptCir.y, ptLay.y );
NewVertexNvTex( pt1, modelViewMat, normalMat * pt1, vec2( stepCir * 2.0, preStepLay ) );
NewVertexNvTex( pt2, modelViewMat, normalMat * pt2, vec2( stepCir * 2.0, stepLay ) );
}
preStepCir = stepCir;
prePtCir = ptCir;
}
if ( inxLay > 1 && inxLay < layersTile )
EndPrimitive();
preStepLay = stepLay;
prePtLay = ptLay;
}
}
subroutine(TShape) void DrawTorus( in mat4 modelMat )
{
const int circumferenceTile = 12;
const int layersTile = 18;
const float torusRad = 0.8;
const float ringRad = 0.4;
mat4 modelViewMat = u_viewMat44 * modelMat;
mat3 normalMat = mat3( modelViewMat );
float preStepLay = 0.0;
mat4 prePosMat;
for ( int inxLay = 0; inxLay <= layersTile; ++ inxLay )
{
float stepLay = float(inxLay) / float(layersTile);
float angLay = 2.0 * 3.14159 * stepLay;
mat4 posMat = mat4(
vec4( cos(angLay), sin(angLay), 0.0, 0.0 ),
vec4( sin(angLay), cos(angLay), 0.0, 0.0 ),
vec4( 0.0, 0.0, 1.0, 0.0 ),
vec4( cos(angLay) * torusRad, sin(angLay) * torusRad, 0.0, 1.0 ) );
for ( int inxCir = 0; inxLay > 0 && inxCir <= circumferenceTile; ++ inxCir )
{
float stepCir = float(inxCir) / float(circumferenceTile);
float angCir = 2.0 * 3.14159 * stepCir;
vec2 ptCir = vec2( sin(angCir), cos(angCir) );
vec4 tempPt = vec4( ptCir.x * ringRad, 0.0, ptCir.y * ringRad, 1.0 );
vec4 pt1 = prePosMat * tempPt;
vec4 pt2 = posMat * tempPt;
NewVertexNvTex( pt1.xyz, modelViewMat, normalMat * normalize(pt1.xyz - prePosMat[3].xyz), vec2(stepCir, preStepLay*2.0) );
NewVertexNvTex( pt2.xyz, modelViewMat, normalMat * normalize(pt2.xyz - posMat[3].xyz), vec2(stepCir, stepLay*2.0) );
}
EndPrimitive();
preStepLay = stepLay;
prePosMat = posMat;
}
}
subr.frag
#version 400
in TGeometryData
{
vec3 pos;
vec3 nv;
vec2 tex;
} inData;
out vec4 fragColor;
uniform sampler2D u_texture;
uniform UB_material
{
float u_roughness;
float u_fresnel0;
vec4 u_color;
vec4 u_specularTint;
};
struct TLightSource
{
vec4 ambient;
vec4 diffuse;
vec4 specular;
vec4 dir;
};
uniform UB_lightSource
{
TLightSource u_lightSource;
};
subroutine vec4 TSurface( void );
subroutine uniform TSurface su_surface;
float Fresnel_Schlick( in float theta );
vec3 LightModel( in vec3 esPt, in vec3 esPtNV, in vec3 col, in vec4 specularTint, in float roughness, in float fresnel0 );
void main()
{
vec4 fragCol = su_surface();
vec3 lightCol = LightModel( inData.pos, inData.nv, fragCol.rgb, u_specularTint, u_roughness, u_fresnel0 );
fragColor = vec4( clamp( lightCol, 0.0, 1.0 ), fragCol.a );
}
subroutine(TSurface) vec4 SurfaceColor( void )
{
return u_color;
}
subroutine(TSurface) vec4 SurfaceTexture( void )
{
return texture( u_texture, inData.tex.st );
}
float Fresnel_Schlick( in float theta )
{
float m = clamp( 1.0 - theta, 0.0, 1.0 );
float m2 = m * m;
return m2 * m2 * m; // pow( m, 5.0 )
}
vec3 LightModel( in vec3 esPt, in vec3 esPtNV, in vec3 col, in vec4 specularTint, in float roughness, in float fresnel0 )
{
vec3 esVLight = normalize( -u_lightSource.dir.xyz );
vec3 esVEye = normalize( -esPt );
vec3 halfVector = normalize( esVEye + esVLight );
float HdotL = dot( halfVector, esVLight );
float NdotL = dot( esPtNV, esVLight );
float NdotV = dot( esPtNV, esVEye );
float NdotH = dot( esPtNV, halfVector );
float NdotH2 = NdotH * NdotH;
float NdotL_clamped = max( NdotL, 0.0 );
float NdotV_clamped = max( NdotV, 0.0 );
float m2 = roughness * roughness;
// Lambertian diffuse
float k_diffuse = NdotL_clamped;
// Schlick approximation
float fresnel = fresnel0 + ( 1.0 - fresnel0 ) * Fresnel_Schlick( HdotL );
// Beckmann distribution
float distribution = max( 0.0, exp( ( NdotH2 - 1.0 ) / ( m2 * NdotH2 ) ) / ( 3.14159265 * m2 * NdotH2 * NdotH2 ) );
// Torrance-Sparrow geometric term
float geometric_att = min( 1.0, min( 2.0 * NdotH * NdotV_clamped / HdotL, 2.0 * NdotH * NdotL_clamped / HdotL ) );
// Microfacet bidirectional reflectance distribution function
float k_specular = fresnel * distribution * geometric_att / ( 4.0 * NdotL_clamped * NdotV_clamped );
vec3 lightColor = col.rgb * u_lightSource.ambient.rgb +
max( 0.0, k_diffuse ) * col.rgb * u_lightSource.diffuse.rgb +
max( 0.0, k_specular ) * mix( col.rgb, specularTint.rgb, specularTint.a ) * u_lightSource.specular.rgb;
return lightColor;
}
from OpenGL.GL import *
from OpenGL.GLUT import *
from OpenGL.GLU import *
import numpy as np
from time import time
import math
import sys
sin120 = 0.8660254
rotateCamera = False
# draw event
def OnDraw():
dist = 3.0
currentTime = time()
comeraRotAng = CalcAng( currentTime, 10.0 )
# set up projection matrix
prjMat = Perspective(90.0, wndW/wndH, 0.5, 100.0)
# set up view matrix
viewMat = np.matrix(np.identity(4), copy=False, dtype='float32')
viewMat = Translate( viewMat, np.array( [0.0, 0.0, -14.0] ) )
viewMat = RotateView( viewMat, [30.0, comeraRotAng if rotateCamera else 0.0, 0.0] )
# set up light source
lightSourceBuffer.BindDataFloat(b'u_lightSource.dir', TransformVec4([-1.0, -1.0, -5.0, 0.0], viewMat) )
# set up model matrices
modelMat = []
for inx in range(0, 2):
modelMat.append( np.matrix(np.identity(4), copy=False, dtype='float32') )
if not rotateCamera: modelMat[inx] = RotateY( modelMat[inx], comeraRotAng )
modelMat[0] = Scale( modelMat[0], np.repeat( 3, 3 ) )
modelMat[0] = Translate( modelMat[0], np.array( [0.0, 0.0, -2.0] ) )
modelMat[0] = RotateY( modelMat[0], CalcAng( currentTime, 23.0 ) )
modelMat[0] = RotateX( modelMat[0], CalcAng( currentTime, 13.0 ) )
modelMat[1] = Scale( modelMat[1], np.repeat( 3, 3 ) )
modelMat[1] = Translate( modelMat[1], np.array( [0.0, 0.0, 2.0] ) )
modelMat[1] = RotateY( modelMat[1], CalcAng( currentTime, 17.0 ) )
modelMat[1] = RotateX( modelMat[1], CalcAng( currentTime, 9.0 ) )
# set up texture matrix
texMat = np.matrix(np.identity(4), copy=False, dtype='float32')
# set up attributes and shader program
glEnable( GL_DEPTH_TEST )
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
glUseProgram( shaderProgram )
glUniformMatrix4fv( projectionMatLocation, 1, GL_FALSE, prjMat )
glUniformMatrix4fv( viewMatLocation, 1, GL_FALSE, viewMat )
glUniformMatrix4fv( textureMatLocation, 1, GL_FALSE, texMat )
glUniform1i( textureLocation, 0 )
lightSourceBuffer.BindToTarget()
# draw points
glBindVertexArray( pointVAObj )
for inx in range(0, 2):
# set up geometry shader subroutine
shape = 1 if inx==0 else 0 # 0: sphere, 1: torus
glUniformSubroutinesuiv(GL_GEOMETRY_SHADER, 1, np.array( [shape], dtype='uint' ))
# set up fragment shader subroutine
surfaceKind = inx # 0: color, 1: texture
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, 1, np.array( [surfaceKind], dtype='uint' ))
materialBuffer[inx].BindToTarget()
glUniformMatrix4fv( modelMatLocation, 1, GL_FALSE, modelMat[inx] )
glDrawArrays( GL_POINTS, 0, 1 )
glutSwapBuffers()
def Fract(val): return val - math.trunc(val)
def CalcAng(currentTime, intervall): return Fract( (currentTime - startTime) / intervall ) * 360.0
def CalcMove(currentTime, intervall, range):
pos = Fract( (currentTime - startTime) / intervall ) * 2.0
pos = pos if pos < 1.0 else (2.0-pos)
return range[0] + (range[1] - range[0]) * pos
# read shader program and compile shader
def CompileShader( sourceFileName, shaderStage ):
with open( sourceFileName, 'r' ) as sourceFile:
sourceCode = sourceFile.read()
nameMap = { GL_VERTEX_SHADER: 'vertex', GL_GEOMETRY_SHADER: 'geometry', GL_FRAGMENT_SHADER: 'fragment' }
print( '\n%s shader code:' % nameMap.get(shaderStage, '') )
print( sourceCode )
shaderObj = glCreateShader( shaderStage )
glShaderSource( shaderObj, sourceCode )
glCompileShader( shaderObj )
result = glGetShaderiv( shaderObj, GL_COMPILE_STATUS )
if not (result):
print( glGetShaderInfoLog( shaderObj ) )
sys.exit()
return shaderObj
# linke shader objects to shader program
def LinkProgram( shaderObjs ):
shaderProgram = glCreateProgram()
for shObj in shaderObjs:
glAttachShader( shaderProgram, shObj )
glLinkProgram( shaderProgram )
result = glGetProgramiv( shaderProgram, GL_LINK_STATUS )
if not (result):
print( 'link error:' )
print( glGetProgramInfoLog( shaderProgram ) )
sys.exit()
return shaderProgram
# create vertex array object
def CreateVAO( dataArrays ):
noOfBuffers = len(dataArrays)
buffers = glGenBuffers(noOfBuffers)
newVAObj = glGenVertexArrays( 1 )
glBindVertexArray( newVAObj )
for inx in range(0, noOfBuffers):
vertexSize, dataArr = dataArrays[inx]
arr = np.array( dataArr, dtype='float32' )
glBindBuffer( GL_ARRAY_BUFFER, buffers[inx] )
glBufferData( GL_ARRAY_BUFFER, arr, GL_STATIC_DRAW )
glEnableVertexAttribArray( inx )
glVertexAttribPointer( inx, vertexSize, GL_FLOAT, GL_FALSE, 0, None )
return newVAObj
# representation of a uniform block
class UniformBlock:
def __init__(self, shaderProg, name):
self.shaderProg = shaderProg
self.name = name
def Link(self, bindingPoint):
self.bindingPoint = bindingPoint
self.noOfUniforms = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORMS)
self.maxUniformNameLen = glGetProgramiv(self.shaderProg, GL_ACTIVE_UNIFORM_MAX_LENGTH)
self.index = glGetUniformBlockIndex(self.shaderProg, self.name)
intData = np.zeros(1, dtype=int)
glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, intData)
self.count = intData[0]
self.indices = np.zeros(self.count, dtype=int)
glGetActiveUniformBlockiv(self.shaderProg, self.index, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, self.indices)
self.offsets = np.zeros(self.count, dtype=int)
glGetActiveUniformsiv(self.shaderProg, self.count, self.indices, GL_UNIFORM_OFFSET, self.offsets)
strLengthData = np.zeros(1, dtype=int)
arraysizeData = np.zeros(1, dtype=int)
typeData = np.zeros(1, dtype='uint32')
nameData = np.chararray(self.maxUniformNameLen+1)
self.namemap = {}
self.dataSize = 0
for inx in range(0, len(self.indices)):
glGetActiveUniform( self.shaderProg, self.indices[inx], self.maxUniformNameLen, strLengthData, arraysizeData, typeData, nameData.data )
name = nameData.tostring()[:strLengthData[0]]
self.namemap[name] = inx
self.dataSize = max(self.dataSize, self.offsets[inx] + arraysizeData * 16)
glUniformBlockBinding(self.shaderProg, self.index, self.bindingPoint)
print('\nuniform block %s size:%4d' % (self.name, self.dataSize))
for uName in self.namemap:
print( ' %-40s index:%2d offset:%4d' % (uName, self.indices[self.namemap[uName]], self.offsets[self.namemap [uName]]) )
# representation of a uniform block buffer
class UniformBlockBuffer:
def __init__(self, ub):
self.namemap = ub.namemap
self.offsets = ub.offsets
self.bindingPoint = ub.bindingPoint
self.object = glGenBuffers(1)
self.dataSize = ub.dataSize
glBindBuffer(GL_UNIFORM_BUFFER, self.object)
dataArray = np.zeros(self.dataSize//4, dtype='float32')
glBufferData(GL_UNIFORM_BUFFER, self.dataSize, dataArray, GL_DYNAMIC_DRAW)
def BindToTarget(self):
glBindBuffer(GL_UNIFORM_BUFFER, self.object)
glBindBufferBase(GL_UNIFORM_BUFFER, self.bindingPoint, self.object)
def BindDataFloat(self, name, dataArr):
glBindBuffer(GL_UNIFORM_BUFFER, self.object)
dataArray = np.array(dataArr, dtype='float32')
glBufferSubData(GL_UNIFORM_BUFFER, self.offsets[self.namemap[name]], len(dataArr)*4, dataArray)
def Translate(matA, trans):
matB = np.copy(matA)
for i in range(0, 4): matB[3,i] = matA[0,i] * trans[0] + matA[1,i] * trans[1] + matA[2,i] * trans[2] + matA[3,i]
return matB
def Scale(matA, s):
matB = np.copy(matA)
for i0 in range(0, 3):
for i1 in range(0, 4): matB[i0,i1] = matA[i0,i1] * s[i0]
return matB
def RotateHlp(matA, angDeg, a0, a1):
matB = np.copy(matA)
ang = math.radians(angDeg)
sinAng, cosAng = math.sin(ang), math.cos(ang)
for i in range(0, 4):
matB[a0,i] = matA[a0,i] * cosAng + matA[a1,i] * sinAng
matB[a1,i] = matA[a0,i] * -sinAng + matA[a1,i] * cosAng
return matB
def RotateX(matA, angDeg): return RotateHlp(matA, angDeg, 1, 2)
def RotateY(matA, angDeg): return RotateHlp(matA, angDeg, 2, 0)
def RotateZ(matA, angDeg): return RotateHlp(matA, angDeg, 0, 1)
def RotateView(matA, angDeg): return RotateZ(RotateY(RotateX(matA, angDeg[0]), angDeg[1]), angDeg[2])
def Multiply(matA, matB):
matC = np.copy(matA)
for i0 in range(0, 4):
for i1 in range(0, 4):
matC[i0,i1] = matB[i0,0] * matA[0,i1] + matB[i0,1] * matA[1,i1] + matB[i0,2] * matA[2,i1] + matB[i0,3] * matA[3,i1]
return matC
def ToMat33(mat44):
mat33 = np.matrix(np.identity(3), copy=False, dtype='float32')
for i0 in range(0, 3):
for i1 in range(0, 3): mat33[i0, i1] = mat44[i0, i1]
return mat33
def TransformVec4(vecA,mat44):
vecB = np.zeros(4, dtype='float32')
for i0 in range(0, 4):
vecB[i0] = vecA[0] * mat44[0,i0] + vecA[1] * mat44[1,i0] + vecA[2] * mat44[2,i0] + vecA[3] * mat44[3,i0]
return vecB
def Perspective(fov, aspectRatio, near, far):
fn, f_n = far + near, far - near
r, t = aspectRatio, 1.0 / math.tan( math.radians(fov) / 2.0 )
return np.matrix( [ [t/r,0,0,0], [0,t,0,0], [0,0,-fn/f_n,-2.0*far*near/f_n], [0,0,-1,0] ] )
def AddToBuffer( buffer, data, count=1 ):
for inx_c in range(0, count):
for inx_s in range(0, len(data)): buffer.append( data[inx_s] )
# initialize glut
glutInit()
# create window
wndW, wndH = 800, 600
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_ALPHA | GLUT_DEPTH)
glutInitWindowPosition(0, 0)
glutInitWindowSize(wndW, wndH)
wndID = glutCreateWindow(b'OGL window')
glutDisplayFunc(OnDraw)
glutIdleFunc(OnDraw)
# define location vertex array opject
pointVAObj = CreateVAO( [ (3, [0.0, 0.0, 0.0] ), (3, [0.0, 0.0, 1.0]), (3, [1.0, 0.0, 0.0]) ] )
# create texture
texCX, texCY = 128, 128
texPlan = np.zeros( texCX * texCY * 4, dtype=np.uint8 )
for inx_x in range(0, texCX):
for inx_y in range(0, texCY):
val_x = math.sin( math.pi * 6.0 * inx_x / texCX )
val_y = math.sin( math.pi * 6.0 * inx_y / texCY )
inx_tex = inx_y * texCX * 4 + inx_x * 4
texPlan[inx_tex + 0] = int( 128 + 127 * val_x )
texPlan[inx_tex + 1] = 63
texPlan[inx_tex + 2] = int( 128 + 127 * val_y )
texPlan[inx_tex + 3] = 255
glActiveTexture( GL_TEXTURE0 )
texObj = glGenTextures( 1 )
glBindTexture( GL_TEXTURE_2D, texObj )
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texCX, texCY, 0, GL_RGBA, GL_UNSIGNED_BYTE, texPlan)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
# load, compile and link shader
shaderProgram = LinkProgram( [
CompileShader( 'python/ogl4subr/subr.vert', GL_VERTEX_SHADER ),
CompileShader( 'python/ogl4subr/subr.geo', GL_GEOMETRY_SHADER ),
CompileShader( 'python/ogl4subr/subr.frag', GL_FRAGMENT_SHADER )
] )
# get unifor locations
projectionMatLocation = glGetUniformLocation(shaderProgram, "u_projectionMat44")
viewMatLocation = glGetUniformLocation(shaderProgram, "u_viewMat44")
modelMatLocation = glGetUniformLocation(shaderProgram, "u_modelMat44")
textureMatLocation = glGetUniformLocation(shaderProgram, "u_textureMat44")
textureLocation = glGetUniformLocation(shaderProgram, "u_texture")
# linke uniform blocks
ubMaterial = UniformBlock(shaderProgram, "UB_material")
ubLightSource = UniformBlock(shaderProgram, "UB_lightSource")
ubMaterial.Link(1)
ubLightSource.Link(2)
# create uniform block buffers
lightSourceBuffer = UniformBlockBuffer(ubLightSource)
lightSourceBuffer.BindDataFloat(b'u_lightSource.ambient', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.diffuse', [0.2, 0.2, 0.2, 1.0])
lightSourceBuffer.BindDataFloat(b'u_lightSource.specular', [1.0, 1.0, 1.0, 1.0])
materialBuffer = [ UniformBlockBuffer(ubMaterial), UniformBlockBuffer(ubMaterial) ]
materialBuffer[0].BindDataFloat(b'u_roughness', [0.45])
materialBuffer[0].BindDataFloat(b'u_fresnel0', [0.45])
materialBuffer[0].BindDataFloat(b'u_color', [0.5, 0.7, 0.6, 1.0])
materialBuffer[0].BindDataFloat(b'u_specularTint',[1.0, 0.5, 0.5, 0.8])
materialBuffer[1].BindDataFloat(b'u_roughness', [0.4])
materialBuffer[1].BindDataFloat(b'u_fresnel0', [0.4])
materialBuffer[1].BindDataFloat(b'u_color', [0.7, 0.5, 0.6, 1.0])
materialBuffer[1].BindDataFloat(b'u_specularTint',[0.5, 1.0, 0.5, 0.8])
# start main loop
startTime = time()
glutMainLoop()