148 lines
3.8 KiB
Python
148 lines
3.8 KiB
Python
'''
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Live Shader Editor
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==================
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This provides a live editor for vertex and fragment editors.
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You should see a window with two editable panes on the left
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and a large kivy logo on the right.The top pane is the
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Vertex shader and the bottom is the Fragment shader. The file shadereditor.kv
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describes the interface.
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On each keystroke to either shader, declarations are added and the shaders
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are compiled. If there are no errors, the screen is updated. Otherwise,
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the error is visible as logging message in your terminal.
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'''
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import sys
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import kivy
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kivy.require('1.0.6')
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from kivy.app import App
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from kivy.uix.floatlayout import FloatLayout
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from kivy.core.window import Window
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from kivy.factory import Factory
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from kivy.graphics import RenderContext
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from kivy.properties import StringProperty, ObjectProperty
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from kivy.clock import Clock
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from kivy.compat import PY2
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fs_header = '''
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#ifdef GL_ES
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precision highp float;
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#endif
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/* Outputs from the vertex shader */
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varying vec4 frag_color;
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varying vec2 tex_coord0;
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/* uniform texture samplers */
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uniform sampler2D texture0;
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/* custom one */
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uniform vec2 resolution;
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uniform float time;
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'''
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vs_header = '''
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#ifdef GL_ES
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precision highp float;
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#endif
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/* Outputs to the fragment shader */
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varying vec4 frag_color;
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varying vec2 tex_coord0;
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/* vertex attributes */
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attribute vec2 vPosition;
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attribute vec2 vTexCoords0;
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/* uniform variables */
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uniform mat4 modelview_mat;
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uniform mat4 projection_mat;
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uniform vec4 color;
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'''
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class ShaderViewer(FloatLayout):
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fs = StringProperty(None)
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vs = StringProperty(None)
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def __init__(self, **kwargs):
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self.canvas = RenderContext()
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super(ShaderViewer, self).__init__(**kwargs)
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Clock.schedule_interval(self.update_shader, 0)
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def update_shader(self, *args):
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s = self.canvas
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s['projection_mat'] = Window.render_context['projection_mat']
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s['time'] = Clock.get_boottime()
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s['resolution'] = list(map(float, self.size))
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s.ask_update()
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def on_fs(self, instance, value):
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self.canvas.shader.fs = value
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def on_vs(self, instance, value):
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self.canvas.shader.vs = value
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Factory.register('ShaderViewer', cls=ShaderViewer)
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class ShaderEditor(FloatLayout):
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source = StringProperty('data/logo/kivy-icon-512.png')
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fs = StringProperty('''
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void main (void){
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gl_FragColor = frag_color * texture2D(texture0, tex_coord0);
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}
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''')
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vs = StringProperty('''
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void main (void) {
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frag_color = color;
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tex_coord0 = vTexCoords0;
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gl_Position = projection_mat * modelview_mat * vec4(vPosition.xy, 0.0, 1.0);
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}
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''')
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viewer = ObjectProperty(None)
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def __init__(self, **kwargs):
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super(ShaderEditor, self).__init__(**kwargs)
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self.test_canvas = RenderContext()
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s = self.test_canvas.shader
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self.trigger_compile = Clock.create_trigger(self.compile_shaders, -1)
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self.bind(fs=self.trigger_compile, vs=self.trigger_compile)
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def compile_shaders(self, *largs):
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print('try compile')
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if not self.viewer:
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return
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# we don't use str() here because it will crash with non-ascii char
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if PY2:
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fs = fs_header + self.fs.encode('utf-8')
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vs = vs_header + self.vs.encode('utf-8')
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else:
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fs = fs_header + self.fs
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vs = vs_header + self.vs
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print('-->', fs)
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self.viewer.fs = fs
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print('-->', vs)
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self.viewer.vs = vs
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class ShaderEditorApp(App):
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def build(self):
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kwargs = {}
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if len(sys.argv) > 1:
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kwargs['source'] = sys.argv[1]
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return ShaderEditor(**kwargs)
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if __name__ == '__main__':
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ShaderEditorApp().run()
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