shenjack
f9eeafe322
readme update 看起来更像 Dear ImGui 一些(looks more like Dear ImGui and some intersting feature to the button remove debug 确认一下action 404 修改 writing theme looks good better? a ? alpha=255 not 256 looks better try new pyglet first 看起来好一些 sync pyglet 水一手 这波必须得水一手了,要不然commit太少了(确信 丢点正经东西上去 顺手继承一下Options 补充docs 坏了,忘记水commit了( 至少我能早睡了( 这里还能水一点来着( 试试再说 reee 保证能跑( 同步lib not dr 的修改 忘记带上 None了 还是加上一个额外的判断参数吧 刷点commit也不错 先更新一下依赖版本 水commit啦 理论可行,实践开始! 构建参数喜加一 reeeee 更新一下 pyproject 的依赖 fix typing looks better 水一个( 测试? sync pyglet to master A | Try use rust-cache looks good? what? C | sync pyglet A | 添加了一个 Button Draw Theme A | Magic Number (确信) A | 尽量不继承Options sync pyglet A | Add theme A | Add more Theme information Enhance | Theme sync pyglet Add | add unifont Enhance | use os.walk in font loading Enhance | Use i18n in font loading Enhance | doc sync pyglet Add | add 3.12 build option to build_rs Fix | Button position have a z sync pyglet A | Logger.py 启动! sync pyglet Changed | Bump pyo3 to 0.20.0 add logger.py update logger! Add | more logger! Add | lib-not-dr some lib-not-dr
624 lines
20 KiB
Python
624 lines
20 KiB
Python
"""Low-level graphics rendering and abstractions.
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This module provides efficient abstractions over OpenGL objects, such as
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Shaders and Buffers. It also provides classes for highly performant batched
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rendering and grouping.
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See the :ref:`guide_graphics` for details on how to use this graphics API.
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"""
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import ctypes
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import weakref
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import pyglet
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from pyglet.gl import *
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from pyglet.graphics import shader, vertexdomain
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from pyglet.graphics.vertexarray import VertexArray
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from pyglet.graphics.vertexbuffer import BufferObject
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_debug_graphics_batch = pyglet.options['debug_graphics_batch']
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def draw(size, mode, **data):
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"""Draw a primitive immediately.
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:warning: This function is deprecated as of 2.0.4, and will be removed
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in the next release.
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:Parameters:
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`size` : int
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Number of vertices given
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`mode` : gl primitive type
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OpenGL drawing mode, e.g. ``GL_TRIANGLES``,
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avoiding quotes.
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`**data` : keyword arguments for passing vertex attribute data.
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The keyword should be the vertex attribute name, and the
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argument should be a tuple of (format, data). For example:
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`position=('f', array)`
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"""
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# Create and bind a throwaway VAO
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vao_id = GLuint()
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glGenVertexArrays(1, vao_id)
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glBindVertexArray(vao_id)
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# Activate shader program:
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program = get_default_shader()
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program.use()
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buffers = []
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for name, (fmt, array) in data.items():
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location = program.attributes[name]['location']
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count = program.attributes[name]['count']
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gl_type = vertexdomain._gl_types[fmt[0]]
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normalize = 'n' in fmt
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attribute = shader.Attribute(name, location, count, gl_type, normalize)
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assert size == len(array) // attribute.count, 'Data for %s is incorrect length' % fmt
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buffer = BufferObject(size * attribute.stride)
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attribute.set_region(buffer, 0, size, array)
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attribute.enable()
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attribute.set_pointer(buffer.ptr)
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buffers.append(buffer) # Don't garbage collect it.
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glDrawArrays(mode, 0, size)
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# Deactivate shader program:
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program.stop()
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# Discard everything after drawing:
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del buffers
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glBindVertexArray(0)
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glDeleteVertexArrays(1, vao_id)
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def draw_indexed(size, mode, indices, **data):
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"""Draw a primitive with indexed vertices immediately.
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:warning: This function is deprecated as of 2.0.4, and will be removed
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in the next release.
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:Parameters:
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`size` : int
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Number of vertices given
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`mode` : int
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OpenGL drawing mode, e.g. ``GL_TRIANGLES``
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`indices` : sequence of int
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Sequence of integers giving indices into the vertex list.
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`**data` : keyword arguments for passing vertex attribute data.
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The keyword should be the vertex attribute name, and the
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argument should be a tuple of (format, data). For example:
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`position=('f', array)`
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"""
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# Create and bind a throwaway VAO
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vao_id = GLuint()
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glGenVertexArrays(1, vao_id)
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glBindVertexArray(vao_id)
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# Activate shader program:
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program = get_default_shader()
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program.use()
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buffers = []
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for name, (fmt, array) in data.items():
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location = program.attributes[name]['location']
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count = program.attributes[name]['count']
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gl_type = vertexdomain._gl_types[fmt[0]]
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normalize = 'n' in fmt
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attribute = shader.Attribute(name, location, count, gl_type, normalize)
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assert size == len(array) // attribute.count, 'Data for %s is incorrect length' % fmt
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buffer = BufferObject(size * attribute.stride)
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attribute.set_region(buffer, 0, size, array)
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attribute.enable()
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attribute.set_pointer(buffer.ptr)
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buffers.append(buffer)
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if size <= 0xff:
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index_type = GL_UNSIGNED_BYTE
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index_c_type = ctypes.c_ubyte
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elif size <= 0xffff:
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index_type = GL_UNSIGNED_SHORT
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index_c_type = ctypes.c_ushort
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else:
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index_type = GL_UNSIGNED_INT
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index_c_type = ctypes.c_uint
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# With GL 3.3 vertex arrays indices needs to be in a buffer
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# bound to the ELEMENT_ARRAY slot
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index_array = (index_c_type * len(indices))(*indices)
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index_buffer = BufferObject(ctypes.sizeof(index_array))
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index_buffer.set_data(index_array)
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index_buffer.bind_to_index_buffer()
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glDrawElements(mode, len(indices), index_type, 0)
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glFlush()
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# Deactivate shader program:
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program.stop()
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# Discard everything after drawing:
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del buffers
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del index_buffer
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glBindVertexArray(0)
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glDeleteVertexArrays(1, vao_id)
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# Default Shader source:
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_vertex_source = """#version 330 core
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in vec3 position;
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in vec4 colors;
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in vec3 tex_coords;
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out vec4 vertex_colors;
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out vec3 texture_coords;
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uniform WindowBlock
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{
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mat4 projection;
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mat4 view;
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} window;
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void main()
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{
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gl_Position = window.projection * window.view * vec4(position, 1.0);
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vertex_colors = colors;
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texture_coords = tex_coords;
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}
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"""
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_fragment_source = """#version 330 core
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in vec4 vertex_colors;
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in vec3 texture_coords;
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out vec4 final_colors;
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uniform sampler2D our_texture;
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void main()
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{
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final_colors = texture(our_texture, texture_coords.xy) + vertex_colors;
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}
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"""
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def get_default_batch():
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try:
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return pyglet.gl.current_context.pyglet_graphics_default_batch
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except AttributeError:
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pyglet.gl.current_context.pyglet_graphics_default_batch = Batch()
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return pyglet.gl.current_context.pyglet_graphics_default_batch
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def get_default_shader():
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return pyglet.gl.current_context.create_program((_vertex_source, 'vertex'),
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(_fragment_source, 'fragment'))
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class Batch:
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"""Manage a collection of drawables for batched rendering.
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Many drawable pyglet objects accept an optional `Batch` argument in their
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constructors. By giving a `Batch` to multiple objects, you can tell pyglet
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that you expect to draw all of these objects at once, so it can optimise its
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use of OpenGL. Hence, drawing a `Batch` is often much faster than drawing
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each contained drawable separately.
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The following example creates a batch, adds two sprites to the batch, and
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then draws the entire batch::
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batch = pyglet.graphics.Batch()
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car = pyglet.sprite.Sprite(car_image, batch=batch)
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boat = pyglet.sprite.Sprite(boat_image, batch=batch)
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def on_draw():
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batch.draw()
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While any drawables can be added to a `Batch`, only those with the same
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draw mode, shader program, and group can be optimised together.
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Internally, a `Batch` manages a set of VertexDomains along with
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information about how the domains are to be drawn. To implement batching on
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a custom drawable, get your vertex domains from the given batch instead of
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setting them up yourself.
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"""
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def __init__(self):
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"""Create a graphics batch."""
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# Mapping to find domain.
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# group -> (attributes, mode, indexed) -> domain
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self.group_map = {}
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# Mapping of group to list of children.
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self.group_children = {}
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# List of top-level groups
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self.top_groups = []
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self._draw_list = []
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self._draw_list_dirty = False
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self._context = pyglet.gl.current_context
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def invalidate(self):
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"""Force the batch to update the draw list.
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This method can be used to force the batch to re-compute the draw list
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when the ordering of groups has changed.
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.. versionadded:: 1.2
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"""
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self._draw_list_dirty = True
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def migrate(self, vertex_list, mode, group, batch):
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"""Migrate a vertex list to another batch and/or group.
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`vertex_list` and `mode` together identify the vertex list to migrate.
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`group` and `batch` are new owners of the vertex list after migration.
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The results are undefined if `mode` is not correct or if `vertex_list`
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does not belong to this batch (they are not checked and will not
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necessarily throw an exception immediately).
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`batch` can remain unchanged if only a group change is desired.
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:Parameters:
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`vertex_list` : `~pyglet.graphics.vertexdomain.VertexList`
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A vertex list currently belonging to this batch.
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`mode` : int
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The current GL drawing mode of the vertex list.
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`group` : `~pyglet.graphics.Group`
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The new group to migrate to.
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`batch` : `~pyglet.graphics.Batch`
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The batch to migrate to (or the current batch).
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"""
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program = vertex_list.domain.program
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attributes = vertex_list.domain.attribute_meta
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if isinstance(vertex_list, vertexdomain.IndexedVertexList):
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domain = batch.get_domain(True, mode, group, program, attributes)
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else:
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domain = batch.get_domain(False, mode, group, program, attributes)
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vertex_list.migrate(domain)
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def get_domain(self, indexed, mode, group, program, attributes):
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"""Get, or create, the vertex domain corresponding to the given arguments."""
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if group is None:
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group = ShaderGroup(program=program)
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# Batch group
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if group not in self.group_map:
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self._add_group(group)
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# Find domain given formats, indices and mode
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domain_map = self.group_map[group]
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key = (indexed, mode, program, str(attributes))
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try:
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domain = domain_map[key]
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except KeyError:
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# Create domain
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if indexed:
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domain = vertexdomain.IndexedVertexDomain(program, attributes)
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else:
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domain = vertexdomain.VertexDomain(program, attributes)
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domain_map[key] = domain
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self._draw_list_dirty = True
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return domain
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def _add_group(self, group):
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self.group_map[group] = {}
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if group.parent is None:
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self.top_groups.append(group)
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else:
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if group.parent not in self.group_map:
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self._add_group(group.parent)
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if group.parent not in self.group_children:
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self.group_children[group.parent] = []
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self.group_children[group.parent].append(group)
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group._assigned_batches.add(self)
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self._draw_list_dirty = True
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def _update_draw_list(self):
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"""Visit group tree in preorder and create a list of bound methods
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to call.
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"""
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def visit(group):
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draw_list = []
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# Draw domains using this group
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domain_map = self.group_map[group]
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for (formats, mode, indexed, program_id), domain in list(domain_map.items()):
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# Remove unused domains from batch
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if domain.is_empty:
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del domain_map[(formats, mode, indexed, program_id)]
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continue
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draw_list.append((lambda d, m: lambda: d.draw(m))(domain, mode))
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# Sort and visit child groups of this group
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children = self.group_children.get(group)
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if children:
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children.sort()
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for child in list(children):
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if child.visible:
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draw_list.extend(visit(child))
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if children or domain_map:
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return [group.set_state] + draw_list + [group.unset_state]
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else:
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# Remove unused group from batch
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del self.group_map[group]
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group._assigned_batches.remove(self)
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if group.parent:
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self.group_children[group.parent].remove(group)
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try:
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del self.group_children[group]
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except KeyError:
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pass
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try:
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self.top_groups.remove(group)
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except ValueError:
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pass
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return []
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self._draw_list = []
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self.top_groups.sort()
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for group in list(self.top_groups):
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if group.visible:
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self._draw_list.extend(visit(group))
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self._draw_list_dirty = False
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if _debug_graphics_batch:
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self._dump_draw_list()
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def _dump_draw_list(self):
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def dump(group, indent=''):
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print(indent, 'Begin group', group)
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domain_map = self.group_map[group]
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for _, domain in domain_map.items():
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print(indent, ' ', domain)
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for start, size in zip(*domain.allocator.get_allocated_regions()):
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print(indent, ' ', 'Region %d size %d:' % (start, size))
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for key, attribute in domain.attribute_names.items():
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print(indent, ' ', end=' ')
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try:
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region = attribute.get_region(attribute.buffer, start, size)
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print(key, region.array[:])
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except:
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print(key, '(unmappable)')
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for child in self.group_children.get(group, ()):
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dump(child, indent + ' ')
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print(indent, 'End group', group)
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print('Draw list for %r:' % self)
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for group in self.top_groups:
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dump(group)
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def draw(self):
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"""Draw the batch."""
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if self._draw_list_dirty:
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self._update_draw_list()
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for func in self._draw_list:
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func()
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def draw_subset(self, vertex_lists):
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"""Draw only some vertex lists in the batch.
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The use of this method is highly discouraged, as it is quite
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inefficient. Usually an application can be redesigned so that batches
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can always be drawn in their entirety, using `draw`.
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The given vertex lists must belong to this batch; behaviour is
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undefined if this condition is not met.
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:Parameters:
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`vertex_lists` : sequence of `VertexList` or `IndexedVertexList`
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Vertex lists to draw.
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"""
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# Horrendously inefficient.
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def visit(group):
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group.set_state()
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# Draw domains using this group
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domain_map = self.group_map[group]
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for (_, mode, _, _), domain in domain_map.items():
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for alist in vertex_lists:
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if alist.domain is domain:
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alist.draw(mode)
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# Sort and visit child groups of this group
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children = self.group_children.get(group)
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if children:
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children.sort()
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for child in children:
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if child.visible:
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visit(child)
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group.unset_state()
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self.top_groups.sort()
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for group in self.top_groups:
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if group.visible:
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visit(group)
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class Group:
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"""Group of common OpenGL state.
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`Group` provides extra control over how drawables are handled within a
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`Batch`. When a batch draws a drawable, it ensures its group's state is set;
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this can include binding textures, shaders, or setting any other parameters.
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It also sorts the groups before drawing.
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In the following example, the background sprite is guaranteed to be drawn
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before the car and the boat::
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batch = pyglet.graphics.Batch()
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background = pyglet.graphics.Group(order=0)
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foreground = pyglet.graphics.Group(order=1)
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background = pyglet.sprite.Sprite(background_image, batch=batch, group=background)
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car = pyglet.sprite.Sprite(car_image, batch=batch, group=foreground)
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boat = pyglet.sprite.Sprite(boat_image, batch=batch, group=foreground)
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def on_draw():
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batch.draw()
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:Parameters:
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`order` : int
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Set the order to render above or below other Groups.
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Lower orders are drawn first.
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`parent` : `~pyglet.graphics.Group`
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Group to contain this Group; its state will be set before this
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Group's state.
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:Variables:
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`visible` : bool
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Determines whether this Group is visible in any of the Batches
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it is assigned to. If ``False``, objects in this Group will not
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be rendered.
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`batches` : list
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Read Only. A list of which Batches this Group is a part of.
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"""
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def __init__(self, order=0, parent=None):
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self._order = order
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self.parent = parent
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self._visible = True
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self._assigned_batches = weakref.WeakSet()
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@property
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def order(self):
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return self._order
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@property
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def visible(self):
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return self._visible
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@visible.setter
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def visible(self, value):
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self._visible = value
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for batch in self._assigned_batches:
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batch.invalidate()
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@property
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def batches(self):
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return [batch for batch in self._assigned_batches]
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def __lt__(self, other):
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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)
|