shenjack
d84b490b99
Add | more formatter and some more Fix | type mis match sync pyglet Enhance | logger with Template add lib-not-dr as requirement sync pyglet sync pyglet Add | add lto=yes to nuitka_build just incase sync pyglet sync lib_not_dr Remove | external requirement lib-not-dr some logger sync lib-not-dr sync pyglet sync lib-not-dr sync lib-not-dr sync pyglet sync pyglet Fix | console thread been block Update DR rs and DR sdk sync lib not dr sync lib-not-dr sync lib-not-dr sync pyglet and lib-not-dr sync pyglet 0.1.8 sync lib not dr logger almost done? almost! sync pyglet (clicpboard support!) sync lib not dr sync lib not dr color code and sync pyglet do not show memory and progress building localy sync pyglet synclibs
524 lines
19 KiB
Python
524 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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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, AttributeBufferObject
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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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def _make_attribute_property(name):
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def _attribute_getter(self):
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attribute = self.domain.attribute_names[name]
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region = attribute.buffer.get_region(self.start, self.count)
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region.invalidate()
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return region.array
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def _attribute_setter(self, data):
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attribute = self.domain.attribute_names[name]
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attribute.buffer.set_region(self.start, self.count, data)
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return property(_attribute_getter, _attribute_setter)
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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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_initial_count = 16
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def __init__(self, program, attribute_meta):
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self.program = program # Needed a reference for migration
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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.attribute_names = {} # name: attribute
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self.buffer_attributes = [] # list of (buffer, attributes)
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self._property_dict = {} # name: property(_getter, _setter)
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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.attribute_names[attribute.name] = attribute
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# Create buffer:
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attribute.buffer = AttributeBufferObject(attribute.stride * self.allocator.capacity, attribute)
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self.buffer_attributes.append((attribute.buffer, (attribute,)))
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# Create custom property to be used in the VertexList:
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self._property_dict[attribute.name] = _make_attribute_property(name)
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# Make a custom VertexList class w/ properties for each attribute in the ShaderProgram:
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self._vertexlist_class = type("VertexList", (VertexList,), self._property_dict)
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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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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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for buffer, _ in self.buffer_attributes:
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buffer.resize(capacity * buffer.attribute_stride)
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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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for buffer, _ in self.buffer_attributes:
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buffer.resize(capacity * buffer.attribute_stride)
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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 self._vertexlist_class(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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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.attribute_names.values():
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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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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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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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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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# Make a custom VertexList class w/ properties for each attribute in the ShaderProgram:
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self._vertexlist_class = type("IndexedVertexList", (IndexedVertexList,), self._property_dict)
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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.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.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 self._vertexlist_class(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)
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if new_start != self.index_start:
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old = self.domain.get_index_region(self.index_start, self.index_count)
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new = self.domain.get_index_region(self.index_start, self.index_count)
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new.array[:] = old.array[:]
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new.invalidate()
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self.index_start = new_start
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self.index_count = index_count
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self._indices_cache_version = None
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def delete(self):
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"""Delete this group."""
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super().delete()
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self.domain.index_allocator.dealloc(self.index_start, self.index_count)
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def migrate(self, domain):
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"""Move this group from its current indexed domain and add to the
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specified one. Attributes on domains must match. (In practice, used
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to change parent state of some vertices).
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:Parameters:
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`domain` : `IndexedVertexDomain`
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Indexed domain to migrate this vertex list to.
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"""
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old_start = self.start
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old_domain = self.domain
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super().migrate(domain)
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# Note: this code renumber the indices of the *original* domain
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# because the vertices are in a new position in the new domain
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if old_start != self.start:
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diff = self.start - old_start
|
|
old_indices = old_domain.get_index_region(self.index_start, self.index_count)
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|
old_domain.set_index_region(self.index_start, self.index_count, [i + diff for i in old_indices])
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|
|
|
# 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)
|