Shader Classes

Shader

Class representing an OpenGL shader object.

Handles loading, compiling, and editing shader source code.

Source code in ncca/ngl/opengl/shader.py
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
class Shader:
    """Class representing an OpenGL shader object.

    Handles loading, compiling, and editing shader source code.
    """

    def __init__(self, name: str, type: int, exit_on_error: bool = True) -> None:
        """Initialize a Shader object.

        Args:
            name: Name of the shader (for logging/debugging).
            type: OpenGL shader type (e.g., gl.GL_VERTEX_SHADER).
            exit_on_error: Whether to exit the program on compilation error.
        """
        self._name: str = name
        self._type: int = type
        self._exit_on_error: bool = exit_on_error
        self._id: int = gl.glCreateShader(type)
        self._source: str = ""

    def load(self, source_file: str) -> None:
        """Load shader source code from a file and set it for this shader.

        Args:
            source_file: Path to the shader source file.
        """
        with open(source_file, "r") as f:
            self._source = f.read()
        gl.glShaderSource(self._id, self._source)

    def compile(self) -> bool:
        """Compile the shader source code.

        Returns:
            bool: True if compilation succeeded, False otherwise.
        """
        gl.glCompileShader(self._id)
        if gl.glGetShaderiv(self._id, gl.GL_COMPILE_STATUS) != gl.GL_TRUE:
            info = gl.glGetShaderInfoLog(self._id)
            logger.error(f"Error compiling shader {self._name=}: {info=}")
            if self._exit_on_error:
                exit()
            return False
        return True

    def edit_shader(self, to_find: str, replace_with: str) -> bool:
        """Edit the shader source code by replacing a substring and update the shader.

        Args:
            to_find: Substring to find in the shader source.
            replace_with: Substring to replace with.

        Returns:
            bool: True if the edit was successful, False otherwise.
        """
        if self._source:
            self._source = self._source.replace(to_find, replace_with)
            gl.glShaderSource(self._id, self._source)
            return True
        return False

    def reset_edits(self) -> None:
        """Reset the shader source code to the current stored source."""
        if self._source:
            gl.glShaderSource(self._id, self._source)

    def load_shader_source_from_string(self, shader_source: str) -> None:
        """Load shader source code from a string and set it for this shader.

        Args:
            shader_source: Shader source code as a string.
        """
        self._source = shader_source
        gl.glShaderSource(self._id, self._source)

__init__(name, type, exit_on_error=True)

Initialize a Shader object.

Parameters:
  • name (str) –

    Name of the shader (for logging/debugging).

  • type (int) –

    OpenGL shader type (e.g., gl.GL_VERTEX_SHADER).

  • exit_on_error (bool, default: True ) –

    Whether to exit the program on compilation error.

Source code in ncca/ngl/opengl/shader.py
37
38
39
40
41
42
43
44
45
46
47
48
49
def __init__(self, name: str, type: int, exit_on_error: bool = True) -> None:
    """Initialize a Shader object.

    Args:
        name: Name of the shader (for logging/debugging).
        type: OpenGL shader type (e.g., gl.GL_VERTEX_SHADER).
        exit_on_error: Whether to exit the program on compilation error.
    """
    self._name: str = name
    self._type: int = type
    self._exit_on_error: bool = exit_on_error
    self._id: int = gl.glCreateShader(type)
    self._source: str = ""

compile()

Compile the shader source code.

Returns:
  • bool( bool ) –

    True if compilation succeeded, False otherwise.

Source code in ncca/ngl/opengl/shader.py
61
62
63
64
65
66
67
68
69
70
71
72
73
74
def compile(self) -> bool:
    """Compile the shader source code.

    Returns:
        bool: True if compilation succeeded, False otherwise.
    """
    gl.glCompileShader(self._id)
    if gl.glGetShaderiv(self._id, gl.GL_COMPILE_STATUS) != gl.GL_TRUE:
        info = gl.glGetShaderInfoLog(self._id)
        logger.error(f"Error compiling shader {self._name=}: {info=}")
        if self._exit_on_error:
            exit()
        return False
    return True

edit_shader(to_find, replace_with)

Edit the shader source code by replacing a substring and update the shader.

Parameters:
  • to_find (str) –

    Substring to find in the shader source.

  • replace_with (str) –

    Substring to replace with.

Returns:
  • bool( bool ) –

    True if the edit was successful, False otherwise.

Source code in ncca/ngl/opengl/shader.py
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
def edit_shader(self, to_find: str, replace_with: str) -> bool:
    """Edit the shader source code by replacing a substring and update the shader.

    Args:
        to_find: Substring to find in the shader source.
        replace_with: Substring to replace with.

    Returns:
        bool: True if the edit was successful, False otherwise.
    """
    if self._source:
        self._source = self._source.replace(to_find, replace_with)
        gl.glShaderSource(self._id, self._source)
        return True
    return False

load(source_file)

Load shader source code from a file and set it for this shader.

Parameters:
  • source_file (str) –

    Path to the shader source file.

Source code in ncca/ngl/opengl/shader.py
51
52
53
54
55
56
57
58
59
def load(self, source_file: str) -> None:
    """Load shader source code from a file and set it for this shader.

    Args:
        source_file: Path to the shader source file.
    """
    with open(source_file, "r") as f:
        self._source = f.read()
    gl.glShaderSource(self._id, self._source)

load_shader_source_from_string(shader_source)

Load shader source code from a string and set it for this shader.

Parameters:
  • shader_source (str) –

    Shader source code as a string.

Source code in ncca/ngl/opengl/shader.py
 97
 98
 99
100
101
102
103
104
def load_shader_source_from_string(self, shader_source: str) -> None:
    """Load shader source code from a string and set it for this shader.

    Args:
        shader_source: Shader source code as a string.
    """
    self._source = shader_source
    gl.glShaderSource(self._id, self._source)

reset_edits()

Reset the shader source code to the current stored source.

Source code in ncca/ngl/opengl/shader.py
92
93
94
95
def reset_edits(self) -> None:
    """Reset the shader source code to the current stored source."""
    if self._source:
        gl.glShaderSource(self._id, self._source)

ShaderProgram

A wrapper class for OpenGL shader programs.

This class provides functionality to create, link, and manage OpenGL shader programs, including automatic uniform and uniform block registration, and convenience methods for setting uniform values.

Attributes:
  • _name (str) –

    The name of the shader program

  • _exit_on_error (bool) –

    Whether to exit the application on errors

  • _id (int) –

    The OpenGL shader program ID

  • _shaders (list[Shader]) –

    List of attached shaders

  • _uniforms (dict[str, tuple[int, int, int, bool]]) –

    Dictionary of registered uniforms

  • _registered_uniform_blocks (dict[str, dict]) –

    Dictionary of registered uniform blocks

Source code in ncca/ngl/opengl/shader_program.py
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
class ShaderProgram:
    """A wrapper class for OpenGL shader programs.

    This class provides functionality to create, link, and manage OpenGL shader programs,
    including automatic uniform and uniform block registration, and convenience methods
    for setting uniform values.

    Attributes:
        _name: The name of the shader program
        _exit_on_error: Whether to exit the application on errors
        _id: The OpenGL shader program ID
        _shaders: List of attached shaders
        _uniforms: Dictionary of registered uniforms
        _registered_uniform_blocks: Dictionary of registered uniform blocks
    """

    def __init__(self, name: str, exit_on_error: bool = True) -> None:
        """Initialize a new shader program.

        Args:
            name: Name of the shader program for identification
            exit_on_error: Whether to exit the application when errors occur
        """
        self._name: str = name
        self._exit_on_error: bool = exit_on_error
        self._id: int = gl.glCreateProgram()
        self._shaders: list[Shader] = []
        self._uniforms: dict[str, tuple[int, int, int, bool]] = {}
        self._registered_uniform_blocks: dict[str, dict] = {}

    def attach_shader(self, shader: Shader) -> None:
        """Attach a shader to this program.

        Args:
            shader: The Shader object to attach
        """
        gl.glAttachShader(self._id, shader._id)
        self._shaders.append(shader)

    def link(self) -> bool:
        """Link the attached shaders to create the final shader program.

        Returns:
            bool: True if linking succeeded, False otherwise.
        """
        gl.glLinkProgram(self._id)
        if gl.glGetProgramiv(self._id, gl.GL_LINK_STATUS) != gl.GL_TRUE:
            info = gl.glGetProgramInfoLog(self._id)
            logger.error(f"Error linking program {self._name}: {info}")
            if self._exit_on_error:
                exit()
            return False
        # Automatically register uniforms and uniform blocks after linking
        self.auto_register_uniforms()
        self.auto_register_uniform_blocks()
        return True

    def auto_register_uniforms(self) -> None:
        """Automatically register all active uniforms in the shader program.

        This method queries OpenGL for all active uniforms and stores their
        information including location, type, size, and array status.
        For array uniforms, it also registers individual array elements.
        """
        uniform_count = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORMS)

        for i in range(uniform_count):
            name, size, shader_type = gl.glGetActiveUniform(self._id, i, 256)

            # Convert name to string
            name_str = name.decode("utf-8") if isinstance(name, bytes) else name

            # Handle array uniforms - OpenGL returns name with [0] for arrays
            is_array = size > 1
            base_name = name_str[:-3] if name_str.endswith("[0]") else name_str

            location = gl.glGetUniformLocation(self._id, name)

            # Store uniform info: (location, shader_type, size, is_array)
            self._uniforms[base_name] = (location, shader_type, size, is_array)

            # For arrays, also register individual elements
            if is_array:
                self._register_array_elements(base_name, size, shader_type)
                logger.info(
                    f"Registered array uniform: {base_name}[{size}] (type: {self.get_gl_type_string(shader_type)}, location: {location})"
                )
                logger.info(
                    f"  Also registered individual elements: {base_name}[0] to {base_name}[{size - 1}]"
                )
            else:
                logger.info(
                    f"Registered uniform: {base_name} (type: {self.get_gl_type_string(shader_type)}, location: {location})"
                )

    def _register_array_elements(
        self, base_name: str, size: int, shader_type: int
    ) -> None:
        """Register individual elements of an array uniform."""
        for element_idx in range(size):
            element_name = f"{base_name}[{element_idx}]"
            element_location = gl.glGetUniformLocation(
                self._id, element_name.encode("utf-8")
            )

            if element_location != -1:
                # Store individual array element: (location, shader_type, 1, False)
                self._uniforms[element_name] = (
                    element_location,
                    shader_type,
                    1,
                    False,
                )

    def auto_register_uniform_blocks(self) -> None:
        """Automatically register uniform blocks for this shader program.

        This is the Python equivalent of the C++ ShaderProgram::autoRegisterUniformBlocks method.
        """
        # Clear existing uniform blocks
        self._registered_uniform_blocks.clear()

        # Get number of active uniform blocks
        n_uniforms = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORM_BLOCKS)
        logger.info(f"FOUND UNIFORM BLOCKS {n_uniforms}")

        for i in range(n_uniforms):
            # Get uniform block name using ctypes buffer
            name_buffer = (ctypes.c_char * 256)()
            length = ctypes.c_int()

            gl.glGetActiveUniformBlockName(
                self._id, i, 256, ctypes.byref(length), name_buffer
            )
            name_str = (
                name_buffer.value.decode("utf-8")
                if name_buffer.value
                else f"UniformBlock_{i}"
            )

            # Create uniform block data structure
            data = {
                "name": name_str,
                "loc": gl.glGetUniformBlockIndex(self._id, name_str.encode("utf-8")),
                "buffer": gl.glGenBuffers(1),
            }

            # Store the uniform block data
            self._registered_uniform_blocks[name_str] = data
            logger.info(f"Uniform Block {name_str} {data['loc']} {data['buffer']}")

    def use(self) -> None:
        """Set this shader program as the current active program."""
        gl.glUseProgram(self._id)

    def get_id(self) -> int:
        """Get the OpenGL shader program ID.

        Returns:
            int: The OpenGL program ID
        """
        return self._id

    def get_uniform_location(self, name: str) -> int:
        """Get the location of a uniform variable.

        Args:
            name: The name of the uniform variable

        Returns:
            int: The uniform location, or -1 if not found
        """
        if name in self._uniforms:
            return self._uniforms[name][0]
        else:
            logger.warning(f"Uniform '{name}' not found in shader '{self._name}'")
            return -1

    def get_uniform_info(self, name: str) -> tuple[int, int, int, bool]:
        """Get complete uniform info: (location, shader_type, size, is_array).

        Args:
            name: The name of the uniform variable

        Returns:
            tuple: (location, shader_type, size, is_array)
        """
        return self._uniforms.get(name, (-1, 0, 0, False))

    def is_uniform_array(self, name: str) -> bool:
        """Check if a uniform is an array.

        Args:
            name: The name of the uniform variable

        Returns:
            bool: True if the uniform is an array, False otherwise
        """
        if name in self._uniforms:
            return self._uniforms[name][3]
        return False

    def get_uniform_array_size(self, name: str) -> int:
        """Get the size of a uniform array, returns 1 for non-arrays.

        Args:
            name: The name of the uniform variable

        Returns:
            int: The array size, or 0 if uniform not found
        """
        if name in self._uniforms:
            return self._uniforms[name][2]
        return 0

    def set_uniform_buffer(
        self, uniform_block_name: str, size: int, data: object
    ) -> bool:
        """Set uniform buffer data for the specified uniform block.

        This is the Python equivalent of the C++ ShaderProgram::setUniformBuffer method.

        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 uniform_block_name not in self._registered_uniform_blocks:
            logger.error(
                f"Uniform block '{uniform_block_name}' not found in shader '{self._name}'"
            )
            return False

        block = self._registered_uniform_blocks[uniform_block_name]

        try:
            # Bind the uniform buffer
            gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, block["buffer"])

            # Upload the data
            data = np.frombuffer(data, dtype=np.float32)
            gl.glBufferData(gl.GL_UNIFORM_BUFFER, size, data, gl.GL_DYNAMIC_DRAW)

            # Bind the buffer to the uniform block binding point
            gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, block["loc"], block["buffer"])

            # Unbind the buffer
            gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, 0)

            return True

        except Exception as e:
            logger.error(f"Failed to set uniform buffer '{uniform_block_name}': {e}")
            return False

    def set_uniform(self, name: str, *value: Any) -> None:
        """Set a uniform variable value.

        This method automatically detects the type of the value and calls the
        appropriate OpenGL uniform function. Supports scalars, vectors, matrices,
        and custom vector/matrix types.

        Args:
            name: The name of the uniform variable
            *value: The value(s) to set
        """
        loc = self.get_uniform_location(name)

        if loc == -1:
            logger.warning(f"Uniform location not found for '{name}'")
            return

        if len(value) == 1:
            self._set_single_value_uniform(loc, name, value[0])
        else:
            self._set_multi_value_uniform(loc, value)

    def _set_single_value_uniform(self, loc: int, name: str, val: Any) -> None:
        """Handle setting a uniform from a single value."""
        if isinstance(val, int):
            gl.glUniform1i(loc, val)
        elif isinstance(val, float):
            gl.glUniform1f(loc, val)
        elif isinstance(val, (Mat2, Mat3, Mat4)):
            self._set_matrix_uniform(loc, val)
        elif isinstance(val, (Vec2, Vec3, Vec4)):
            self._set_vector_uniform(loc, val)
        else:
            self._set_list_based_uniform(loc, name, val)

    def _set_matrix_uniform(self, loc: int, matrix: Any) -> None:
        """Set a matrix uniform value."""
        matrix_configs = {
            Mat2: (4, gl.glUniformMatrix2fv),
            Mat3: (9, gl.glUniformMatrix3fv),
            Mat4: (16, gl.glUniformMatrix4fv),
        }

        size, func = matrix_configs[type(matrix)]
        data = (ctypes.c_float * size)(*matrix.to_list())
        func(loc, 1, gl.GL_FALSE, data)

    def _set_vector_uniform(self, loc: int, vector: Any) -> None:
        """Set a vector uniform value."""
        vector_funcs = {
            Vec2: gl.glUniform2f,
            Vec3: gl.glUniform3f,
            Vec4: gl.glUniform4f,
        }

        func = vector_funcs[type(vector)]
        func(loc, *vector)

    def _set_list_based_uniform(self, loc: int, name: str, val: Any) -> None:
        """Handle setting uniform from list-like values (potential matrices)."""
        try:
            val_list = list(val)
            matrix_sizes = {
                4: gl.glUniformMatrix2fv,
                9: gl.glUniformMatrix3fv,
                16: gl.glUniformMatrix4fv,
            }

            if len(val_list) in matrix_sizes:
                func = matrix_sizes[len(val_list)]
                data = (ctypes.c_float * len(val_list))(*val_list)
                func(loc, 1, gl.GL_FALSE, data)
        except TypeError:
            logger.warning(f"Warning: uniform '{name}' has unknown type: {type(val)}")

    def _set_multi_value_uniform(self, loc: int, value: tuple) -> None:
        """Handle setting uniform from multiple values (vectors)."""
        value_len = len(value)
        is_int = isinstance(value[0], int)

        uniform_funcs = {
            2: (gl.glUniform2i if is_int else gl.glUniform2f),
            3: (gl.glUniform3i if is_int else gl.glUniform3f),
            4: (gl.glUniform4i if is_int else gl.glUniform4f),
        }

        if value_len in uniform_funcs:
            func = uniform_funcs[value_len]
            func(loc, *value)

    def set_uniform_1fv(self, name: str, values: List[float]) -> None:
        """Set a float array uniform.

        Args:
            name: The name of the uniform variable
            values: List of float values
        """
        """Set a float array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            gl.glUniform1fv(loc, len(values), (ctypes.c_float * len(values))(*values))

    def set_uniform_2fv(self, name: str, values: List[List[float]]) -> None:
        """Set a vec2 array uniform.

        Args:
            name: The name of the uniform variable
            values: List of vec2 values (each as a list of 2 floats)
        """
        """Set a vec2 array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            flat_values = [item for vec in values for item in vec]
            gl.glUniform2fv(
                loc, len(values), (ctypes.c_float * len(flat_values))(*flat_values)
            )

    def set_uniform_3fv(self, name: str, values: List[List[float]]) -> None:
        """Set a vec3 array uniform.

        Args:
            name: The name of the uniform variable
            values: List of vec3 values (each as a list of 3 floats)
        """
        """Set a vec3 array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            flat_values = [item for vec in values for item in vec]
            gl.glUniform3fv(
                loc, len(values), (ctypes.c_float * len(flat_values))(*flat_values)
            )

    def set_uniform_4fv(self, name: str, values: List[List[float]]) -> None:
        """Set a vec4 array uniform.

        Args:
            name: The name of the uniform variable
            values: List of vec4 values (each as a list of 4 floats)
        """
        """Set a vec4 array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            flat_values = [item for vec in values for item in vec]
            gl.glUniform4fv(
                loc, len(values), (ctypes.c_float * len(flat_values))(*flat_values)
            )

    def set_uniform_1iv(self, name: str, values: List[int]) -> None:
        """Set an int array uniform.

        Args:
            name: The name of the uniform variable
            values: List of integer values
        """
        """Set an int array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            gl.glUniform1iv(loc, len(values), (ctypes.c_int * len(values))(*values))

    def set_uniform_matrix2fv(
        self,
        name: str,
        matrices: List[Union[Mat2, List[float]]],
        transpose: bool = False,
    ) -> None:
        """Set a mat2 array uniform.

        Args:
            name: The name of the uniform variable
            matrices: List of 2x2 matrices (Mat2 objects or lists of 4 floats)
            transpose: Whether to transpose the matrices
        """
        """Set a mat2 array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            flat_values = []
            for matrix in matrices:
                if hasattr(matrix, "to_list"):
                    flat_values.extend(matrix.to_list())
                else:
                    flat_values.extend(matrix)
            gl.glUniformMatrix2fv(
                loc,
                len(matrices),
                gl.GL_TRUE if transpose else gl.GL_FALSE,
                (ctypes.c_float * len(flat_values))(*flat_values),
            )

    def set_uniform_matrix3fv(
        self,
        name: str,
        matrices: List[Union[Mat3, List[float]]],
        transpose: bool = False,
    ) -> None:
        """Set a mat3 array uniform.

        Args:
            name: The name of the uniform variable
            matrices: List of 3x3 matrices (Mat3 objects or lists of 9 floats)
            transpose: Whether to transpose the matrices
        """
        """Set a mat3 array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            flat_values = []
            for matrix in matrices:
                if hasattr(matrix, "to_list"):
                    flat_values.extend(matrix.to_list())
                else:
                    flat_values.extend(matrix)
            gl.glUniformMatrix3fv(
                loc,
                len(matrices),
                gl.GL_TRUE if transpose else gl.GL_FALSE,
                (ctypes.c_float * len(flat_values))(*flat_values),
            )

    def set_uniform_matrix4fv(
        self,
        name: str,
        matrices: List[Union[Mat4, List[float]]],
        transpose: bool = False,
    ) -> None:
        """Set a mat4 array uniform.

        Args:
            name: The name of the uniform variable
            matrices: List of 4x4 matrices (Mat4 objects or lists of 16 floats)
            transpose: Whether to transpose the matrices
        """
        """Set a mat4 array uniform"""
        loc = self.get_uniform_location(name)
        if loc != -1:
            flat_values = []
            for matrix in matrices:
                if hasattr(matrix, "to_list"):
                    flat_values.extend(matrix.to_list())
                else:
                    flat_values.extend(matrix)
            gl.glUniformMatrix4fv(
                loc,
                len(matrices),
                gl.GL_TRUE if transpose else gl.GL_FALSE,
                (ctypes.c_float * len(flat_values))(*flat_values),
            )

    def get_uniform_1f(self, name: str) -> float:
        """Get a single float uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            The float value, or 0.0 if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 1)()
            gl.glGetUniformfv(self._id, loc, result)
            return result[0]
        return 0.0

    def get_uniform_2f(self, name: str) -> List[float]:
        """Get a vec2 uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            A list of 2 floats, or [0.0, 0.0] if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 2)()
            gl.glGetUniformfv(self._id, loc, result)
            return list(result)
        return [0.0, 0.0]

    def get_uniform_3f(self, name: str) -> List[float]:
        """Get a vec3 uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            A list of 3 floats, or [0.0, 0.0, 0.0] if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 3)()
            gl.glGetUniformfv(self._id, loc, result)
            return list(result)
        return [0.0, 0.0, 0.0]

    def get_uniform_4f(self, name: str) -> List[float]:
        """Get a vec4 uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            A list of 4 floats, or [0.0, 0.0, 0.0, 0.0] if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 4)()
            gl.glGetUniformfv(self._id, loc, result)
            return list(result)
        return [0.0, 0.0, 0.0, 0.0]

    def get_uniform_mat2(self, name: str) -> List[float]:
        """Get a mat2 uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            A list of 4 floats representing the 2x2 matrix, or zeros if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 4)()
            gl.glGetUniformfv(self._id, loc, result)
            return list(result)
        return [0.0] * 4

    def get_uniform_mat3(self, name: str) -> List[float]:
        """Get a mat3 uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            A list of 9 floats representing the 3x3 matrix, or zeros if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 9)()
            gl.glGetUniformfv(self._id, loc, result)
            return list(result)
        return [0.0] * 9

    def get_uniform_mat4(self, name: str) -> List[float]:
        """Get a mat4 uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            A list of 16 floats representing the 4x4 matrix, or zeros if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 16)()
            gl.glGetUniformfv(self._id, loc, result)
            return list(result)
        return [0.0] * 16

    def get_uniform_mat4x3(self, name: str) -> List[float]:
        """Get a mat4x3 uniform value.

        Args:
            name: The name of the uniform variable

        Returns:
            A list of 12 floats representing the 4x3 matrix, or zeros if not found
        """
        loc = self.get_uniform_location(name)
        if loc != -1:
            result = (ctypes.c_float * 12)()
            gl.glGetUniformfv(self._id, loc, result)
            return list(result)
        return [0.0] * 12

    def get_uniform_block_data(self, name: str) -> Optional[Dict[str, Any]]:
        """Get uniform block data by name.

        Args:
            name: The name of the uniform block

        Returns:
            Dictionary containing uniform block data, or None if not found
        """
        """Get uniform block data by name"""
        return self._registered_uniform_blocks.get(name, None)

    def get_registered_uniform_blocks(self) -> Dict[str, Dict[str, Any]]:
        """Get all registered uniform blocks.

        Returns:
            A copy of the registered uniform blocks dictionary
        """
        """Get all registered uniform blocks"""
        return self._registered_uniform_blocks.copy()

    def get_uniform_block_location(self, name: str) -> int:
        """Get uniform block location by name.

        Args:
            name: The name of the uniform block

        Returns:
            The uniform block index/location, or -1 if not found
        """
        """Get uniform block location by name"""
        if name in self._registered_uniform_blocks:
            return self._registered_uniform_blocks[name]["loc"]
        else:
            logger.warning(f"Uniform block '{name}' not found in shader '{self._name}'")
            return -1

    def get_uniform_block_buffer(self, name: str) -> int:
        """Get uniform block buffer by name.

        Args:
            name: The name of the uniform block

        Returns:
            The OpenGL buffer ID, or 0 if not found
        """
        """Get uniform block buffer by name"""
        if name in self._registered_uniform_blocks:
            return self._registered_uniform_blocks[name]["buffer"]
        else:
            logger.warning(f"Uniform block '{name}' not found in shader '{self._name}'")
            return 0

    def get_gl_type_string(self, gl_type: int) -> str:
        """Convert OpenGL type constant to human-readable string.

        Args:
            gl_type: OpenGL type constant (e.g., GL_FLOAT, GL_FLOAT_VEC3)

        Returns:
            str: Human-readable type string
        """
        type_map = {
            # Scalars
            gl.GL_FLOAT: "float",
            gl.GL_DOUBLE: "double",
            gl.GL_INT: "int",
            gl.GL_UNSIGNED_INT: "uint",
            gl.GL_BOOL: "bool",
            # Float vectors
            gl.GL_FLOAT_VEC2: "vec2",
            gl.GL_FLOAT_VEC3: "vec3",
            gl.GL_FLOAT_VEC4: "vec4",
            # Double vectors
            gl.GL_DOUBLE_VEC2: "dvec2",
            gl.GL_DOUBLE_VEC3: "dvec3",
            gl.GL_DOUBLE_VEC4: "dvec4",
            # Integer vectors
            gl.GL_INT_VEC2: "ivec2",
            gl.GL_INT_VEC3: "ivec3",
            gl.GL_INT_VEC4: "ivec4",
            # Unsigned int vectors
            gl.GL_UNSIGNED_INT_VEC2: "uvec2",
            gl.GL_UNSIGNED_INT_VEC3: "uvec3",
            gl.GL_UNSIGNED_INT_VEC4: "uvec4",
            # Bool vectors
            gl.GL_BOOL_VEC2: "bvec2",
            gl.GL_BOOL_VEC3: "bvec3",
            gl.GL_BOOL_VEC4: "bvec4",
            # Float matrices
            gl.GL_FLOAT_MAT2: "mat2",
            gl.GL_FLOAT_MAT3: "mat3",
            gl.GL_FLOAT_MAT4: "mat4",
            gl.GL_FLOAT_MAT2x3: "mat2x3",
            gl.GL_FLOAT_MAT2x4: "mat2x4",
            gl.GL_FLOAT_MAT3x2: "mat3x2",
            gl.GL_FLOAT_MAT3x4: "mat3x4",
            gl.GL_FLOAT_MAT4x2: "mat4x2",
            gl.GL_FLOAT_MAT4x3: "mat4x3",
            # Double matrices
            gl.GL_DOUBLE_MAT2: "dmat2",
            gl.GL_DOUBLE_MAT3: "dmat3",
            gl.GL_DOUBLE_MAT4: "dmat4",
            gl.GL_DOUBLE_MAT2x3: "dmat2x3",
            gl.GL_DOUBLE_MAT2x4: "dmat2x4",
            gl.GL_DOUBLE_MAT3x2: "dmat3x2",
            gl.GL_DOUBLE_MAT3x4: "dmat3x4",
            gl.GL_DOUBLE_MAT4x2: "dmat4x2",
            gl.GL_DOUBLE_MAT4x3: "dmat4x3",
            # Samplers (float)
            gl.GL_SAMPLER_1D: "sampler1D",
            gl.GL_SAMPLER_2D: "sampler2D",
            gl.GL_SAMPLER_3D: "sampler3D",
            gl.GL_SAMPLER_CUBE: "samplerCube",
            gl.GL_SAMPLER_1D_SHADOW: "sampler1DShadow",
            gl.GL_SAMPLER_2D_SHADOW: "sampler2DShadow",
            gl.GL_SAMPLER_1D_ARRAY: "sampler1DArray",
            gl.GL_SAMPLER_2D_ARRAY: "sampler2DArray",
            gl.GL_SAMPLER_1D_ARRAY_SHADOW: "sampler1DArrayShadow",
            gl.GL_SAMPLER_2D_ARRAY_SHADOW: "sampler2DArrayShadow",
            gl.GL_SAMPLER_CUBE_SHADOW: "samplerCubeShadow",
            gl.GL_SAMPLER_BUFFER: "samplerBuffer",
            gl.GL_SAMPLER_2D_RECT: "sampler2DRect",
            gl.GL_SAMPLER_2D_RECT_SHADOW: "sampler2DRectShadow",
            # Samplers (int)
            gl.GL_INT_SAMPLER_1D: "isampler1D",
            gl.GL_INT_SAMPLER_2D: "isampler2D",
            gl.GL_INT_SAMPLER_3D: "isampler3D",
            gl.GL_INT_SAMPLER_CUBE: "isamplerCube",
            gl.GL_INT_SAMPLER_1D_ARRAY: "isampler1DArray",
            gl.GL_INT_SAMPLER_2D_ARRAY: "isampler2DArray",
            gl.GL_INT_SAMPLER_BUFFER: "isamplerBuffer",
            gl.GL_INT_SAMPLER_2D_RECT: "isampler2DRect",
            # Samplers (unsigned int)
            gl.GL_UNSIGNED_INT_SAMPLER_1D: "usampler1D",
            gl.GL_UNSIGNED_INT_SAMPLER_2D: "usampler2D",
            gl.GL_UNSIGNED_INT_SAMPLER_3D: "usampler3D",
            gl.GL_UNSIGNED_INT_SAMPLER_CUBE: "usamplerCube",
            gl.GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: "usampler1DArray",
            gl.GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: "usampler2DArray",
            gl.GL_UNSIGNED_INT_SAMPLER_BUFFER: "usamplerBuffer",
            gl.GL_UNSIGNED_INT_SAMPLER_2D_RECT: "usampler2DRect",
            # Images (float)
            gl.GL_IMAGE_1D: "image1D",
            gl.GL_IMAGE_2D: "image2D",
            gl.GL_IMAGE_3D: "image3D",
            gl.GL_IMAGE_2D_RECT: "image2DRect",
            gl.GL_IMAGE_CUBE: "imageCube",
            gl.GL_IMAGE_BUFFER: "imageBuffer",
            gl.GL_IMAGE_1D_ARRAY: "image1DArray",
            gl.GL_IMAGE_2D_ARRAY: "image2DArray",
            gl.GL_IMAGE_CUBE_MAP_ARRAY: "imageCubeArray",
            gl.GL_IMAGE_2D_MULTISAMPLE: "image2DMS",
            gl.GL_IMAGE_2D_MULTISAMPLE_ARRAY: "image2DMSArray",
            # Images (int)
            gl.GL_INT_IMAGE_1D: "iimage1D",
            gl.GL_INT_IMAGE_2D: "iimage2D",
            gl.GL_INT_IMAGE_3D: "iimage3D",
            gl.GL_INT_IMAGE_2D_RECT: "iimage2DRect",
            gl.GL_INT_IMAGE_CUBE: "iimageCube",
            gl.GL_INT_IMAGE_BUFFER: "iimageBuffer",
            gl.GL_INT_IMAGE_1D_ARRAY: "iimage1DArray",
            gl.GL_INT_IMAGE_2D_ARRAY: "iimage2DArray",
            gl.GL_INT_IMAGE_CUBE_MAP_ARRAY: "iimageCubeArray",
            gl.GL_INT_IMAGE_2D_MULTISAMPLE: "iimage2DMS",
            gl.GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY: "iimage2DMSArray",
            # Images (unsigned int)
            gl.GL_UNSIGNED_INT_IMAGE_1D: "uimage1D",
            gl.GL_UNSIGNED_INT_IMAGE_2D: "uimage2D",
            gl.GL_UNSIGNED_INT_IMAGE_3D: "uimage3D",
            gl.GL_UNSIGNED_INT_IMAGE_2D_RECT: "uimage2DRect",
            gl.GL_UNSIGNED_INT_IMAGE_CUBE: "uimageCube",
            gl.GL_UNSIGNED_INT_IMAGE_BUFFER: "uimageBuffer",
            gl.GL_UNSIGNED_INT_IMAGE_1D_ARRAY: "uimage1DArray",
            gl.GL_UNSIGNED_INT_IMAGE_2D_ARRAY: "uimage2DArray",
            gl.GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY: "uimageCubeArray",
            gl.GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE: "uimage2DMS",
            gl.GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY: "uimage2DMSArray",
        }
        return type_map.get(gl_type, f"Unknown type {gl_type}")

    def print_registered_uniforms(self) -> None:
        """Print information about all registered uniforms to the log."""
        logger.info(f"Registered uniforms for {self._name}:")
        base_uniforms = {}
        array_elements = {}

        # Separate base uniforms from array elements
        for name, (location, uniform_type, size, is_array) in self._uniforms.items():
            if "[" in name and "]" in name:
                # This is an array element
                base_name = name.split("[")[0]
                if base_name not in array_elements:
                    array_elements[base_name] = []
                array_elements[base_name].append(
                    (name, location, uniform_type, size, is_array)
                )
            else:
                base_uniforms[name] = (location, uniform_type, size, is_array)

        # Print base uniforms
        for name, (location, uniform_type, size, is_array) in base_uniforms.items():
            type_str = self.get_gl_type_string(uniform_type)
            if is_array:
                logger.info(
                    f"  {name}[{size}] (type: {type_str}, location: {location})"
                )
            else:
                logger.info(f"  {name} (type: {type_str}, location: {location})")

        # Print array elements grouped by base name
        for base_name, elements in array_elements.items():
            logger.info(f"  Array elements for {base_name}:")
            for element_name, location, uniform_type, _, _ in elements:
                type_str = self.get_gl_type_string(uniform_type)
                logger.info(
                    f"    {element_name} (type: {type_str}, location: {location})"
                )

    def print_registered_uniform_blocks(self) -> None:
        """Print information about all registered uniform blocks to the log."""
        logger.info(f"Registered uniform blocks for {self._name}:")
        for name, data in self._registered_uniform_blocks.items():
            logger.info(f"  {name} (index: {data['loc']}, buffer: {data['buffer']})")

    def print_properties(self) -> None:
        """Print detailed properties and status information about this shader program."""
        logger.info(f"Properties for shader program {self._name}:")
        logger.info(f"  ID: {self._id}")

        link_status = gl.glGetProgramiv(self._id, gl.GL_LINK_STATUS)
        logger.info(f"  Link status: {link_status}")

        validate_status = gl.glGetProgramiv(self._id, gl.GL_VALIDATE_STATUS)
        logger.info(f"  Validate status: {validate_status}")

        attached_shaders = gl.glGetProgramiv(self._id, gl.GL_ATTACHED_SHADERS)
        logger.info(f"  Attached shaders: {attached_shaders}")

        active_attributes = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_ATTRIBUTES)
        logger.info(f"  Active attributes: {active_attributes}")

        active_uniforms = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORMS)
        logger.info(f"  Active uniforms: {active_uniforms}")

        active_uniform_blocks = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORM_BLOCKS)
        logger.info(f"  Active uniform blocks: {active_uniform_blocks}")

        if self._registered_uniform_blocks:
            logger.info("  Registered uniform blocks:")
            for name, data in self._registered_uniform_blocks.items():
                logger.info(
                    f"    {name} (index: {data['loc']}, buffer: {data['buffer']})"
                )

__init__(name, exit_on_error=True)

Initialize a new shader program.

Parameters:
  • name (str) –

    Name of the shader program for identification

  • exit_on_error (bool, default: True ) –

    Whether to exit the application when errors occur

Source code in ncca/ngl/opengl/shader_program.py
35
36
37
38
39
40
41
42
43
44
45
46
47
def __init__(self, name: str, exit_on_error: bool = True) -> None:
    """Initialize a new shader program.

    Args:
        name: Name of the shader program for identification
        exit_on_error: Whether to exit the application when errors occur
    """
    self._name: str = name
    self._exit_on_error: bool = exit_on_error
    self._id: int = gl.glCreateProgram()
    self._shaders: list[Shader] = []
    self._uniforms: dict[str, tuple[int, int, int, bool]] = {}
    self._registered_uniform_blocks: dict[str, dict] = {}

attach_shader(shader)

Attach a shader to this program.

Parameters:
  • shader (Shader) –

    The Shader object to attach

Source code in ncca/ngl/opengl/shader_program.py
49
50
51
52
53
54
55
56
def attach_shader(self, shader: Shader) -> None:
    """Attach a shader to this program.

    Args:
        shader: The Shader object to attach
    """
    gl.glAttachShader(self._id, shader._id)
    self._shaders.append(shader)

auto_register_uniform_blocks()

Automatically register uniform blocks for this shader program.

This is the Python equivalent of the C++ ShaderProgram::autoRegisterUniformBlocks method.

Source code in ncca/ngl/opengl/shader_program.py
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
def auto_register_uniform_blocks(self) -> None:
    """Automatically register uniform blocks for this shader program.

    This is the Python equivalent of the C++ ShaderProgram::autoRegisterUniformBlocks method.
    """
    # Clear existing uniform blocks
    self._registered_uniform_blocks.clear()

    # Get number of active uniform blocks
    n_uniforms = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORM_BLOCKS)
    logger.info(f"FOUND UNIFORM BLOCKS {n_uniforms}")

    for i in range(n_uniforms):
        # Get uniform block name using ctypes buffer
        name_buffer = (ctypes.c_char * 256)()
        length = ctypes.c_int()

        gl.glGetActiveUniformBlockName(
            self._id, i, 256, ctypes.byref(length), name_buffer
        )
        name_str = (
            name_buffer.value.decode("utf-8")
            if name_buffer.value
            else f"UniformBlock_{i}"
        )

        # Create uniform block data structure
        data = {
            "name": name_str,
            "loc": gl.glGetUniformBlockIndex(self._id, name_str.encode("utf-8")),
            "buffer": gl.glGenBuffers(1),
        }

        # Store the uniform block data
        self._registered_uniform_blocks[name_str] = data
        logger.info(f"Uniform Block {name_str} {data['loc']} {data['buffer']}")

auto_register_uniforms()

Automatically register all active uniforms in the shader program.

This method queries OpenGL for all active uniforms and stores their information including location, type, size, and array status. For array uniforms, it also registers individual array elements.

Source code in ncca/ngl/opengl/shader_program.py
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
def auto_register_uniforms(self) -> None:
    """Automatically register all active uniforms in the shader program.

    This method queries OpenGL for all active uniforms and stores their
    information including location, type, size, and array status.
    For array uniforms, it also registers individual array elements.
    """
    uniform_count = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORMS)

    for i in range(uniform_count):
        name, size, shader_type = gl.glGetActiveUniform(self._id, i, 256)

        # Convert name to string
        name_str = name.decode("utf-8") if isinstance(name, bytes) else name

        # Handle array uniforms - OpenGL returns name with [0] for arrays
        is_array = size > 1
        base_name = name_str[:-3] if name_str.endswith("[0]") else name_str

        location = gl.glGetUniformLocation(self._id, name)

        # Store uniform info: (location, shader_type, size, is_array)
        self._uniforms[base_name] = (location, shader_type, size, is_array)

        # For arrays, also register individual elements
        if is_array:
            self._register_array_elements(base_name, size, shader_type)
            logger.info(
                f"Registered array uniform: {base_name}[{size}] (type: {self.get_gl_type_string(shader_type)}, location: {location})"
            )
            logger.info(
                f"  Also registered individual elements: {base_name}[0] to {base_name}[{size - 1}]"
            )
        else:
            logger.info(
                f"Registered uniform: {base_name} (type: {self.get_gl_type_string(shader_type)}, location: {location})"
            )

get_gl_type_string(gl_type)

Convert OpenGL type constant to human-readable string.

Parameters:
  • gl_type (int) –

    OpenGL type constant (e.g., GL_FLOAT, GL_FLOAT_VEC3)

Returns:
  • str( str ) –

    Human-readable type string

Source code in ncca/ngl/opengl/shader_program.py
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
def get_gl_type_string(self, gl_type: int) -> str:
    """Convert OpenGL type constant to human-readable string.

    Args:
        gl_type: OpenGL type constant (e.g., GL_FLOAT, GL_FLOAT_VEC3)

    Returns:
        str: Human-readable type string
    """
    type_map = {
        # Scalars
        gl.GL_FLOAT: "float",
        gl.GL_DOUBLE: "double",
        gl.GL_INT: "int",
        gl.GL_UNSIGNED_INT: "uint",
        gl.GL_BOOL: "bool",
        # Float vectors
        gl.GL_FLOAT_VEC2: "vec2",
        gl.GL_FLOAT_VEC3: "vec3",
        gl.GL_FLOAT_VEC4: "vec4",
        # Double vectors
        gl.GL_DOUBLE_VEC2: "dvec2",
        gl.GL_DOUBLE_VEC3: "dvec3",
        gl.GL_DOUBLE_VEC4: "dvec4",
        # Integer vectors
        gl.GL_INT_VEC2: "ivec2",
        gl.GL_INT_VEC3: "ivec3",
        gl.GL_INT_VEC4: "ivec4",
        # Unsigned int vectors
        gl.GL_UNSIGNED_INT_VEC2: "uvec2",
        gl.GL_UNSIGNED_INT_VEC3: "uvec3",
        gl.GL_UNSIGNED_INT_VEC4: "uvec4",
        # Bool vectors
        gl.GL_BOOL_VEC2: "bvec2",
        gl.GL_BOOL_VEC3: "bvec3",
        gl.GL_BOOL_VEC4: "bvec4",
        # Float matrices
        gl.GL_FLOAT_MAT2: "mat2",
        gl.GL_FLOAT_MAT3: "mat3",
        gl.GL_FLOAT_MAT4: "mat4",
        gl.GL_FLOAT_MAT2x3: "mat2x3",
        gl.GL_FLOAT_MAT2x4: "mat2x4",
        gl.GL_FLOAT_MAT3x2: "mat3x2",
        gl.GL_FLOAT_MAT3x4: "mat3x4",
        gl.GL_FLOAT_MAT4x2: "mat4x2",
        gl.GL_FLOAT_MAT4x3: "mat4x3",
        # Double matrices
        gl.GL_DOUBLE_MAT2: "dmat2",
        gl.GL_DOUBLE_MAT3: "dmat3",
        gl.GL_DOUBLE_MAT4: "dmat4",
        gl.GL_DOUBLE_MAT2x3: "dmat2x3",
        gl.GL_DOUBLE_MAT2x4: "dmat2x4",
        gl.GL_DOUBLE_MAT3x2: "dmat3x2",
        gl.GL_DOUBLE_MAT3x4: "dmat3x4",
        gl.GL_DOUBLE_MAT4x2: "dmat4x2",
        gl.GL_DOUBLE_MAT4x3: "dmat4x3",
        # Samplers (float)
        gl.GL_SAMPLER_1D: "sampler1D",
        gl.GL_SAMPLER_2D: "sampler2D",
        gl.GL_SAMPLER_3D: "sampler3D",
        gl.GL_SAMPLER_CUBE: "samplerCube",
        gl.GL_SAMPLER_1D_SHADOW: "sampler1DShadow",
        gl.GL_SAMPLER_2D_SHADOW: "sampler2DShadow",
        gl.GL_SAMPLER_1D_ARRAY: "sampler1DArray",
        gl.GL_SAMPLER_2D_ARRAY: "sampler2DArray",
        gl.GL_SAMPLER_1D_ARRAY_SHADOW: "sampler1DArrayShadow",
        gl.GL_SAMPLER_2D_ARRAY_SHADOW: "sampler2DArrayShadow",
        gl.GL_SAMPLER_CUBE_SHADOW: "samplerCubeShadow",
        gl.GL_SAMPLER_BUFFER: "samplerBuffer",
        gl.GL_SAMPLER_2D_RECT: "sampler2DRect",
        gl.GL_SAMPLER_2D_RECT_SHADOW: "sampler2DRectShadow",
        # Samplers (int)
        gl.GL_INT_SAMPLER_1D: "isampler1D",
        gl.GL_INT_SAMPLER_2D: "isampler2D",
        gl.GL_INT_SAMPLER_3D: "isampler3D",
        gl.GL_INT_SAMPLER_CUBE: "isamplerCube",
        gl.GL_INT_SAMPLER_1D_ARRAY: "isampler1DArray",
        gl.GL_INT_SAMPLER_2D_ARRAY: "isampler2DArray",
        gl.GL_INT_SAMPLER_BUFFER: "isamplerBuffer",
        gl.GL_INT_SAMPLER_2D_RECT: "isampler2DRect",
        # Samplers (unsigned int)
        gl.GL_UNSIGNED_INT_SAMPLER_1D: "usampler1D",
        gl.GL_UNSIGNED_INT_SAMPLER_2D: "usampler2D",
        gl.GL_UNSIGNED_INT_SAMPLER_3D: "usampler3D",
        gl.GL_UNSIGNED_INT_SAMPLER_CUBE: "usamplerCube",
        gl.GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: "usampler1DArray",
        gl.GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: "usampler2DArray",
        gl.GL_UNSIGNED_INT_SAMPLER_BUFFER: "usamplerBuffer",
        gl.GL_UNSIGNED_INT_SAMPLER_2D_RECT: "usampler2DRect",
        # Images (float)
        gl.GL_IMAGE_1D: "image1D",
        gl.GL_IMAGE_2D: "image2D",
        gl.GL_IMAGE_3D: "image3D",
        gl.GL_IMAGE_2D_RECT: "image2DRect",
        gl.GL_IMAGE_CUBE: "imageCube",
        gl.GL_IMAGE_BUFFER: "imageBuffer",
        gl.GL_IMAGE_1D_ARRAY: "image1DArray",
        gl.GL_IMAGE_2D_ARRAY: "image2DArray",
        gl.GL_IMAGE_CUBE_MAP_ARRAY: "imageCubeArray",
        gl.GL_IMAGE_2D_MULTISAMPLE: "image2DMS",
        gl.GL_IMAGE_2D_MULTISAMPLE_ARRAY: "image2DMSArray",
        # Images (int)
        gl.GL_INT_IMAGE_1D: "iimage1D",
        gl.GL_INT_IMAGE_2D: "iimage2D",
        gl.GL_INT_IMAGE_3D: "iimage3D",
        gl.GL_INT_IMAGE_2D_RECT: "iimage2DRect",
        gl.GL_INT_IMAGE_CUBE: "iimageCube",
        gl.GL_INT_IMAGE_BUFFER: "iimageBuffer",
        gl.GL_INT_IMAGE_1D_ARRAY: "iimage1DArray",
        gl.GL_INT_IMAGE_2D_ARRAY: "iimage2DArray",
        gl.GL_INT_IMAGE_CUBE_MAP_ARRAY: "iimageCubeArray",
        gl.GL_INT_IMAGE_2D_MULTISAMPLE: "iimage2DMS",
        gl.GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY: "iimage2DMSArray",
        # Images (unsigned int)
        gl.GL_UNSIGNED_INT_IMAGE_1D: "uimage1D",
        gl.GL_UNSIGNED_INT_IMAGE_2D: "uimage2D",
        gl.GL_UNSIGNED_INT_IMAGE_3D: "uimage3D",
        gl.GL_UNSIGNED_INT_IMAGE_2D_RECT: "uimage2DRect",
        gl.GL_UNSIGNED_INT_IMAGE_CUBE: "uimageCube",
        gl.GL_UNSIGNED_INT_IMAGE_BUFFER: "uimageBuffer",
        gl.GL_UNSIGNED_INT_IMAGE_1D_ARRAY: "uimage1DArray",
        gl.GL_UNSIGNED_INT_IMAGE_2D_ARRAY: "uimage2DArray",
        gl.GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY: "uimageCubeArray",
        gl.GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE: "uimage2DMS",
        gl.GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY: "uimage2DMSArray",
    }
    return type_map.get(gl_type, f"Unknown type {gl_type}")

get_id()

Get the OpenGL shader program ID.

Returns:
  • int( int ) –

    The OpenGL program ID

Source code in ncca/ngl/opengl/shader_program.py
174
175
176
177
178
179
180
def get_id(self) -> int:
    """Get the OpenGL shader program ID.

    Returns:
        int: The OpenGL program ID
    """
    return self._id

get_registered_uniform_blocks()

Get all registered uniform blocks.

Returns:
  • Dict[str, Dict[str, Any]]

    A copy of the registered uniform blocks dictionary

Source code in ncca/ngl/opengl/shader_program.py
663
664
665
666
667
668
669
670
def get_registered_uniform_blocks(self) -> Dict[str, Dict[str, Any]]:
    """Get all registered uniform blocks.

    Returns:
        A copy of the registered uniform blocks dictionary
    """
    """Get all registered uniform blocks"""
    return self._registered_uniform_blocks.copy()

get_uniform_1f(name)

Get a single float uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • float

    The float value, or 0.0 if not found

Source code in ncca/ngl/opengl/shader_program.py
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
def get_uniform_1f(self, name: str) -> float:
    """Get a single float uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        The float value, or 0.0 if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 1)()
        gl.glGetUniformfv(self._id, loc, result)
        return result[0]
    return 0.0

get_uniform_2f(name)

Get a vec2 uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • List[float]

    A list of 2 floats, or [0.0, 0.0] if not found

Source code in ncca/ngl/opengl/shader_program.py
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
def get_uniform_2f(self, name: str) -> List[float]:
    """Get a vec2 uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        A list of 2 floats, or [0.0, 0.0] if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 2)()
        gl.glGetUniformfv(self._id, loc, result)
        return list(result)
    return [0.0, 0.0]

get_uniform_3f(name)

Get a vec3 uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • List[float]

    A list of 3 floats, or [0.0, 0.0, 0.0] if not found

Source code in ncca/ngl/opengl/shader_program.py
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
def get_uniform_3f(self, name: str) -> List[float]:
    """Get a vec3 uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        A list of 3 floats, or [0.0, 0.0, 0.0] if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 3)()
        gl.glGetUniformfv(self._id, loc, result)
        return list(result)
    return [0.0, 0.0, 0.0]

get_uniform_4f(name)

Get a vec4 uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • List[float]

    A list of 4 floats, or [0.0, 0.0, 0.0, 0.0] if not found

Source code in ncca/ngl/opengl/shader_program.py
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
def get_uniform_4f(self, name: str) -> List[float]:
    """Get a vec4 uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        A list of 4 floats, or [0.0, 0.0, 0.0, 0.0] if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 4)()
        gl.glGetUniformfv(self._id, loc, result)
        return list(result)
    return [0.0, 0.0, 0.0, 0.0]

get_uniform_array_size(name)

Get the size of a uniform array, returns 1 for non-arrays.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • int( int ) –

    The array size, or 0 if uniform not found

Source code in ncca/ngl/opengl/shader_program.py
221
222
223
224
225
226
227
228
229
230
231
232
def get_uniform_array_size(self, name: str) -> int:
    """Get the size of a uniform array, returns 1 for non-arrays.

    Args:
        name: The name of the uniform variable

    Returns:
        int: The array size, or 0 if uniform not found
    """
    if name in self._uniforms:
        return self._uniforms[name][2]
    return 0

get_uniform_block_buffer(name)

Get uniform block buffer by name.

Parameters:
  • name (str) –

    The name of the uniform block

Returns:
  • int

    The OpenGL buffer ID, or 0 if not found

Source code in ncca/ngl/opengl/shader_program.py
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
def get_uniform_block_buffer(self, name: str) -> int:
    """Get uniform block buffer by name.

    Args:
        name: The name of the uniform block

    Returns:
        The OpenGL buffer ID, or 0 if not found
    """
    """Get uniform block buffer by name"""
    if name in self._registered_uniform_blocks:
        return self._registered_uniform_blocks[name]["buffer"]
    else:
        logger.warning(f"Uniform block '{name}' not found in shader '{self._name}'")
        return 0

get_uniform_block_data(name)

Get uniform block data by name.

Parameters:
  • name (str) –

    The name of the uniform block

Returns:
  • Optional[Dict[str, Any]]

    Dictionary containing uniform block data, or None if not found

Source code in ncca/ngl/opengl/shader_program.py
651
652
653
654
655
656
657
658
659
660
661
def get_uniform_block_data(self, name: str) -> Optional[Dict[str, Any]]:
    """Get uniform block data by name.

    Args:
        name: The name of the uniform block

    Returns:
        Dictionary containing uniform block data, or None if not found
    """
    """Get uniform block data by name"""
    return self._registered_uniform_blocks.get(name, None)

get_uniform_block_location(name)

Get uniform block location by name.

Parameters:
  • name (str) –

    The name of the uniform block

Returns:
  • int

    The uniform block index/location, or -1 if not found

Source code in ncca/ngl/opengl/shader_program.py
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
def get_uniform_block_location(self, name: str) -> int:
    """Get uniform block location by name.

    Args:
        name: The name of the uniform block

    Returns:
        The uniform block index/location, or -1 if not found
    """
    """Get uniform block location by name"""
    if name in self._registered_uniform_blocks:
        return self._registered_uniform_blocks[name]["loc"]
    else:
        logger.warning(f"Uniform block '{name}' not found in shader '{self._name}'")
        return -1

get_uniform_info(name)

Get complete uniform info: (location, shader_type, size, is_array).

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • tuple( tuple[int, int, int, bool] ) –

    (location, shader_type, size, is_array)

Source code in ncca/ngl/opengl/shader_program.py
197
198
199
200
201
202
203
204
205
206
def get_uniform_info(self, name: str) -> tuple[int, int, int, bool]:
    """Get complete uniform info: (location, shader_type, size, is_array).

    Args:
        name: The name of the uniform variable

    Returns:
        tuple: (location, shader_type, size, is_array)
    """
    return self._uniforms.get(name, (-1, 0, 0, False))

get_uniform_location(name)

Get the location of a uniform variable.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • int( int ) –

    The uniform location, or -1 if not found

Source code in ncca/ngl/opengl/shader_program.py
182
183
184
185
186
187
188
189
190
191
192
193
194
195
def get_uniform_location(self, name: str) -> int:
    """Get the location of a uniform variable.

    Args:
        name: The name of the uniform variable

    Returns:
        int: The uniform location, or -1 if not found
    """
    if name in self._uniforms:
        return self._uniforms[name][0]
    else:
        logger.warning(f"Uniform '{name}' not found in shader '{self._name}'")
        return -1

get_uniform_mat2(name)

Get a mat2 uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • List[float]

    A list of 4 floats representing the 2x2 matrix, or zeros if not found

Source code in ncca/ngl/opengl/shader_program.py
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
def get_uniform_mat2(self, name: str) -> List[float]:
    """Get a mat2 uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        A list of 4 floats representing the 2x2 matrix, or zeros if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 4)()
        gl.glGetUniformfv(self._id, loc, result)
        return list(result)
    return [0.0] * 4

get_uniform_mat3(name)

Get a mat3 uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • List[float]

    A list of 9 floats representing the 3x3 matrix, or zeros if not found

Source code in ncca/ngl/opengl/shader_program.py
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
def get_uniform_mat3(self, name: str) -> List[float]:
    """Get a mat3 uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        A list of 9 floats representing the 3x3 matrix, or zeros if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 9)()
        gl.glGetUniformfv(self._id, loc, result)
        return list(result)
    return [0.0] * 9

get_uniform_mat4(name)

Get a mat4 uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • List[float]

    A list of 16 floats representing the 4x4 matrix, or zeros if not found

Source code in ncca/ngl/opengl/shader_program.py
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
def get_uniform_mat4(self, name: str) -> List[float]:
    """Get a mat4 uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        A list of 16 floats representing the 4x4 matrix, or zeros if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 16)()
        gl.glGetUniformfv(self._id, loc, result)
        return list(result)
    return [0.0] * 16

get_uniform_mat4x3(name)

Get a mat4x3 uniform value.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • List[float]

    A list of 12 floats representing the 4x3 matrix, or zeros if not found

Source code in ncca/ngl/opengl/shader_program.py
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
def get_uniform_mat4x3(self, name: str) -> List[float]:
    """Get a mat4x3 uniform value.

    Args:
        name: The name of the uniform variable

    Returns:
        A list of 12 floats representing the 4x3 matrix, or zeros if not found
    """
    loc = self.get_uniform_location(name)
    if loc != -1:
        result = (ctypes.c_float * 12)()
        gl.glGetUniformfv(self._id, loc, result)
        return list(result)
    return [0.0] * 12

is_uniform_array(name)

Check if a uniform is an array.

Parameters:
  • name (str) –

    The name of the uniform variable

Returns:
  • bool( bool ) –

    True if the uniform is an array, False otherwise

Source code in ncca/ngl/opengl/shader_program.py
208
209
210
211
212
213
214
215
216
217
218
219
def is_uniform_array(self, name: str) -> bool:
    """Check if a uniform is an array.

    Args:
        name: The name of the uniform variable

    Returns:
        bool: True if the uniform is an array, False otherwise
    """
    if name in self._uniforms:
        return self._uniforms[name][3]
    return False

Link the attached shaders to create the final shader program.

Returns:
  • bool( bool ) –

    True if linking succeeded, False otherwise.

Source code in ncca/ngl/opengl/shader_program.py
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
def link(self) -> bool:
    """Link the attached shaders to create the final shader program.

    Returns:
        bool: True if linking succeeded, False otherwise.
    """
    gl.glLinkProgram(self._id)
    if gl.glGetProgramiv(self._id, gl.GL_LINK_STATUS) != gl.GL_TRUE:
        info = gl.glGetProgramInfoLog(self._id)
        logger.error(f"Error linking program {self._name}: {info}")
        if self._exit_on_error:
            exit()
        return False
    # Automatically register uniforms and uniform blocks after linking
    self.auto_register_uniforms()
    self.auto_register_uniform_blocks()
    return True

print_properties()

Print detailed properties and status information about this shader program.

Source code in ncca/ngl/opengl/shader_program.py
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
def print_properties(self) -> None:
    """Print detailed properties and status information about this shader program."""
    logger.info(f"Properties for shader program {self._name}:")
    logger.info(f"  ID: {self._id}")

    link_status = gl.glGetProgramiv(self._id, gl.GL_LINK_STATUS)
    logger.info(f"  Link status: {link_status}")

    validate_status = gl.glGetProgramiv(self._id, gl.GL_VALIDATE_STATUS)
    logger.info(f"  Validate status: {validate_status}")

    attached_shaders = gl.glGetProgramiv(self._id, gl.GL_ATTACHED_SHADERS)
    logger.info(f"  Attached shaders: {attached_shaders}")

    active_attributes = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_ATTRIBUTES)
    logger.info(f"  Active attributes: {active_attributes}")

    active_uniforms = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORMS)
    logger.info(f"  Active uniforms: {active_uniforms}")

    active_uniform_blocks = gl.glGetProgramiv(self._id, gl.GL_ACTIVE_UNIFORM_BLOCKS)
    logger.info(f"  Active uniform blocks: {active_uniform_blocks}")

    if self._registered_uniform_blocks:
        logger.info("  Registered uniform blocks:")
        for name, data in self._registered_uniform_blocks.items():
            logger.info(
                f"    {name} (index: {data['loc']}, buffer: {data['buffer']})"
            )

print_registered_uniform_blocks()

Print information about all registered uniform blocks to the log.

Source code in ncca/ngl/opengl/shader_program.py
870
871
872
873
874
def print_registered_uniform_blocks(self) -> None:
    """Print information about all registered uniform blocks to the log."""
    logger.info(f"Registered uniform blocks for {self._name}:")
    for name, data in self._registered_uniform_blocks.items():
        logger.info(f"  {name} (index: {data['loc']}, buffer: {data['buffer']})")

print_registered_uniforms()

Print information about all registered uniforms to the log.

Source code in ncca/ngl/opengl/shader_program.py
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
def print_registered_uniforms(self) -> None:
    """Print information about all registered uniforms to the log."""
    logger.info(f"Registered uniforms for {self._name}:")
    base_uniforms = {}
    array_elements = {}

    # Separate base uniforms from array elements
    for name, (location, uniform_type, size, is_array) in self._uniforms.items():
        if "[" in name and "]" in name:
            # This is an array element
            base_name = name.split("[")[0]
            if base_name not in array_elements:
                array_elements[base_name] = []
            array_elements[base_name].append(
                (name, location, uniform_type, size, is_array)
            )
        else:
            base_uniforms[name] = (location, uniform_type, size, is_array)

    # Print base uniforms
    for name, (location, uniform_type, size, is_array) in base_uniforms.items():
        type_str = self.get_gl_type_string(uniform_type)
        if is_array:
            logger.info(
                f"  {name}[{size}] (type: {type_str}, location: {location})"
            )
        else:
            logger.info(f"  {name} (type: {type_str}, location: {location})")

    # Print array elements grouped by base name
    for base_name, elements in array_elements.items():
        logger.info(f"  Array elements for {base_name}:")
        for element_name, location, uniform_type, _, _ in elements:
            type_str = self.get_gl_type_string(uniform_type)
            logger.info(
                f"    {element_name} (type: {type_str}, location: {location})"
            )

set_uniform(name, *value)

Set a uniform variable value.

This method automatically detects the type of the value and calls the appropriate OpenGL uniform function. Supports scalars, vectors, matrices, and custom vector/matrix types.

Parameters:
  • name (str) –

    The name of the uniform variable

  • *value (Any, default: () ) –

    The value(s) to set

Source code in ncca/ngl/opengl/shader_program.py
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
def set_uniform(self, name: str, *value: Any) -> None:
    """Set a uniform variable value.

    This method automatically detects the type of the value and calls the
    appropriate OpenGL uniform function. Supports scalars, vectors, matrices,
    and custom vector/matrix types.

    Args:
        name: The name of the uniform variable
        *value: The value(s) to set
    """
    loc = self.get_uniform_location(name)

    if loc == -1:
        logger.warning(f"Uniform location not found for '{name}'")
        return

    if len(value) == 1:
        self._set_single_value_uniform(loc, name, value[0])
    else:
        self._set_multi_value_uniform(loc, value)

set_uniform_1fv(name, values)

Set a float array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • values (List[float]) –

    List of float values

Source code in ncca/ngl/opengl/shader_program.py
367
368
369
370
371
372
373
374
375
376
377
def set_uniform_1fv(self, name: str, values: List[float]) -> None:
    """Set a float array uniform.

    Args:
        name: The name of the uniform variable
        values: List of float values
    """
    """Set a float array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        gl.glUniform1fv(loc, len(values), (ctypes.c_float * len(values))(*values))

set_uniform_1iv(name, values)

Set an int array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • values (List[int]) –

    List of integer values

Source code in ncca/ngl/opengl/shader_program.py
424
425
426
427
428
429
430
431
432
433
434
def set_uniform_1iv(self, name: str, values: List[int]) -> None:
    """Set an int array uniform.

    Args:
        name: The name of the uniform variable
        values: List of integer values
    """
    """Set an int array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        gl.glUniform1iv(loc, len(values), (ctypes.c_int * len(values))(*values))

set_uniform_2fv(name, values)

Set a vec2 array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • values (List[List[float]]) –

    List of vec2 values (each as a list of 2 floats)

Source code in ncca/ngl/opengl/shader_program.py
379
380
381
382
383
384
385
386
387
388
389
390
391
392
def set_uniform_2fv(self, name: str, values: List[List[float]]) -> None:
    """Set a vec2 array uniform.

    Args:
        name: The name of the uniform variable
        values: List of vec2 values (each as a list of 2 floats)
    """
    """Set a vec2 array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        flat_values = [item for vec in values for item in vec]
        gl.glUniform2fv(
            loc, len(values), (ctypes.c_float * len(flat_values))(*flat_values)
        )

set_uniform_3fv(name, values)

Set a vec3 array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • values (List[List[float]]) –

    List of vec3 values (each as a list of 3 floats)

Source code in ncca/ngl/opengl/shader_program.py
394
395
396
397
398
399
400
401
402
403
404
405
406
407
def set_uniform_3fv(self, name: str, values: List[List[float]]) -> None:
    """Set a vec3 array uniform.

    Args:
        name: The name of the uniform variable
        values: List of vec3 values (each as a list of 3 floats)
    """
    """Set a vec3 array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        flat_values = [item for vec in values for item in vec]
        gl.glUniform3fv(
            loc, len(values), (ctypes.c_float * len(flat_values))(*flat_values)
        )

set_uniform_4fv(name, values)

Set a vec4 array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • values (List[List[float]]) –

    List of vec4 values (each as a list of 4 floats)

Source code in ncca/ngl/opengl/shader_program.py
409
410
411
412
413
414
415
416
417
418
419
420
421
422
def set_uniform_4fv(self, name: str, values: List[List[float]]) -> None:
    """Set a vec4 array uniform.

    Args:
        name: The name of the uniform variable
        values: List of vec4 values (each as a list of 4 floats)
    """
    """Set a vec4 array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        flat_values = [item for vec in values for item in vec]
        gl.glUniform4fv(
            loc, len(values), (ctypes.c_float * len(flat_values))(*flat_values)
        )

set_uniform_buffer(uniform_block_name, size, data)

Set uniform buffer data for the specified uniform block.

This is the Python equivalent of the C++ ShaderProgram::setUniformBuffer method.

Parameters:
  • uniform_block_name (str) –

    Name of the uniform block

  • size (int) –

    Size of the data in bytes

  • data (object) –

    Data to upload (can be ctypes array, bytes, or buffer-like object)

Returns:
  • bool( bool ) –

    True if successful, False otherwise

Source code in ncca/ngl/opengl/shader_program.py
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
def set_uniform_buffer(
    self, uniform_block_name: str, size: int, data: object
) -> bool:
    """Set uniform buffer data for the specified uniform block.

    This is the Python equivalent of the C++ ShaderProgram::setUniformBuffer method.

    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 uniform_block_name not in self._registered_uniform_blocks:
        logger.error(
            f"Uniform block '{uniform_block_name}' not found in shader '{self._name}'"
        )
        return False

    block = self._registered_uniform_blocks[uniform_block_name]

    try:
        # Bind the uniform buffer
        gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, block["buffer"])

        # Upload the data
        data = np.frombuffer(data, dtype=np.float32)
        gl.glBufferData(gl.GL_UNIFORM_BUFFER, size, data, gl.GL_DYNAMIC_DRAW)

        # Bind the buffer to the uniform block binding point
        gl.glBindBufferBase(gl.GL_UNIFORM_BUFFER, block["loc"], block["buffer"])

        # Unbind the buffer
        gl.glBindBuffer(gl.GL_UNIFORM_BUFFER, 0)

        return True

    except Exception as e:
        logger.error(f"Failed to set uniform buffer '{uniform_block_name}': {e}")
        return False

set_uniform_matrix2fv(name, matrices, transpose=False)

Set a mat2 array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • matrices (List[Union[Mat2, List[float]]]) –

    List of 2x2 matrices (Mat2 objects or lists of 4 floats)

  • transpose (bool, default: False ) –

    Whether to transpose the matrices

Source code in ncca/ngl/opengl/shader_program.py
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
def set_uniform_matrix2fv(
    self,
    name: str,
    matrices: List[Union[Mat2, List[float]]],
    transpose: bool = False,
) -> None:
    """Set a mat2 array uniform.

    Args:
        name: The name of the uniform variable
        matrices: List of 2x2 matrices (Mat2 objects or lists of 4 floats)
        transpose: Whether to transpose the matrices
    """
    """Set a mat2 array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        flat_values = []
        for matrix in matrices:
            if hasattr(matrix, "to_list"):
                flat_values.extend(matrix.to_list())
            else:
                flat_values.extend(matrix)
        gl.glUniformMatrix2fv(
            loc,
            len(matrices),
            gl.GL_TRUE if transpose else gl.GL_FALSE,
            (ctypes.c_float * len(flat_values))(*flat_values),
        )

set_uniform_matrix3fv(name, matrices, transpose=False)

Set a mat3 array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • matrices (List[Union[Mat3, List[float]]]) –

    List of 3x3 matrices (Mat3 objects or lists of 9 floats)

  • transpose (bool, default: False ) –

    Whether to transpose the matrices

Source code in ncca/ngl/opengl/shader_program.py
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
def set_uniform_matrix3fv(
    self,
    name: str,
    matrices: List[Union[Mat3, List[float]]],
    transpose: bool = False,
) -> None:
    """Set a mat3 array uniform.

    Args:
        name: The name of the uniform variable
        matrices: List of 3x3 matrices (Mat3 objects or lists of 9 floats)
        transpose: Whether to transpose the matrices
    """
    """Set a mat3 array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        flat_values = []
        for matrix in matrices:
            if hasattr(matrix, "to_list"):
                flat_values.extend(matrix.to_list())
            else:
                flat_values.extend(matrix)
        gl.glUniformMatrix3fv(
            loc,
            len(matrices),
            gl.GL_TRUE if transpose else gl.GL_FALSE,
            (ctypes.c_float * len(flat_values))(*flat_values),
        )

set_uniform_matrix4fv(name, matrices, transpose=False)

Set a mat4 array uniform.

Parameters:
  • name (str) –

    The name of the uniform variable

  • matrices (List[Union[Mat4, List[float]]]) –

    List of 4x4 matrices (Mat4 objects or lists of 16 floats)

  • transpose (bool, default: False ) –

    Whether to transpose the matrices

Source code in ncca/ngl/opengl/shader_program.py
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
def set_uniform_matrix4fv(
    self,
    name: str,
    matrices: List[Union[Mat4, List[float]]],
    transpose: bool = False,
) -> None:
    """Set a mat4 array uniform.

    Args:
        name: The name of the uniform variable
        matrices: List of 4x4 matrices (Mat4 objects or lists of 16 floats)
        transpose: Whether to transpose the matrices
    """
    """Set a mat4 array uniform"""
    loc = self.get_uniform_location(name)
    if loc != -1:
        flat_values = []
        for matrix in matrices:
            if hasattr(matrix, "to_list"):
                flat_values.extend(matrix.to_list())
            else:
                flat_values.extend(matrix)
        gl.glUniformMatrix4fv(
            loc,
            len(matrices),
            gl.GL_TRUE if transpose else gl.GL_FALSE,
            (ctypes.c_float * len(flat_values))(*flat_values),
        )

use()

Set this shader program as the current active program.

Source code in ncca/ngl/opengl/shader_program.py
170
171
172
def use(self) -> None:
    """Set this shader program as the current active program."""
    gl.glUseProgram(self._id)

ShaderLib

DefaultShader

Bases: Enum

Enum representing the default shaders available in the library.

Source code in ncca/ngl/opengl/shader_lib.py
15
16
17
18
19
20
21
class DefaultShader(enum.Enum):
    """Enum representing the default shaders available in the library."""

    COLOUR = "nglColourShader"
    TEXT = "nglTextShader"
    DIFFUSE = "nglDiffuseShader"
    CHECKER = "nglCheckerShader"

ShaderType

Bases: Enum

Enum representing the different types of OpenGL shaders.

Source code in ncca/ngl/opengl/shader.py
12
13
14
15
16
17
18
19
20
21
class ShaderType(Enum):
    """Enum representing the different types of OpenGL shaders."""

    VERTEX = gl.GL_VERTEX_SHADER
    FRAGMENT = gl.GL_FRAGMENT_SHADER
    GEOMETRY = gl.GL_GEOMETRY_SHADER
    TESSCONTROL = gl.GL_TESS_CONTROL_SHADER
    TESSEVAL = gl.GL_TESS_EVALUATION_SHADER
    COMPUTE = gl.GL_COMPUTE_SHADER
    NONE = -1

MatrixTranspose

Bases: Enum

Enum for matrix transpose options (currently both set to GL_TRUE).

Source code in ncca/ngl/opengl/shader.py
24
25
26
27
28
class MatrixTranspose(Enum):
    """Enum for matrix transpose options (currently both set to GL_TRUE)."""

    TransposeOn = gl.GL_TRUE
    TransposeOff = gl.GL_TRUE