Difficult-Rocket/libs/pyglet/graphics/__init__.py

639 lines
21 KiB
Python

"""Low-level graphics rendering and abstractions.
This module provides efficient abstractions over OpenGL objects, such as
Shaders and Buffers. It also provides classes for highly performant batched
rendering and grouping.
See the :ref:`guide_graphics` for details on how to use this graphics API.
"""
import ctypes
import weakref
import pyglet
from pyglet.gl import *
from pyglet.graphics import shader, vertexdomain
from pyglet.graphics.vertexarray import VertexArray
from pyglet.graphics.vertexbuffer import BufferObject
_debug_graphics_batch = pyglet.options['debug_graphics_batch']
def draw(size, mode, **data):
"""Draw a primitive immediately.
:warning: This function is deprecated as of 2.0.4, and will be removed
in the next release.
:Parameters:
`size` : int
Number of vertices given
`mode` : gl primitive type
OpenGL drawing mode, e.g. ``GL_TRIANGLES``,
avoiding quotes.
`**data` : keyword arguments for passing vertex attribute data.
The keyword should be the vertex attribute name, and the
argument should be a tuple of (format, data). For example:
`position=('f', array)`
"""
# Create and bind a throwaway VAO
vao_id = GLuint()
glGenVertexArrays(1, vao_id)
glBindVertexArray(vao_id)
# Activate shader program:
program = get_default_shader()
program.use()
buffers = []
for name, (fmt, array) in data.items():
location = program.attributes[name]['location']
count = program.attributes[name]['count']
gl_type = vertexdomain._gl_types[fmt[0]]
normalize = 'n' in fmt
attribute = shader.Attribute(name, location, count, gl_type, normalize)
assert size == len(array) // attribute.count, 'Data for %s is incorrect length' % fmt
buffer = BufferObject(size * attribute.stride)
attribute.set_region(buffer, 0, size, array)
attribute.enable()
attribute.set_pointer(buffer.ptr)
buffers.append(buffer) # Don't garbage collect it.
glDrawArrays(mode, 0, size)
# Deactivate shader program:
program.stop()
# Discard everything after drawing:
del buffers
glBindVertexArray(0)
glDeleteVertexArrays(1, vao_id)
def draw_indexed(size, mode, indices, **data):
"""Draw a primitive with indexed vertices immediately.
:warning: This function is deprecated as of 2.0.4, and will be removed
in the next release.
:Parameters:
`size` : int
Number of vertices given
`mode` : int
OpenGL drawing mode, e.g. ``GL_TRIANGLES``
`indices` : sequence of int
Sequence of integers giving indices into the vertex list.
`**data` : keyword arguments for passing vertex attribute data.
The keyword should be the vertex attribute name, and the
argument should be a tuple of (format, data). For example:
`position=('f', array)`
"""
# Create and bind a throwaway VAO
vao_id = GLuint()
glGenVertexArrays(1, vao_id)
glBindVertexArray(vao_id)
# Activate shader program:
program = get_default_shader()
program.use()
buffers = []
for name, (fmt, array) in data.items():
location = program.attributes[name]['location']
count = program.attributes[name]['count']
gl_type = vertexdomain._gl_types[fmt[0]]
normalize = 'n' in fmt
attribute = shader.Attribute(name, location, count, gl_type, normalize)
assert size == len(array) // attribute.count, 'Data for %s is incorrect length' % fmt
buffer = BufferObject(size * attribute.stride)
attribute.set_region(buffer, 0, size, array)
attribute.enable()
attribute.set_pointer(buffer.ptr)
buffers.append(buffer)
if size <= 0xff:
index_type = GL_UNSIGNED_BYTE
index_c_type = ctypes.c_ubyte
elif size <= 0xffff:
index_type = GL_UNSIGNED_SHORT
index_c_type = ctypes.c_ushort
else:
index_type = GL_UNSIGNED_INT
index_c_type = ctypes.c_uint
# With GL 3.3 vertex arrays indices needs to be in a buffer
# bound to the ELEMENT_ARRAY slot
index_array = (index_c_type * len(indices))(*indices)
index_buffer = BufferObject(ctypes.sizeof(index_array))
index_buffer.set_data(index_array)
index_buffer.bind_to_index_buffer()
glDrawElements(mode, len(indices), index_type, 0)
glFlush()
# Deactivate shader program:
program.stop()
# Discard everything after drawing:
del buffers
del index_buffer
glBindVertexArray(0)
glDeleteVertexArrays(1, vao_id)
# Default Shader source:
_vertex_source = """#version 330 core
in vec3 position;
in vec4 colors;
in vec3 tex_coords;
out vec4 vertex_colors;
out vec3 texture_coords;
uniform WindowBlock
{
mat4 projection;
mat4 view;
} window;
void main()
{
gl_Position = window.projection * window.view * vec4(position, 1.0);
vertex_colors = colors;
texture_coords = tex_coords;
}
"""
_fragment_source = """#version 330 core
in vec4 vertex_colors;
in vec3 texture_coords;
out vec4 final_colors;
uniform sampler2D our_texture;
void main()
{
final_colors = texture(our_texture, texture_coords.xy) + vertex_colors;
}
"""
def get_default_batch():
try:
return pyglet.gl.current_context.pyglet_graphics_default_batch
except AttributeError:
pyglet.gl.current_context.pyglet_graphics_default_batch = Batch()
return pyglet.gl.current_context.pyglet_graphics_default_batch
def get_default_group():
try:
return pyglet.gl.current_context.pyglet_graphics_default_group
except AttributeError:
pyglet.gl.current_context.pyglet_graphics_default_group = ShaderGroup(get_default_shader())
return pyglet.gl.current_context.pyglet_graphics_default_group
def get_default_shader():
try:
return pyglet.gl.current_context.pyglet_graphics_default_shader
except AttributeError:
_default_vert_shader = pyglet.graphics.shader.Shader(_vertex_source, 'vertex')
_default_frag_shader = pyglet.graphics.shader.Shader(_fragment_source, 'fragment')
default_shader_program = pyglet.graphics.shader.ShaderProgram(_default_vert_shader, _default_frag_shader)
pyglet.gl.current_context.pyglet_graphics_default_shader = default_shader_program
return pyglet.gl.current_context.pyglet_graphics_default_shader
class Batch:
"""Manage a collection of drawables for batched rendering.
Many drawable pyglet objects accept an optional `Batch` argument in their
constructors. By giving a `Batch` to multiple objects, you can tell pyglet
that you expect to draw all of these objects at once, so it can optimise its
use of OpenGL. Hence, drawing a `Batch` is often much faster than drawing
each contained drawable separately.
The following example creates a batch, adds two sprites to the batch, and
then draws the entire batch::
batch = pyglet.graphics.Batch()
car = pyglet.sprite.Sprite(car_image, batch=batch)
boat = pyglet.sprite.Sprite(boat_image, batch=batch)
def on_draw():
batch.draw()
While any drawables can be added to a `Batch`, only those with the same
draw mode, shader program, and group can be optimised together.
Internally, a `Batch` manages a set of VertexDomains along with
information about how the domains are to be drawn. To implement batching on
a custom drawable, get your vertex domains from the given batch instead of
setting them up yourself.
"""
def __init__(self):
"""Create a graphics batch."""
# Mapping to find domain.
# group -> (attributes, mode, indexed) -> domain
self.group_map = {}
# Mapping of group to list of children.
self.group_children = {}
# List of top-level groups
self.top_groups = []
self._draw_list = []
self._draw_list_dirty = False
self._context = pyglet.gl.current_context
def invalidate(self):
"""Force the batch to update the draw list.
This method can be used to force the batch to re-compute the draw list
when the ordering of groups has changed.
.. versionadded:: 1.2
"""
self._draw_list_dirty = True
def migrate(self, vertex_list, mode, group, batch):
"""Migrate a vertex list to another batch and/or group.
`vertex_list` and `mode` together identify the vertex list to migrate.
`group` and `batch` are new owners of the vertex list after migration.
The results are undefined if `mode` is not correct or if `vertex_list`
does not belong to this batch (they are not checked and will not
necessarily throw an exception immediately).
`batch` can remain unchanged if only a group change is desired.
:Parameters:
`vertex_list` : `~pyglet.graphics.vertexdomain.VertexList`
A vertex list currently belonging to this batch.
`mode` : int
The current GL drawing mode of the vertex list.
`group` : `~pyglet.graphics.Group`
The new group to migrate to.
`batch` : `~pyglet.graphics.Batch`
The batch to migrate to (or the current batch).
"""
program = vertex_list.domain.program
attributes = vertex_list.domain.attribute_meta
if isinstance(vertex_list, vertexdomain.IndexedVertexList):
domain = batch.get_domain(True, mode, group, program, attributes)
else:
domain = batch.get_domain(False, mode, group, program, attributes)
vertex_list.migrate(domain)
def get_domain(self, indexed, mode, group, program, attributes):
"""Get, or create, the vertex domain corresponding to the given arguments."""
if group is None:
group = ShaderGroup(program=program)
# Batch group
if group not in self.group_map:
self._add_group(group)
# Find domain given formats, indices and mode
domain_map = self.group_map[group]
key = (indexed, mode, program, str(attributes))
try:
domain = domain_map[key]
except KeyError:
# Create domain
if indexed:
domain = vertexdomain.IndexedVertexDomain(program, attributes)
else:
domain = vertexdomain.VertexDomain(program, attributes)
domain_map[key] = domain
self._draw_list_dirty = True
return domain
def _add_group(self, group):
self.group_map[group] = {}
if group.parent is None:
self.top_groups.append(group)
else:
if group.parent not in self.group_map:
self._add_group(group.parent)
if group.parent not in self.group_children:
self.group_children[group.parent] = []
self.group_children[group.parent].append(group)
group._assigned_batches.add(self)
self._draw_list_dirty = True
def _update_draw_list(self):
"""Visit group tree in preorder and create a list of bound methods
to call.
"""
def visit(group):
draw_list = []
# Draw domains using this group
domain_map = self.group_map[group]
for (formats, mode, indexed, program_id), domain in list(domain_map.items()):
# Remove unused domains from batch
if domain.is_empty:
del domain_map[(formats, mode, indexed, program_id)]
continue
draw_list.append((lambda d, m: lambda: d.draw(m))(domain, mode))
# Sort and visit child groups of this group
children = self.group_children.get(group)
if children:
children.sort()
for child in list(children):
if child.visible:
draw_list.extend(visit(child))
if children or domain_map:
return [group.set_state] + draw_list + [group.unset_state]
else:
# Remove unused group from batch
del self.group_map[group]
group._assigned_batches.remove(self)
if group.parent:
self.group_children[group.parent].remove(group)
try:
del self.group_children[group]
except KeyError:
pass
try:
self.top_groups.remove(group)
except ValueError:
pass
return []
self._draw_list = []
self.top_groups.sort()
for group in list(self.top_groups):
if group.visible:
self._draw_list.extend(visit(group))
self._draw_list_dirty = False
if _debug_graphics_batch:
self._dump_draw_list()
def _dump_draw_list(self):
def dump(group, indent=''):
print(indent, 'Begin group', group)
domain_map = self.group_map[group]
for _, domain in domain_map.items():
print(indent, ' ', domain)
for start, size in zip(*domain.allocator.get_allocated_regions()):
print(indent, ' ', 'Region %d size %d:' % (start, size))
for key, attribute in domain.attribute_names.items():
print(indent, ' ', end=' ')
try:
region = attribute.get_region(attribute.buffer, start, size)
print(key, region.array[:])
except:
print(key, '(unmappable)')
for child in self.group_children.get(group, ()):
dump(child, indent + ' ')
print(indent, 'End group', group)
print('Draw list for %r:' % self)
for group in self.top_groups:
dump(group)
def draw(self):
"""Draw the batch."""
if self._draw_list_dirty:
self._update_draw_list()
for func in self._draw_list:
func()
def draw_subset(self, vertex_lists):
"""Draw only some vertex lists in the batch.
The use of this method is highly discouraged, as it is quite
inefficient. Usually an application can be redesigned so that batches
can always be drawn in their entirety, using `draw`.
The given vertex lists must belong to this batch; behaviour is
undefined if this condition is not met.
:Parameters:
`vertex_lists` : sequence of `VertexList` or `IndexedVertexList`
Vertex lists to draw.
"""
# Horrendously inefficient.
def visit(group):
group.set_state()
# Draw domains using this group
domain_map = self.group_map[group]
for (_, mode, _, _), domain in domain_map.items():
for alist in vertex_lists:
if alist.domain is domain:
alist.draw(mode)
# Sort and visit child groups of this group
children = self.group_children.get(group)
if children:
children.sort()
for child in children:
if child.visible:
visit(child)
group.unset_state()
self.top_groups.sort()
for group in self.top_groups:
if group.visible:
visit(group)
class Group:
"""Group of common OpenGL state.
`Group` provides extra control over how drawables are handled within a
`Batch`. When a batch draws a drawable, it ensures its group's state is set;
this can include binding textures, shaders, or setting any other parameters.
It also sorts the groups before drawing.
In the following example, the background sprite is guaranteed to be drawn
before the car and the boat::
batch = pyglet.graphics.Batch()
background = pyglet.graphics.Group(order=0)
foreground = pyglet.graphics.Group(order=1)
background = pyglet.sprite.Sprite(background_image, batch=batch, group=background)
car = pyglet.sprite.Sprite(car_image, batch=batch, group=foreground)
boat = pyglet.sprite.Sprite(boat_image, batch=batch, group=foreground)
def on_draw():
batch.draw()
:Parameters:
`order` : int
Set the order to render above or below other Groups.
Lower orders are drawn first.
`parent` : `~pyglet.graphics.Group`
Group to contain this Group; its state will be set before this
Group's state.
:Variables:
`visible` : bool
Determines whether this Group is visible in any of the Batches
it is assigned to. If ``False``, objects in this Group will not
be rendered.
`batches` : list
Read Only. A list of which Batches this Group is a part of.
"""
def __init__(self, order=0, parent=None):
self._order = order
self.parent = parent
self._visible = True
self._assigned_batches = weakref.WeakSet()
@property
def order(self):
return self._order
@property
def visible(self):
return self._visible
@visible.setter
def visible(self, value):
self._visible = value
for batch in self._assigned_batches:
batch.invalidate()
@property
def batches(self):
return [batch for batch in self._assigned_batches]
def __lt__(self, other):
return self._order < other.order
def __eq__(self, other):
return (self.__class__ is other.__class__ and
self._order == other.order and
self.parent == other.parent)
def __hash__(self):
return hash((self._order, self.parent))
def __repr__(self):
return "{}(order={})".format(self.__class__.__name__, self._order)
def set_state(self):
"""Apply the OpenGL state change.
The default implementation does nothing."""
pass
def unset_state(self):
"""Repeal the OpenGL state change.
The default implementation does nothing."""
pass
def set_state_recursive(self):
"""Set this group and its ancestry.
Call this method if you are using a group in isolation: the
parent groups will be called in top-down order, with this class's
`set` being called last.
"""
if self.parent:
self.parent.set_state_recursive()
self.set_state()
def unset_state_recursive(self):
"""Unset this group and its ancestry.
The inverse of `set_state_recursive`.
"""
self.unset_state()
if self.parent:
self.parent.unset_state_recursive()
# Example Groups.
class ShaderGroup(Group):
"""A group that enables and binds a ShaderProgram.
"""
def __init__(self, program, order=0, parent=None):
super().__init__(order, parent)
self.program = program
def set_state(self):
self.program.use()
def unset_state(self):
self.program.stop()
def __eq__(self, other):
return (self.__class__ is other.__class__ and
self._order == other.order and
self.program == other.program and
self.parent == other.parent)
def __hash__(self):
return hash((self._order, self.parent, self.program))
class TextureGroup(Group):
"""A group that enables and binds a texture.
TextureGroups are equal if their textures' targets and names are equal.
"""
def __init__(self, texture, order=0, parent=None):
"""Create a texture group.
:Parameters:
`texture` : `~pyglet.image.Texture`
Texture to bind.
`order` : int
Change the order to render above or below other Groups.
`parent` : `~pyglet.graphics.Group`
Parent group.
"""
super().__init__(order, parent)
self.texture = texture
def set_state(self):
glActiveTexture(GL_TEXTURE0)
glBindTexture(self.texture.target, self.texture.id)
def __hash__(self):
return hash((self.texture.target, self.texture.id, self.order, self.parent))
def __eq__(self, other):
return (self.__class__ is other.__class__ and
self.texture.target == other.texture.target and
self.texture.id == other.texture.id and
self.order == other.order and
self.parent == other.parent)
def __repr__(self):
return '%s(id=%d)' % (self.__class__.__name__, self.texture.id)