Difficult-Rocket/libs/pyglet/graphics/vertexdomain.py
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2023-11-20 20:12:59 +08:00

524 lines
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Python

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