529 lines
19 KiB
Python
529 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(attribute):
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attrname = attribute.name
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def _attribute_getter(self):
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region = attribute.get_region(attribute.buffer, 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, values):
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getattr(self, attrname)[:] = values
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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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version = 0
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_initial_count = 16
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def __init__(self, program, attribute_meta):
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self.program = program
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self.attribute_meta = attribute_meta
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self.allocator = allocation.Allocator(self._initial_count)
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self.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(attribute)
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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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self.version += 1
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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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self.version += 1
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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.version += 1
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self.index_buffer.resize(capacity * self.index_element_size)
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self.index_allocator.set_capacity(capacity)
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return self.index_allocator.alloc(count)
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def safe_index_realloc(self, start, count, new_count):
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"""Reallocate indices, resizing the buffers if necessary."""
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try:
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return self.index_allocator.realloc(start, count, new_count)
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except allocation.AllocatorMemoryException as e:
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capacity = _nearest_pow2(e.requested_capacity)
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self.version += 1
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self.index_buffer.resize(capacity * self.index_element_size)
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self.index_allocator.set_capacity(capacity)
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return self.index_allocator.realloc(start, count, new_count)
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def create(self, count, index_count):
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"""Create an :py:class:`IndexedVertexList` in this domain.
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:Parameters:
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`count` : int
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Number of vertices to create
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`index_count`
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Number of indices to create
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"""
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start = self.safe_alloc(count)
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index_start = self.safe_index_alloc(index_count)
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return 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
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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
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old_array = old_domain.get_index_region(self.index_start, self.index_count)
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# must delloc before calling safe_index_alloc or else problems when same
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# batch is migrated to because index_start changes after dealloc
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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)
|