748 lines
25 KiB
Python
748 lines
25 KiB
Python
# ----------------------------------------------------------------------------
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# pyglet
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# Copyright (c) 2006-2008 Alex Holkner
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# Copyright (c) 2008-2022 pyglet contributors
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# All rights reserved.
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#
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# Redistribution and use in source and binary forms, with or without
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# modification, are permitted provided that the following conditions
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# are met:
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#
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# * Redistributions of source code must retain the above copyright
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# notice, this list of conditions and the following disclaimer.
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# * Redistributions in binary form must reproduce the above copyright
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# notice, this list of conditions and the following disclaimer in
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# the documentation and/or other materials provided with the
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# distribution.
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# * Neither the name of pyglet nor the names of its
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# contributors may be used to endorse or promote products
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# derived from this software without specific prior written
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# permission.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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# COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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# POSSIBILITY OF SUCH DAMAGE.
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# ----------------------------------------------------------------------------
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"""Low-level graphics rendering.
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This module provides an efficient low-level abstraction over OpenGL. It gives
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very good performance for rendering OpenGL primitives. The module is used
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internally by other areas of pyglet.
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See the :ref:`guide_graphics` for details on how to use this graphics API.
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Batches and groups
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==================
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Without even needing to understand the details on how to draw primitives with
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the graphics API, developers can make use of :py:class:`~pyglet.graphics.Batch`
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and :py:class:`~pyglet.graphics.Group` objects to improve performance of sprite
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and text rendering.
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The :py:class:`~pyglet.sprite.Sprite`, :py:func:`~pyglet.text.Label` and
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:py:func:`~pyglet.text.layout.TextLayout` classes all accept a ``batch`` and
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``group`` parameter in their constructors. A batch manages a set of objects
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that will be drawn all at once, and a group describes the manner in which an
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object is drawn.
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The following example creates a batch, adds two sprites to the batch, and then
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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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Drawing a complete batch is much faster than drawing the items in the batch
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individually, especially when those items belong to a common group.
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Groups describe the OpenGL state required for an item. This is for the most
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part managed by the sprite and text classes, however you can also use custom
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groups to ensure items are drawn in a particular order. For example, the
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following example adds a background sprite which 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.sprite.SpriteGroup(0)
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foreground = pyglet.sprite.SpriteGroup(1)
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background = pyglet.sprite.Sprite(background_image,
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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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It's preferable to manage sprites and text objects within as few batches as
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possible. If the drawing of sprites or text objects need to be interleaved
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with other drawing that does not use the graphics API, multiple batches will
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be required.
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Data item parameters
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====================
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Many of the functions and methods in this module accept any number of ``data``
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parameters as their final parameters. In the documentation these are notated
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as ``*data`` in the formal parameter list.
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A data parameter describes a vertex attribute format and an optional sequence
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to initialise that attribute. Examples of common attribute formats are:
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``"v3f"``
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Vertex position, specified as three floats.
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``"c4B"``
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Vertex color, specified as four unsigned bytes.
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``"t2f"``
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Texture coordinate, specified as two floats.
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See `pyglet.graphics.vertexattribute` for the complete syntax of the vertex
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format string.
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When no initial data is to be given, the data item is just the format string.
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For example, the following creates a 2 element vertex list with position and
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color attributes::
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vertex_list = pyglet.graphics.vertex_list(2, 'v2f', 'c4B')
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When initial data is required, wrap the format string and the initial data in
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a tuple, for example::
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vertex_list = pyglet.graphics.vertex_list(2,
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('v2f', (0.0, 1.0, 1.0, 0.0)),
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('c4B', (255, 255, 255, 255) * 2))
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Drawing modes
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=============
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Methods in this module that accept a ``mode`` parameter will accept any value
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in the OpenGL drawing mode enumeration: ``GL_POINTS``, ``GL_LINE_STRIP``,
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``GL_LINE_LOOP``, ``GL_LINES``, ``GL_TRIANGLE_STRIP``, ``GL_TRIANGLE_FAN``,
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``GL_TRIANGLES``, ``GL_QUAD_STRIP``, ``GL_QUADS``, and ``GL_POLYGON``.
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::
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pyglet.graphics.draw(1, GL_POINTS, ('v2i',(10,20)))
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However, because of the way the graphics API renders multiple primitives with
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shared state, ``GL_POLYGON``, ``GL_LINE_LOOP`` and ``GL_TRIANGLE_FAN`` cannot
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be used --- the results are undefined.
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When using ``GL_LINE_STRIP``, ``GL_TRIANGLE_STRIP`` or ``GL_QUAD_STRIP`` care
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must be taken to insert degenerate vertices at the beginning and end of each
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vertex list. For example, given the vertex list::
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A, B, C, D
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the correct vertex list to provide the vertex list is::
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A, A, B, C, D, D
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Alternatively, the ``NV_primitive_restart`` extension can be used if it is
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present. This also permits use of ``GL_POLYGON``, ``GL_LINE_LOOP`` and
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``GL_TRIANGLE_FAN``. Unfortunately the extension is not provided by older
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video drivers, and requires indexed vertex lists.
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.. versionadded:: 1.1
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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 vertexattribute, 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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: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 = vertexattribute.VertexAttribute(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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: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 = vertexattribute.VertexAttribute(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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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_group():
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try:
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return pyglet.gl.current_context.pyglet_graphics_default_group
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except AttributeError:
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pyglet.gl.current_context.pyglet_graphics_default_group = ShaderGroup(get_default_shader())
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return pyglet.gl.current_context.pyglet_graphics_default_group
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def get_default_shader():
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try:
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return pyglet.gl.current_context.pyglet_graphics_default_shader
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except AttributeError:
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_default_vert_shader = pyglet.graphics.shader.Shader(_vertex_source, 'vertex')
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_default_frag_shader = pyglet.graphics.shader.Shader(_fragment_source, 'fragment')
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default_shader_program = pyglet.graphics.shader.ShaderProgram(_default_vert_shader, _default_frag_shader)
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pyglet.gl.current_context.pyglet_graphics_default_shader = default_shader_program
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return pyglet.gl.current_context.pyglet_graphics_default_shader
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class Batch:
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"""Manage a collection of vertex lists for batched rendering.
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Vertex lists are added to a :py:class:`~pyglet.graphics.Batch` using the
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`add` and `add_indexed` methods. An optional group can be specified along
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with the vertex list, which gives the OpenGL state required for its rendering.
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Vertex lists with shared mode and group are allocated into adjacent areas of
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memory and sent to the graphics card in a single operation.
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Call `VertexList.delete` to remove a vertex list from the batch.
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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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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:
|
|
self._update_draw_list()
|
|
|
|
for func in self._draw_list:
|
|
func()
|
|
|
|
def draw_subset(self, vertex_lists):
|
|
"""Draw only some vertex lists in the batch.
|
|
|
|
The use of this method is highly discouraged, as it is quite
|
|
inefficient. Usually an application can be redesigned so that batches
|
|
can always be drawn in their entirety, using `draw`.
|
|
|
|
The given vertex lists must belong to this batch; behaviour is
|
|
undefined if this condition is not met.
|
|
|
|
:Parameters:
|
|
`vertex_lists` : sequence of `VertexList` or `IndexedVertexList`
|
|
Vertex lists to draw.
|
|
|
|
"""
|
|
|
|
# Horrendously inefficient.
|
|
def visit(group):
|
|
group.set_state()
|
|
|
|
# Draw domains using this group
|
|
domain_map = self.group_map[group]
|
|
for (_, mode, _, _), domain in domain_map.items():
|
|
for alist in vertex_lists:
|
|
if alist.domain is domain:
|
|
alist.draw(mode)
|
|
|
|
# Sort and visit child groups of this group
|
|
children = self.group_children.get(group)
|
|
if children:
|
|
children.sort()
|
|
for child in children:
|
|
if child.visible:
|
|
visit(child)
|
|
|
|
group.unset_state()
|
|
|
|
self.top_groups.sort()
|
|
for group in self.top_groups:
|
|
if group.visible:
|
|
visit(group)
|
|
|
|
|
|
class Group:
|
|
"""Group of common OpenGL state.
|
|
|
|
Before a VertexList is rendered, its Group's OpenGL state is set.
|
|
This includes binding textures, shaders, or setting any other parameters.
|
|
"""
|
|
def __init__(self, order=0, parent=None):
|
|
"""Create a Group.
|
|
|
|
:Parameters:
|
|
`order` : int
|
|
Set the order to render above or below other Groups.
|
|
`parent` : `~pyglet.graphics.Group`
|
|
Group to contain this Group; its state will be set before this
|
|
Group's state.
|
|
|
|
:Ivariables:
|
|
`visible` : bool
|
|
Determines whether this Group is visible in any of the Batches
|
|
it is assigned to. If False, objects in this Group will not
|
|
be rendered.
|
|
`batches` : list
|
|
Read Only. A list of which Batches this Group is a part of.
|
|
"""
|
|
self._order = order
|
|
self.parent = parent
|
|
self._visible = True
|
|
self._assigned_batches = weakref.WeakSet()
|
|
|
|
@property
|
|
def order(self):
|
|
return self._order
|
|
|
|
@property
|
|
def visible(self):
|
|
return self._visible
|
|
|
|
@visible.setter
|
|
def visible(self, value):
|
|
self._visible = value
|
|
|
|
for batch in self._assigned_batches:
|
|
batch.invalidate()
|
|
|
|
@property
|
|
def batches(self):
|
|
return [batch for batch in self._assigned_batches]
|
|
|
|
def __lt__(self, other):
|
|
return self._order < other.order
|
|
|
|
def __eq__(self, other):
|
|
return (self.__class__ is other.__class__ and
|
|
self._order == other.order and
|
|
self.parent == other.parent)
|
|
|
|
def __hash__(self):
|
|
return hash((self._order, self.parent))
|
|
|
|
def __repr__(self):
|
|
return "{}(order={})".format(self.__class__.__name__, self._order)
|
|
|
|
def set_state(self):
|
|
"""Apply the OpenGL state change.
|
|
|
|
The default implementation does nothing."""
|
|
pass
|
|
|
|
def unset_state(self):
|
|
"""Repeal the OpenGL state change.
|
|
|
|
The default implementation does nothing."""
|
|
pass
|
|
|
|
def set_state_recursive(self):
|
|
"""Set this group and its ancestry.
|
|
|
|
Call this method if you are using a group in isolation: the
|
|
parent groups will be called in top-down order, with this class's
|
|
`set` being called last.
|
|
"""
|
|
if self.parent:
|
|
self.parent.set_state_recursive()
|
|
self.set_state()
|
|
|
|
def unset_state_recursive(self):
|
|
"""Unset this group and its ancestry.
|
|
|
|
The inverse of `set_state_recursive`.
|
|
"""
|
|
self.unset_state()
|
|
if self.parent:
|
|
self.parent.unset_state_recursive()
|
|
|
|
|
|
# Example Groups.
|
|
|
|
class ShaderGroup(Group):
|
|
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.
|
|
|
|
Texture groups 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)
|
|
|
|
|
|
# The default Shader source:
|
|
|
|
_vertex_source = """#version 330 core
|
|
in vec3 position;
|
|
in vec4 colors;
|
|
in vec3 tex_coords;
|
|
out vec4 vertex_colors;
|
|
out vec3 texture_coords;
|
|
|
|
uniform WindowBlock
|
|
{
|
|
mat4 projection;
|
|
mat4 view;
|
|
} window;
|
|
|
|
void main()
|
|
{
|
|
gl_Position = window.projection * window.view * vec4(position, 1.0);
|
|
|
|
vertex_colors = colors;
|
|
texture_coords = tex_coords;
|
|
}
|
|
"""
|
|
|
|
_fragment_source = """#version 330 core
|
|
in vec4 vertex_colors;
|
|
in vec3 texture_coords;
|
|
out vec4 final_colors;
|
|
|
|
uniform sampler2D our_texture;
|
|
|
|
void main()
|
|
{
|
|
final_colors = texture(our_texture, texture_coords.xy) + vertex_colors;
|
|
}
|
|
"""
|