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