627 lines
20 KiB
Python
627 lines
20 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)
|
|
data = (attribute.c_type * len(array))(*array)
|
|
buffer.set_data(data)
|
|
|
|
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)
|
|
data = (attribute.c_type * len(array))(*array)
|
|
buffer.set_data(data)
|
|
|
|
attribute.enable()
|
|
attribute.set_pointer(buffer.ptr)
|
|
buffers.append(buffer) # Don't garbage collect it.
|
|
|
|
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_shader():
|
|
return pyglet.gl.current_context.create_program((_vertex_source, 'vertex'),
|
|
(_fragment_source, 'fragment'))
|
|
|
|
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)
|