506 lines
16 KiB
Python
506 lines
16 KiB
Python
# ----------------------------------------------------------------------------
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# pyglet
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# Copyright (c) 2006-2008 Alex Holkner
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# All rights reserved.
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#
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# Redistribution and use in source and binary forms, with or without
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# modification, are permitted provided that the following conditions
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# are met:
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#
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# * Redistributions of source code must retain the above copyright
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# notice, this list of conditions and the following disclaimer.
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# * Redistributions in binary form must reproduce the above copyright
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# notice, this list of conditions and the following disclaimer in
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# the documentation and/or other materials provided with the
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# distribution.
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# * Neither the name of pyglet nor the names of its
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# contributors may be used to endorse or promote products
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# derived from this software without specific prior written
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# permission.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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# COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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# POSSIBILITY OF SUCH DAMAGE.
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# ----------------------------------------------------------------------------
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# $Id:$
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'''Access byte arrays as arrays of vertex attributes.
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Use `create_attribute` to create an attribute accessor given a simple format
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string. Alternatively, the classes may be constructed directly.
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Attribute format strings
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========================
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An attribute format string specifies the format of a vertex attribute. Format
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strings are accepted by the `create_attribute` function as well as most
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methods in the `pyglet.graphics` module.
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Format strings have the following (BNF) syntax::
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attribute ::= ( name | index 'g' 'n'? ) count type
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``name`` describes the vertex attribute, and is one of the following
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constants for the predefined attributes:
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``c``
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Vertex color
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``e``
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Edge flag
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``f``
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Fog coordinate
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``n``
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Normal vector
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``s``
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Secondary color
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``t``
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Texture coordinate
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``v``
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Vertex coordinate
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You can alternatively create a generic indexed vertex attribute by
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specifying its index in decimal followed by the constant ``g``. For
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example, ``0g`` specifies the generic vertex attribute with index 0.
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If the optional constant ``n`` is present after the ``g``, the
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attribute is normalised to the range ``[0, 1]`` or ``[-1, 1]`` within
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the range of the data type.
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``count`` gives the number of data components in the attribute. For
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example, a 3D vertex position has a count of 3. Some attributes
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constrain the possible counts that can be used; for example, a normal
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vector must have a count of 3.
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``type`` gives the data type of each component of the attribute. The
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following types can be used:
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``b``
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``GLbyte``
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``B``
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``GLubyte``
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``s``
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``GLshort``
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``S``
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``GLushort``
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``i``
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``GLint``
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``I``
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``GLuint``
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``f``
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``GLfloat``
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``d``
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``GLdouble``
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Some attributes constrain the possible data types; for example,
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normal vectors must use one of the signed data types. The use of
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some data types, while not illegal, may have severe performance
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concerns. For example, the use of ``GLdouble`` is discouraged,
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and colours should be specified with ``GLubyte``.
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Whitespace is prohibited within the format string.
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Some examples follow:
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``v3f``
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3-float vertex position
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``c4b``
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4-byte colour
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``1eb``
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Edge flag
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``0g3f``
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3-float generic vertex attribute 0
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``1gn1i``
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Integer generic vertex attribute 1, normalized to [-1, 1]
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``2gn4B``
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4-byte generic vertex attribute 2, normalized to [0, 1] (because
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the type is unsigned)
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'''
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__docformat__ = 'restructuredtext'
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__version__ = '$Id: $'
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import ctypes
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import re
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from pyglet.gl import *
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from pyglet.graphics import vertexbuffer
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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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_attribute_format_re = re.compile(r'''
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(?P<name>
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[cefnstv] |
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(?P<generic_index>[0-9]+) g
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(?P<generic_normalized>n?))
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(?P<count>[1234])
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(?P<type>[bBsSiIfd])
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''', re.VERBOSE)
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_attribute_cache = {}
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def _align(v, align):
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return ((v - 1) & ~(align - 1)) + align
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def interleave_attributes(attributes):
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'''Interleave attribute offsets.
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Adjusts the offsets and strides of the given attributes so that
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they are interleaved. Alignment constraints are respected.
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:Parameters:
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`attributes` : sequence of `AbstractAttribute`
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Attributes to interleave in-place.
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'''
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stride = 0
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max_size = 0
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for attribute in attributes:
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stride = _align(stride, attribute.align)
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attribute.offset = stride
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stride += attribute.size
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max_size = max(max_size, attribute.size)
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stride = _align(stride, max_size)
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for attribute in attributes:
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attribute.stride = stride
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def serialize_attributes(count, attributes):
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'''Serialize attribute offsets.
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Adjust the offsets of the given attributes so that they are
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packed serially against each other for `count` vertices.
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:Parameters:
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`count` : int
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Number of vertices.
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`attributes` : sequence of `AbstractAttribute`
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Attributes to serialze in-place.
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'''
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offset = 0
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for attribute in attributes:
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offset = _align(offset, attribute.align)
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attribute.offset = offset
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offset += count * attribute.stride
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def create_attribute(format):
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'''Create a vertex attribute description from a format string.
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The initial stride and offset of the attribute will be 0.
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:Parameters:
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`format` : str
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Attribute format string. See the module summary for details.
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:rtype: `AbstractAttribute`
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'''
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try:
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cls, args = _attribute_cache[format]
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return cls(*args)
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except KeyError:
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pass
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match = _attribute_format_re.match(format)
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assert match, 'Invalid attribute format %r' % format
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count = int(match.group('count'))
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gl_type = _gl_types[match.group('type')]
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generic_index = match.group('generic_index')
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if generic_index:
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normalized = match.group('generic_normalized')
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attr_class = GenericAttribute
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args = int(generic_index), normalized, count, gl_type
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else:
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name = match.group('name')
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attr_class = _attribute_classes[name]
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if attr_class._fixed_count:
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assert count == attr_class._fixed_count, \
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'Attributes named "%s" must have count of %d' % (
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name, attr_class._fixed_count)
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args = (gl_type,)
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else:
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args = (count, gl_type)
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_attribute_cache[format] = attr_class, args
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return attr_class(*args)
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class AbstractAttribute(object):
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'''Abstract accessor for an attribute in a mapped buffer.
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'''
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_fixed_count = None
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def __init__(self, count, gl_type):
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'''Create the attribute accessor.
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:Parameters:
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`count` : int
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Number of components in the attribute.
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`gl_type` : int
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OpenGL type enumerant; for example, ``GL_FLOAT``
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'''
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assert count in (1, 2, 3, 4), 'Component count out of range'
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self.gl_type = gl_type
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self.c_type = _c_types[gl_type]
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self.count = count
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self.align = ctypes.sizeof(self.c_type)
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self.size = count * self.align
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self.stride = self.size
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self.offset = 0
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def enable(self):
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'''Enable the attribute using ``glEnableClientState``.'''
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raise NotImplementedError('abstract')
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def set_pointer(self, offset):
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'''Setup this attribute to point to the currently bound buffer at
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the given offset.
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``offset`` should be based on the currently bound buffer's ``ptr``
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member.
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:Parameters:
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`offset` : int
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Pointer offset to the currently bound buffer for this
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attribute.
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'''
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raise NotImplementedError('abstract')
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def get_region(self, buffer, start, count):
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'''Map a buffer region using this attribute as an accessor.
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The returned region can be modified as if the buffer was a contiguous
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array of this attribute (though it may actually be interleaved or
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otherwise non-contiguous).
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The returned region consists of a contiguous array of component
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data elements. For example, if this attribute uses 3 floats per
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vertex, and the `count` parameter is 4, the number of floats mapped
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will be ``3 * 4 = 12``.
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:Parameters:
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`buffer` : `AbstractMappable`
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The buffer to map.
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`start` : int
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Offset of the first vertex to map.
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`count` : int
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Number of vertices to map
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:rtype: `AbstractBufferRegion`
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'''
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byte_start = self.stride * start
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byte_size = self.stride * count
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array_count = self.count * count
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if self.stride == self.size:
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# non-interleaved
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ptr_type = ctypes.POINTER(self.c_type * array_count)
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return buffer.get_region(byte_start, byte_size, ptr_type)
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else:
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# interleaved
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byte_start += self.offset
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byte_size -= self.offset
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elem_stride = self.stride // ctypes.sizeof(self.c_type)
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elem_offset = self.offset // ctypes.sizeof(self.c_type)
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ptr_type = ctypes.POINTER(
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self.c_type * (count * elem_stride - elem_offset))
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region = buffer.get_region(byte_start, byte_size, ptr_type)
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return vertexbuffer.IndirectArrayRegion(
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region, array_count, self.count, elem_stride)
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def set_region(self, buffer, start, count, data):
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'''Set the data over a region of the buffer.
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:Parameters:
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`buffer` : AbstractMappable`
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The buffer to modify.
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`start` : int
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Offset of the first vertex to set.
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`count` : int
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Number of vertices to set.
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`data` : sequence
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Sequence of data components.
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'''
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if self.stride == self.size:
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# non-interleaved
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byte_start = self.stride * start
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byte_size = self.stride * count
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array_count = self.count * count
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data = (self.c_type * array_count)(*data)
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buffer.set_data_region(data, byte_start, byte_size)
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else:
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# interleaved
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region = self.get_region(buffer, start, count)
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region[:] = data
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class ColorAttribute(AbstractAttribute):
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'''Color vertex attribute.'''
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plural = 'colors'
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def __init__(self, count, gl_type):
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assert count in (3, 4), 'Color attributes must have count of 3 or 4'
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super(ColorAttribute, self).__init__(count, gl_type)
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def enable(self):
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glEnableClientState(GL_COLOR_ARRAY)
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def set_pointer(self, pointer):
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glColorPointer(self.count, self.gl_type, self.stride,
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self.offset + pointer)
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class EdgeFlagAttribute(AbstractAttribute):
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'''Edge flag attribute.'''
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plural = 'edge_flags'
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_fixed_count = 1
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def __init__(self, gl_type):
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assert gl_type in (GL_BYTE, GL_UNSIGNED_BYTE, GL_BOOL), \
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'Edge flag attribute must have boolean type'
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super(EdgeFlagAttribute, self).__init__(1, gl_type)
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def enable(self):
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glEnableClientState(GL_EDGE_FLAG_ARRAY)
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def set_pointer(self, pointer):
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glEdgeFlagPointer(self.stride, self.offset + pointer)
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class FogCoordAttribute(AbstractAttribute):
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'''Fog coordinate attribute.'''
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plural = 'fog_coords'
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def __init__(self, count, gl_type):
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super(FogCoordAttribute, self).__init__(count, gl_type)
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def enable(self):
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glEnableClientState(GL_FOG_COORD_ARRAY)
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def set_pointer(self, pointer):
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glFogCoordPointer(self.count, self.gl_type, self.stride,
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self.offset + pointer)
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class NormalAttribute(AbstractAttribute):
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'''Normal vector attribute.'''
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plural = 'normals'
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_fixed_count = 3
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def __init__(self, gl_type):
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assert gl_type in (GL_BYTE, GL_SHORT, GL_INT, GL_FLOAT, GL_DOUBLE), \
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'Normal attribute must have signed type'
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super(NormalAttribute, self).__init__(3, gl_type)
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def enable(self):
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glEnableClientState(GL_NORMAL_ARRAY)
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def set_pointer(self, pointer):
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glNormalPointer(self.gl_type, self.stride, self.offset + pointer)
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class SecondaryColorAttribute(AbstractAttribute):
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'''Secondary color attribute.'''
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plural = 'secondary_colors'
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_fixed_count = 3
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def __init__(self, gl_type):
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super(SecondaryColorAttribute, self).__init__(3, gl_type)
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def enable(self):
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glEnableClientState(GL_SECONDARY_COLOR_ARRAY)
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def set_pointer(self, pointer):
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glSecondaryColorPointer(3, self.gl_type, self.stride,
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self.offset + pointer)
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class TexCoordAttribute(AbstractAttribute):
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'''Texture coordinate attribute.'''
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plural = 'tex_coords'
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def __init__(self, count, gl_type):
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assert gl_type in (GL_SHORT, GL_INT, GL_INT, GL_FLOAT, GL_DOUBLE), \
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'Texture coord attribute must have non-byte signed type'
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super(TexCoordAttribute, self).__init__(count, gl_type)
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def enable(self):
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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def set_pointer(self, pointer):
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glTexCoordPointer(self.count, self.gl_type, self.stride,
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self.offset + pointer)
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class VertexAttribute(AbstractAttribute):
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'''Vertex coordinate attribute.'''
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plural = 'vertices'
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def __init__(self, count, gl_type):
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assert count > 1, \
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'Vertex attribute must have count of 2, 3 or 4'
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assert gl_type in (GL_SHORT, GL_INT, GL_INT, GL_FLOAT, GL_DOUBLE), \
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'Vertex attribute must have signed type larger than byte'
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super(VertexAttribute, self).__init__(count, gl_type)
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def enable(self):
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glEnableClientState(GL_VERTEX_ARRAY)
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def set_pointer(self, pointer):
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glVertexPointer(self.count, self.gl_type, self.stride,
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self.offset + pointer)
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class GenericAttribute(AbstractAttribute):
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'''Generic vertex attribute, used by shader programs.'''
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def __init__(self, index, normalized, count, gl_type):
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self.normalized = bool(normalized)
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self.index = index
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super(GenericAttribute, self).__init__(count, gl_type)
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def enable(self):
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glEnableVertexAttribArray(self.index)
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def set_pointer(self, pointer):
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glVertexAttribPointer(self.index, self.count, self.gl_type,
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self.normalized, self.stride,
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self.offset + pointer)
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_attribute_classes = {
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'c': ColorAttribute,
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'e': EdgeFlagAttribute,
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'f': FogCoordAttribute,
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'n': NormalAttribute,
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's': SecondaryColorAttribute,
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't': TexCoordAttribute,
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'v': VertexAttribute,
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}
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