# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- # $Id:$ '''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 accomodate 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 `VertexDomain.create` method. This returns a `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 `VertexDomain.draw` method, assuming all the vertices comprise primitives of the same OpenGL primitive mode. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' import ctypes import re from pyglet.gl import * from pyglet.graphics import allocation, vertexattribute, vertexbuffer _usage_format_re = re.compile(r''' (?P[^/]*) (/ (?P static|dynamic|stream|none))? ''', re.VERBOSE) _gl_usages = { 'static': GL_STATIC_DRAW, 'dynamic': GL_DYNAMIC_DRAW, 'stream': GL_STREAM_DRAW, 'none': GL_STREAM_DRAW_ARB, # Force no VBO } 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 def create_attribute_usage(format): '''Create an attribute and usage pair from a format string. The format string is as documented in `pyglet.graphics.vertexattribute`, with the addition of an optional usage component:: usage ::= attribute ( '/' ('static' | 'dynamic' | 'stream' | 'none') )? If the usage is not given it defaults to 'dynamic'. The usage corresponds to the OpenGL VBO usage hint, and for ``static`` also indicates a preference for interleaved arrays. If ``none`` is specified a buffer object is not created, and vertex data is stored in system memory. Some examples: ``v3f/stream`` 3D vertex position using floats, for stream usage ``c4b/static`` 4-byte color attribute, for static usage :return: attribute, usage ''' match = _usage_format_re.match(format) attribute_format = match.group('attribute') attribute = vertexattribute.create_attribute(attribute_format) usage = match.group('usage') if usage: vbo = not usage == 'none' usage = _gl_usages[usage] else: usage = GL_DYNAMIC_DRAW vbo = True return (attribute, usage, vbo) def create_domain(*attribute_usage_formats): '''Create a vertex domain covering the given attribute usage formats. See documentation for `create_attribute_usage` and `pyglet.graphics.vertexattribute.create_attribute` for the grammar of these format strings. :rtype: `VertexDomain` ''' attribute_usages = [create_attribute_usage(f) \ for f in attribute_usage_formats] return VertexDomain(attribute_usages) def create_indexed_domain(*attribute_usage_formats): '''Create an indexed vertex domain covering the given attribute usage formats. See documentation for `create_attribute_usage` and `pyglet.graphics.vertexattribute.create_attribute` for the grammar of these format strings. :rtype: `VertexDomain` ''' attribute_usages = [create_attribute_usage(f) \ for f in attribute_usage_formats] return IndexedVertexDomain(attribute_usages) class VertexDomain(object): '''Management of a set of vertex lists. Construction of a vertex domain is usually done with the `create_domain` function. ''' _version = 0 _initial_count = 16 def __init__(self, attribute_usages): self.allocator = allocation.Allocator(self._initial_count) static_attributes = [] attributes = [] self.buffer_attributes = [] # list of (buffer, attributes) for attribute, usage, vbo in attribute_usages: if usage == GL_STATIC_DRAW: # Group attributes for interleaved buffer static_attributes.append(attribute) attributes.append(attribute) else: # Create non-interleaved buffer attributes.append(attribute) attribute.buffer = vertexbuffer.create_mappable_buffer( attribute.stride * self.allocator.capacity, usage=usage, vbo=vbo) attribute.buffer.element_size = attribute.stride attribute.buffer.attributes = (attribute,) self.buffer_attributes.append( (attribute.buffer, (attribute,))) # Create buffer for interleaved data if static_attributes: vertexattribute.interleave_attributes(static_attributes) stride = static_attributes[0].stride buffer = vertexbuffer.create_mappable_buffer( stride * self.allocator.capacity, usage=GL_STATIC_DRAW) buffer.element_size = stride self.buffer_attributes.append( (buffer, static_attributes)) for attribute in static_attributes: attribute.buffer = buffer # Create named attributes for each attribute self.attributes = attributes self.attribute_names = {} for attribute in attributes: if isinstance(attribute, vertexattribute.GenericAttribute): index = attribute.index if 'generic' not in self.attributes: self.attribute_names['generic'] = {} assert index not in self.attribute_names['generic'], \ 'More than one generic attribute with index %d' % index self.attribute_names['generic'][index] = attribute else: name = attribute.plural assert name not in self.attributes, \ 'More than one "%s" attribute given' % name self.attribute_names[name] = attribute def __del__(self): # Break circular refs that Python GC seems to miss even when forced # collection. for attribute in self.attributes: del attribute.buffer def _safe_alloc(self, count): '''Allocate vertices, resizing the buffers if necessary.''' try: return self.allocator.alloc(count) except allocation.AllocatorMemoryException, e: capacity = _nearest_pow2(e.requested_capacity) self._version += 1 for buffer, _ in self.buffer_attributes: buffer.resize(capacity * buffer.element_size) 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, e: capacity = _nearest_pow2(e.requested_capacity) self._version += 1 for buffer, _ in self.buffer_attributes: buffer.resize(capacity * buffer.element_size) self.allocator.set_capacity(capacity) return self.allocator.realloc(start, count, new_count) def create(self, count): '''Create a `VertexList` in this domain. :Parameters: `count` : int Number of vertices to create. :rtype: `VertexList` ''' start = self._safe_alloc(count) return VertexList(self, start, count) def draw(self, mode, vertex_list=None): '''Draw vertices in the domain. If `vertex_list` is not specified, all vertices in the domain are drawn. This is the most efficient way to render primitives. If `vertex_list` specifies a `VertexList`, 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, or ``None`` for all lists in this domain. ''' glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) for buffer, attributes in self.buffer_attributes: buffer.bind() for attribute in attributes: attribute.enable() attribute.set_pointer(attribute.buffer.ptr) if vertexbuffer._workaround_vbo_finish: glFinish() if vertex_list is not None: glDrawArrays(mode, vertex_list.start, vertex_list.count) else: 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]) elif gl_info.have_version(1, 4): starts = (GLint * primcount)(*starts) sizes = (GLsizei * primcount)(*sizes) glMultiDrawArrays(mode, starts, sizes, primcount) else: for start, size in zip(starts, sizes): glDrawArrays(mode, start, size) for buffer, _ in self.buffer_attributes: buffer.unbind() glPopClientAttrib() 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(object): '''A list of vertices within a `VertexDomain`. Use `VertexDomain.create` to construct this list. ''' def __init__(self, domain, start, count): # TODO make private self.domain = domain self.start = start self.count = count def get_size(self): '''Get the number of vertices in the list. :rtype: int ''' return self.count def get_domain(self): '''Get the domain this vertex list belongs to. :rtype: `VertexDomain` ''' return self.domain 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(mode, self) def resize(self, count): '''Resize this group. :Parameters: `count` : int New number of vertices in the list. ''' 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.attributes: 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 self._colors_cache_version = None self._fog_coords_cache_version = None self._edge_flags_cache_version = None self._normals_cache_version = None self._secondary_colors_cache_version = None self._tex_coords_cache_version = None self._vertices_cache_version = None 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 domain.attribute_names.keys() == \ 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 self._colors_cache_version = None self._fog_coords_cache_version = None self._edge_flags_cache_version = None self._normals_cache_version = None self._secondary_colors_cache_version = None self._tex_coords_cache_version = None self._vertices_cache_version = None def _set_attribute_data(self, i, data): attribute = self.domain.attributes[i] # TODO without region region = attribute.get_region(attribute.buffer, self.start, self.count) region.array[:] = data region.invalidate() # --- def _get_colors(self): if (self._colors_cache_version != self.domain._version): domain = self.domain attribute = domain.attribute_names['colors'] self._colors_cache = attribute.get_region( attribute.buffer, self.start, self.count) self._colors_cache_version = domain._version region = self._colors_cache region.invalidate() return region.array def _set_colors(self, data): self._get_colors()[:] = data _colors_cache = None _colors_cache_version = None colors = property(_get_colors, _set_colors, doc='''Array of color data.''') # --- def _get_fog_coords(self): if (self._fog_coords_cache_version != self.domain._version): domain = self.domain attribute = domain.attribute_names['fog_coords'] self._fog_coords_cache = attribute.get_region( attribute.buffer, self.start, self.count) self._fog_coords_cache_version = domain._version region = self._fog_coords_cache region.invalidate() return region.array def _set_fog_coords(self, data): self._get_fog_coords()[:] = data _fog_coords_cache = None _fog_coords_cache_version = None fog_coords = property(_get_fog_coords, _set_fog_coords, doc='''Array of fog coordinate data.''') # --- def _get_edge_flags(self): if (self._edge_flags_cache_version != self.domain._version): domain = self.domain attribute = domain.attribute_names['edge_flags'] self._edge_flags_cache = attribute.get_region( attribute.buffer, self.start, self.count) self._edge_flags_cache_version = domain._version region = self._edge_flags_cache region.invalidate() return region.array def _set_edge_flags(self, data): self._get_edge_flags()[:] = data _edge_flags_cache = None _edge_flags_cache_version = None edge_flags = property(_get_edge_flags, _set_edge_flags, doc='''Array of edge flag data.''') # --- def _get_normals(self): if (self._normals_cache_version != self.domain._version): domain = self.domain attribute = domain.attribute_names['normals'] self._normals_cache = attribute.get_region( attribute.buffer, self.start, self.count) self._normals_cache_version = domain._version region = self._normals_cache region.invalidate() return region.array def _set_normals(self, data): self._get_normals()[:] = data _normals_cache = None _normals_cache_version = None normals = property(_get_normals, _set_normals, doc='''Array of normal vector data.''') # --- def _get_secondary_colors(self): if (self._secondary_colors_cache_version != self.domain._version): domain = self.domain attribute = domain.attribute_names['secondary_colors'] self._secondary_colors_cache = attribute.get_region( attribute.buffer, self.start, self.count) self._secondary_colors_cache_version = domain._version region = self._secondary_colors_cache region.invalidate() return region.array def _set_secondary_colors(self, data): self._get_secondary_colors()[:] = data _secondary_colors_cache = None _secondary_colors_cache_version = None secondary_colors = property(_get_secondary_colors, _set_secondary_colors, doc='''Array of secondary color data.''') # --- _tex_coords_cache = None _tex_coords_cache_version = None def _get_tex_coords(self): if (self._tex_coords_cache_version != self.domain._version): domain = self.domain attribute = domain.attribute_names['tex_coords'] self._tex_coords_cache = attribute.get_region( attribute.buffer, self.start, self.count) self._tex_coords_cache_version = domain._version region = self._tex_coords_cache region.invalidate() return region.array def _set_tex_coords(self, data): self._get_tex_coords()[:] = data tex_coords = property(_get_tex_coords, _set_tex_coords, doc='''Array of texture coordinate data.''') # --- _vertices_cache = None _vertices_cache_version = None def _get_vertices(self): if (self._vertices_cache_version != self.domain._version): domain = self.domain attribute = domain.attribute_names['vertices'] self._vertices_cache = attribute.get_region( attribute.buffer, self.start, self.count) self._vertices_cache_version = domain._version region = self._vertices_cache region.invalidate() return region.array def _set_vertices(self, data): self._get_vertices()[:] = data vertices = property(_get_vertices, _set_vertices, doc='''Array of vertex coordinate data.''') class IndexedVertexDomain(VertexDomain): '''Management of a set of indexed vertex lists. Construction of an indexed vertex domain is usually done with the `create_indexed_domain` function. ''' _initial_index_count = 16 def __init__(self, attribute_usages, index_gl_type=GL_UNSIGNED_INT): super(IndexedVertexDomain, self).__init__(attribute_usages) self.index_allocator = allocation.Allocator(self._initial_index_count) self.index_gl_type = index_gl_type self.index_c_type = vertexattribute._c_types[index_gl_type] self.index_element_size = ctypes.sizeof(self.index_c_type) self.index_buffer = vertexbuffer.create_mappable_buffer( self.index_allocator.capacity * self.index_element_size, target=GL_ELEMENT_ARRAY_BUFFER) def _safe_index_alloc(self, count): '''Allocate indices, resizing the buffers if necessary.''' try: return self.index_allocator.alloc(count) except allocation.AllocatorMemoryException, e: capacity = _nearest_pow2(e.requested_capacity) self._version += 1 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, e: capacity = _nearest_pow2(e.requested_capacity) self._version += 1 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 `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 IndexedVertexList(self, start, count, index_start, index_count) def get_index_region(self, start, count): '''Get 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) return self.index_buffer.get_region(byte_start, byte_count, ptr_type) def draw(self, mode, vertex_list=None): '''Draw vertices in the domain. If `vertex_list` is not specified, all vertices in the domain are drawn. This is the most efficient way to render primitives. If `vertex_list` specifies a `VertexList`, 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, or ``None`` for all lists in this domain. ''' glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT) for buffer, attributes in self.buffer_attributes: buffer.bind() for attribute in attributes: attribute.enable() attribute.set_pointer(attribute.buffer.ptr) self.index_buffer.bind() if vertexbuffer._workaround_vbo_finish: glFinish() if vertex_list is not None: glDrawElements(mode, vertex_list.index_count, self.index_gl_type, self.index_buffer.ptr + vertex_list.index_start * self.index_element_size) else: 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]) elif gl_info.have_version(1, 4): if not isinstance(self.index_buffer, vertexbuffer.VertexBufferObject): starts = [s + self.index_buffer.ptr for s in starts] starts = (GLuint * primcount)(*starts) sizes = (GLsizei * primcount)(*sizes) glMultiDrawElements(mode, sizes, self.index_gl_type, starts, primcount) else: for start, size in zip(starts, sizes): glDrawElements(mode, size, self.index_gl_type, self.index_buffer.ptr + start * self.index_element_size) self.index_buffer.unbind() for buffer, _ in self.buffer_attributes: buffer.unbind() glPopClientAttrib() class IndexedVertexList(VertexList): '''A list of vertices within an `IndexedVertexDomain` that are indexed. Use `IndexedVertexDomain.create` to construct this list. ''' def __init__(self, domain, start, count, index_start, index_count): super(IndexedVertexList, self).__init__(domain, start, count) self.index_start = index_start self.index_count = index_count def draw(self, mode): self.domain.draw(mode, self) 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(IndexedVertexList, self).resize(count) # Change indices (because vertices moved) if old_start != self.start: diff = self.start - old_start self.indices[:] = map(lambda i: i + diff, 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(IndexedVertexList, self).delete() self.domain.index_allocator.dealloc(self.index_start, self.index_count) def _set_index_data(self, data): # TODO without region region = self.domain.get_index_region( self.index_start, self.index_count) region.array[:] = data region.invalidate() # --- def _get_indices(self): 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 region = self._indices_cache region.invalidate() return region.array def _set_indices(self, data): self._get_indices()[:] = data _indices_cache = None _indices_cache_version = None indices = property(_get_indices, _set_indices, doc='''Array of index data.''')