Difficult-Rocket/libs/pyglet/graphics/vertexdomain.py
shenjack f9eeafe322
好活!
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
2023-11-20 20:12:56 +08:00

547 lines
19 KiB
Python

"""Manage related vertex attributes within a single vertex domain.
A vertex "domain" consists of a set of attribute descriptions that together
describe the layout of one or more vertex buffers which are used together to
specify the vertices in a primitive. Additionally, the domain manages the
buffers used to store the data and will resize them as necessary to accommodate
new vertices.
Domains can optionally be indexed, in which case they also manage a buffer
containing vertex indices. This buffer is grown separately and has no size
relation to the attribute buffers.
Applications can create vertices (and optionally, indices) within a domain
with the :py:meth:`VertexDomain.create` method. This returns a
:py:class:`VertexList` representing the list of vertices created. The vertex
attribute data within the group can be modified, and the changes will be made
to the underlying buffers automatically.
The entire domain can be efficiently drawn in one step with the
:py:meth:`VertexDomain.draw` method, assuming all the vertices comprise
primitives of the same OpenGL primitive mode.
"""
import ctypes
import pyglet
from pyglet.gl import *
from pyglet.graphics import allocation, shader, vertexarray
from pyglet.graphics.vertexbuffer import BufferObject, MappableBufferObject
def _nearest_pow2(v):
# From http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
# Credit: Sean Anderson
v -= 1
v |= v >> 1
v |= v >> 2
v |= v >> 4
v |= v >> 8
v |= v >> 16
return v + 1
_c_types = {
GL_BYTE: ctypes.c_byte,
GL_UNSIGNED_BYTE: ctypes.c_ubyte,
GL_SHORT: ctypes.c_short,
GL_UNSIGNED_SHORT: ctypes.c_ushort,
GL_INT: ctypes.c_int,
GL_UNSIGNED_INT: ctypes.c_uint,
GL_FLOAT: ctypes.c_float,
GL_DOUBLE: ctypes.c_double,
}
_gl_types = {
'b': GL_BYTE,
'B': GL_UNSIGNED_BYTE,
's': GL_SHORT,
'S': GL_UNSIGNED_SHORT,
'i': GL_INT,
'I': GL_UNSIGNED_INT,
'f': GL_FLOAT,
'd': GL_DOUBLE,
}
class VertexDomain:
"""Management of a set of vertex lists.
Construction of a vertex domain is usually done with the
:py:func:`create_domain` function.
"""
version = 0
_initial_count = 16
def __init__(self, program, attribute_meta):
self.program = program
self.attribute_meta = attribute_meta
self.allocator = allocation.Allocator(self._initial_count)
self.attributes = []
self.buffer_attributes = [] # list of (buffer, attributes)
for name, meta in attribute_meta.items():
assert meta['format'][0] in _gl_types, f"'{meta['format']}' is not a valid atrribute format for '{name}'."
location = meta['location']
count = meta['count']
gl_type = _gl_types[meta['format'][0]]
normalize = 'n' in meta['format']
attribute = shader.Attribute(name, location, count, gl_type, normalize)
self.attributes.append(attribute)
# Create buffer:
attribute.buffer = MappableBufferObject(attribute.stride * self.allocator.capacity)
attribute.buffer.element_size = attribute.stride
attribute.buffer.attributes = (attribute,)
self.buffer_attributes.append((attribute.buffer, (attribute,)))
self.vao = vertexarray.VertexArray()
self.vao.bind()
for buffer, attributes in self.buffer_attributes:
buffer.bind()
for attribute in attributes:
attribute.enable()
attribute.set_pointer(buffer.ptr)
self.vao.unbind()
# Create named attributes for each attribute
self.attribute_names = {}
for attribute in self.attributes:
self.attribute_names[attribute.name] = attribute
def __del__(self):
# Break circular refs that Python GC seems to miss even when forced
# collection.
for attribute in self.attributes:
try:
del attribute.buffer
except AttributeError:
pass
def safe_alloc(self, count):
"""Allocate vertices, resizing the buffers if necessary."""
try:
return self.allocator.alloc(count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
for buffer, _ in self.buffer_attributes:
buffer.resize(capacity * buffer.element_size)
self.allocator.set_capacity(capacity)
return self.allocator.alloc(count)
def safe_realloc(self, start, count, new_count):
"""Reallocate vertices, resizing the buffers if necessary."""
try:
return self.allocator.realloc(start, count, new_count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
for buffer, _ in self.buffer_attributes:
buffer.resize(capacity * buffer.element_size)
self.allocator.set_capacity(capacity)
return self.allocator.realloc(start, count, new_count)
def create(self, count, index_count=None):
"""Create a :py:class:`VertexList` in this domain.
:Parameters:
`count` : int
Number of vertices to create.
`index_count`: None
Ignored for non indexed VertexDomains
:rtype: :py:class:`VertexList`
"""
start = self.safe_alloc(count)
return VertexList(self, start, count)
def draw(self, mode):
"""Draw all vertices in the domain.
All vertices in the domain are drawn at once. This is the
most efficient way to render primitives.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
"""
self.vao.bind()
for buffer, _ in self.buffer_attributes:
buffer.bind()
starts, sizes = self.allocator.get_allocated_regions()
primcount = len(starts)
if primcount == 0:
pass
elif primcount == 1:
# Common case
glDrawArrays(mode, starts[0], sizes[0])
else:
starts = (GLint * primcount)(*starts)
sizes = (GLsizei * primcount)(*sizes)
glMultiDrawArrays(mode, starts, sizes, primcount)
def draw_subset(self, mode, vertex_list):
"""Draw a specific VertexList in the domain.
The `vertex_list` parameter specifies a :py:class:`VertexList`
to draw. Only primitives in that list will be drawn.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
`vertex_list` : `VertexList`
Vertex list to draw.
"""
self.vao.bind()
for buffer, _ in self.buffer_attributes:
buffer.bind()
glDrawArrays(mode, vertex_list.start, vertex_list.count)
@property
def is_empty(self):
return not self.allocator.starts
def __repr__(self):
return '<%s@%x %s>' % (self.__class__.__name__, id(self), self.allocator)
class VertexList:
"""A list of vertices within a :py:class:`VertexDomain`. Use
:py:meth:`VertexDomain.create` to construct this list.
"""
def __init__(self, domain, start, count):
self.domain = domain
self.start = start
self.count = count
self._caches = {}
self._cache_versions = {}
def draw(self, mode):
"""Draw this vertex list in the given OpenGL mode.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
"""
self.domain.draw_subset(mode, self)
def resize(self, count, index_count=None):
"""Resize this group.
:Parameters:
`count` : int
New number of vertices in the list.
`index_count`: None
Ignored for non indexed VertexDomains
"""
new_start = self.domain.safe_realloc(self.start, self.count, count)
if new_start != self.start:
# Copy contents to new location
for attribute in self.domain.attributes:
old = attribute.get_region(attribute.buffer, self.start, self.count)
new = attribute.get_region(attribute.buffer, new_start, self.count)
new.array[:] = old.array[:]
new.invalidate()
self.start = new_start
self.count = count
for version in self._cache_versions:
self._cache_versions[version] = None
def delete(self):
"""Delete this group."""
self.domain.allocator.dealloc(self.start, self.count)
def migrate(self, domain):
"""Move this group from its current domain and add to the specified
one. Attributes on domains must match. (In practice, used to change
parent state of some vertices).
:Parameters:
`domain` : `VertexDomain`
Domain to migrate this vertex list to.
"""
assert list(domain.attribute_names.keys()) == list(self.domain.attribute_names.keys()),\
'Domain attributes must match.'
new_start = domain.safe_alloc(self.count)
for key, old_attribute in self.domain.attribute_names.items():
old = old_attribute.get_region(old_attribute.buffer, self.start, self.count)
new_attribute = domain.attribute_names[key]
new = new_attribute.get_region(new_attribute.buffer, new_start, self.count)
new.array[:] = old.array[:]
new.invalidate()
self.domain.allocator.dealloc(self.start, self.count)
self.domain = domain
self.start = new_start
for version in self._cache_versions:
self._cache_versions[version] = None
def set_attribute_data(self, name, data):
attribute = self.domain.attribute_names[name]
attribute.set_region(attribute.buffer, self.start, self.count, data)
def __getattr__(self, name):
"""dynamic access to vertex attributes, for backwards compatibility.
"""
domain = self.domain
if self._cache_versions.get(name, None) != domain.version:
attribute = domain.attribute_names[name]
self._caches[name] = attribute.get_region(attribute.buffer, self.start, self.count)
self._cache_versions[name] = domain.version
region = self._caches[name]
region.invalidate()
return region.array
def __setattr__(self, name, value):
# Allow setting vertex attributes directly without overwriting them:
if 'domain' in self.__dict__ and name in self.__dict__['domain'].attribute_names:
getattr(self, name)[:] = value
return
super().__setattr__(name, value)
class IndexedVertexDomain(VertexDomain):
"""Management of a set of indexed vertex lists.
Construction of an indexed vertex domain is usually done with the
:py:func:`create_domain` function.
"""
_initial_index_count = 16
def __init__(self, program, attribute_meta, index_gl_type=GL_UNSIGNED_INT):
super(IndexedVertexDomain, self).__init__(program, attribute_meta)
self.index_allocator = allocation.Allocator(self._initial_index_count)
self.index_gl_type = index_gl_type
self.index_c_type = shader._c_types[index_gl_type]
self.index_element_size = ctypes.sizeof(self.index_c_type)
self.index_buffer = BufferObject(self.index_allocator.capacity * self.index_element_size)
self.vao.bind()
self.index_buffer.bind_to_index_buffer()
self.vao.unbind()
def safe_index_alloc(self, count):
"""Allocate indices, resizing the buffers if necessary."""
try:
return self.index_allocator.alloc(count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
self.index_buffer.resize(capacity * self.index_element_size)
self.index_allocator.set_capacity(capacity)
return self.index_allocator.alloc(count)
def safe_index_realloc(self, start, count, new_count):
"""Reallocate indices, resizing the buffers if necessary."""
try:
return self.index_allocator.realloc(start, count, new_count)
except allocation.AllocatorMemoryException as e:
capacity = _nearest_pow2(e.requested_capacity)
self.version += 1
self.index_buffer.resize(capacity * self.index_element_size)
self.index_allocator.set_capacity(capacity)
return self.index_allocator.realloc(start, count, new_count)
def create(self, count, index_count):
"""Create an :py:class:`IndexedVertexList` in this domain.
:Parameters:
`count` : int
Number of vertices to create
`index_count`
Number of indices to create
"""
start = self.safe_alloc(count)
index_start = self.safe_index_alloc(index_count)
return IndexedVertexList(self, start, count, index_start, index_count)
def get_index_region(self, start, count):
"""Get a data from a region of the index buffer.
:Parameters:
`start` : int
Start of the region to map.
`count` : int
Number of indices to map.
:rtype: Array of int
"""
byte_start = self.index_element_size * start
byte_count = self.index_element_size * count
ptr_type = ctypes.POINTER(self.index_c_type * count)
map_ptr = self.index_buffer.map_range(byte_start, byte_count, ptr_type)
data = map_ptr[:]
self.index_buffer.unmap()
return data
def set_index_region(self, start, count, data):
byte_start = self.index_element_size * start
byte_count = self.index_element_size * count
ptr_type = ctypes.POINTER(self.index_c_type * count)
map_ptr = self.index_buffer.map_range(byte_start, byte_count, ptr_type)
map_ptr[:] = data
self.index_buffer.unmap()
def draw(self, mode):
"""Draw all vertices in the domain.
All vertices in the domain are drawn at once. This is the
most efficient way to render primitives.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
"""
self.vao.bind()
for buffer, _ in self.buffer_attributes:
buffer.bind()
starts, sizes = self.index_allocator.get_allocated_regions()
primcount = len(starts)
if primcount == 0:
pass
elif primcount == 1:
# Common case
glDrawElements(mode, sizes[0], self.index_gl_type,
self.index_buffer.ptr + starts[0] * self.index_element_size)
else:
starts = [s * self.index_element_size + self.index_buffer.ptr for s in starts]
starts = (ctypes.POINTER(GLvoid) * primcount)(*(GLintptr * primcount)(*starts))
sizes = (GLsizei * primcount)(*sizes)
glMultiDrawElements(mode, sizes, self.index_gl_type, starts, primcount)
def draw_subset(self, mode, vertex_list):
"""Draw a specific IndexedVertexList in the domain.
The `vertex_list` parameter specifies a :py:class:`IndexedVertexList`
to draw. Only primitives in that list will be drawn.
:Parameters:
`mode` : int
OpenGL drawing mode, e.g. ``GL_POINTS``, ``GL_LINES``, etc.
`vertex_list` : `IndexedVertexList`
Vertex list to draw.
"""
self.vao.bind()
for buffer, _ in self.buffer_attributes:
buffer.bind()
glDrawElements(mode, vertex_list.index_count, self.index_gl_type,
self.index_buffer.ptr +
vertex_list.index_start * self.index_element_size)
class IndexedVertexList(VertexList):
"""A list of vertices within an :py:class:`IndexedVertexDomain` that are
indexed. Use :py:meth:`IndexedVertexDomain.create` to construct this list.
"""
_indices_cache = None
_indices_cache_version = None
def __init__(self, domain, start, count, index_start, index_count):
super().__init__(domain, start, count)
self.index_start = index_start
self.index_count = index_count
def resize(self, count, index_count):
"""Resize this group.
:Parameters:
`count` : int
New number of vertices in the list.
`index_count` : int
New number of indices in the list.
"""
old_start = self.start
super().resize(count)
# Change indices (because vertices moved)
if old_start != self.start:
diff = self.start - old_start
self.indices[:] = [i + diff for i in self.indices]
# Resize indices
new_start = self.domain.safe_index_realloc(self.index_start, self.index_count, index_count)
if new_start != self.index_start:
old = self.domain.get_index_region(self.index_start, self.index_count)
new = self.domain.get_index_region(self.index_start, self.index_count)
new.array[:] = old.array[:]
new.invalidate()
self.index_start = new_start
self.index_count = index_count
self._indices_cache_version = None
def delete(self):
"""Delete this group."""
super().delete()
self.domain.index_allocator.dealloc(self.index_start, self.index_count)
def migrate(self, domain):
"""Move this group from its current indexed domain and add to the
specified one. Attributes on domains must match. (In practice, used
to change parent state of some vertices).
:Parameters:
`domain` : `IndexedVertexDomain`
Indexed domain to migrate this vertex list to.
"""
old_start = self.start
old_domain = self.domain
super().migrate(domain)
# Note: this code renumber the indices of the *original* domain
# because the vertices are in a new position in the new domain
if old_start != self.start:
diff = self.start - old_start
old_indices = old_domain.get_index_region(self.index_start, self.index_count)
old_domain.set_index_region(self.index_start, self.index_count, [i + diff for i in old_indices])
# copy indices to new domain
old_array = old_domain.get_index_region(self.index_start, self.index_count)
# must delloc before calling safe_index_alloc or else problems when same
# batch is migrated to because index_start changes after dealloc
old_domain.index_allocator.dealloc(self.index_start, self.index_count)
new_start = self.domain.safe_index_alloc(self.index_count)
self.domain.set_index_region(new_start, self.index_count, old_array)
self.index_start = new_start
self._indices_cache_version = None
@property
def indices(self):
"""Array of index data."""
if self._indices_cache_version != self.domain.version:
domain = self.domain
self._indices_cache = domain.get_index_region(self.index_start, self.index_count)
self._indices_cache_version = domain.version
return self._indices_cache
@indices.setter
def indices(self, data):
self.domain.set_index_region(self.index_start, self.index_count, data)