721 lines
25 KiB
Python
721 lines
25 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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'''Low-level graphics rendering.
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This module provides an efficient low-level abstraction over OpenGL. It gives
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very good performance for rendering OpenGL primitives; far better than the
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typical immediate-mode usage and, on modern graphics cards, better than using
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display lists in many cases. The module is used internally by other areas of
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pyglet.
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See the Programming Guide for details on how to use this graphics API.
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Batches and groups
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==================
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Without even needing to understand the details on how to draw primitives with
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the graphics API, developers can make use of `Batch` and `Group`
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objects to improve performance of sprite and text rendering.
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The `Sprite`, `Label` and `TextLayout` classes all accept a ``batch`` and
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``group`` parameter in their constructors. A batch manages a set of objects
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that will be drawn all at once, and a group describes the manner in which an
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object is drawn.
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The following example creates a batch, adds two sprites to the batch, and then
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draws the entire batch::
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batch = pyglet.graphics.Batch()
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car = pyglet.sprite.Sprite(car_image, batch=batch)
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boat = pyglet.sprite.Sprite(boat_image, batch=batch)
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def on_draw()
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batch.draw()
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Drawing a complete batch is much faster than drawing the items in the batch
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individually, especially when those items belong to a common group.
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Groups describe the OpenGL state required for an item. This is for the most
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part managed by the sprite and text classes, however you can also use groups
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to ensure items are drawn in a particular order. For example, the following
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example adds a background sprite which is guaranteed to be drawn before the
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car and the boat::
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batch = pyglet.graphics.Batch()
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background = pyglet.graphics.OrderedGroup(0)
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foreground = pyglet.graphics.OrderedGroup(1)
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background = pyglet.sprite.Sprite(background_image,
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batch=batch, group=background)
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car = pyglet.sprite.Sprite(car_image, batch=batch, group=foreground)
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boat = pyglet.sprite.Sprite(boat_image, batch=batch, group=foreground)
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def on_draw()
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batch.draw()
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It's preferable to manage sprites and text objects within as few batches as
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possible. If the drawing of sprites or text objects need to be interleaved
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with other drawing that does not use the graphics API, multiple batches will
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be required.
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Data item parameters
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====================
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Many of the functions and methods in this module accept any number of ``data``
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parameters as their final parameters. In the documentation these are notated
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as ``*data`` in the formal parameter list.
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A data parameter describes a vertex attribute format and an optional sequence
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to initialise that attribute. Examples of common attribute formats are:
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``"v3f"``
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Vertex position, specified as three floats.
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``"c4B"``
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Vertex color, specifed as four unsigned bytes.
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``"t2f"``
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Texture coordinate, specified as two floats.
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See `pyglet.graphics.vertexattribute` for the complete syntax of the vertex
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format string.
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When no initial data is to be given, the data item is just the format string.
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For example, the following creates a 2 element vertex list with position and
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color attributes::
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vertex_list = pyglet.graphics.vertex_list(2, 'v2f', 'c4B')
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When initial data is required, wrap the format string and the initial data in
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a tuple, for example::
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vertex_list = pyglet.graphics.vertex_list(2,
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('v2f', (0.0, 1.0, 1.0, 0.0)),
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('c4B', (255, 255, 255, 255) * 2))
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Drawing modes
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=============
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Methods in this module that accept a ``mode`` parameter will accept any value
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in the OpenGL drawing mode enumeration; for example, ``GL_POINTS``,
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``GL_LINES``, ``GL_TRIANGLES``, etc.
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Because of the way the graphics API renders multiple primitives with shared
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state, ``GL_POLYGON``, ``GL_LINE_LOOP`` and ``GL_TRIANGLE_FAN`` cannot be used
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--- the results are undefined.
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When using ``GL_LINE_STRIP``, ``GL_TRIANGLE_STRIP`` or ``GL_QUAD_STRIP`` care
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must be taken to insert degenrate vertices at the beginning and end of each
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vertex list. For example, given the vertex list::
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A, B, C, D
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the correct vertex list to provide the vertex list is::
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A, A, B, C, D, D
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Alternatively, the ``NV_primitive_restart`` extension can be used if it is
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present. This also permits use of ``GL_POLYGON``, ``GL_LINE_LOOP`` and
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``GL_TRIANGLE_FAN``. Unfortunatley the extension is not provided by older
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video drivers, and requires indexed vertex lists.
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:since: pyglet 1.1
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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 pyglet
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from pyglet.gl import *
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from pyglet import gl
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from pyglet.graphics import vertexbuffer, vertexattribute, vertexdomain
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_debug_graphics_batch = pyglet.options['debug_graphics_batch']
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def draw(size, mode, *data):
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'''Draw a primitive immediately.
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:Parameters:
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`size` : int
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Number of vertices given
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`mode` : int
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OpenGL drawing mode, e.g. ``GL_TRIANGLES``
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`data` : data items
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Attribute formats and data. See the module summary for
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details.
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'''
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glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT)
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buffers = []
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for format, array in data:
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attribute = vertexattribute.create_attribute(format)
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assert size == len(array) // attribute.count, \
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'Data for %s is incorrect length' % format
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buffer = vertexbuffer.create_mappable_buffer(
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size * attribute.stride, vbo=False)
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attribute.set_region(buffer, 0, size, array)
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attribute.enable()
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attribute.set_pointer(buffer.ptr)
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buffers.append(buffer)
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glDrawArrays(mode, 0, size)
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glFlush()
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glPopClientAttrib()
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def draw_indexed(size, mode, indices, *data):
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'''Draw a primitive with indexed vertices immediately.
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:Parameters:
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`size` : int
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Number of vertices given
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`mode` : int
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OpenGL drawing mode, e.g. ``GL_TRIANGLES``
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`indices` : sequence of int
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Sequence of integers giving indices into the vertex list.
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`data` : data items
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Attribute formats and data. See the module summary for details.
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'''
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glPushClientAttrib(GL_CLIENT_VERTEX_ARRAY_BIT)
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buffers = []
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for format, array in data:
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attribute = vertexattribute.create_attribute(format)
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assert size == len(array) // attribute.count, \
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'Data for %s is incorrect length' % format
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buffer = vertexbuffer.create_mappable_buffer(
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size * attribute.stride, vbo=False)
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attribute.set_region(buffer, 0, size, array)
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attribute.enable()
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attribute.set_pointer(buffer.ptr)
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buffers.append(buffer)
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if size <= 0xff:
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index_type = GL_UNSIGNED_BYTE
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index_c_type = ctypes.c_ubyte
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elif size <= 0xffff:
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index_type = GL_UNSIGNED_SHORT
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index_c_type = ctypes.c_ushort
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else:
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index_type = GL_UNSIGNED_INT
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index_c_type = ctypes.c_uint
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index_array = (index_c_type * len(indices))(*indices)
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glDrawElements(mode, len(indices), index_type, index_array)
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glFlush()
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glPopClientAttrib()
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def _parse_data(data):
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'''Given a list of data items, returns (formats, initial_arrays).'''
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assert data, 'No attribute formats given'
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# Return tuple (formats, initial_arrays).
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formats = []
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initial_arrays = []
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for i, format in enumerate(data):
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if isinstance(format, tuple):
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format, array = format
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initial_arrays.append((i, array))
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formats.append(format)
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formats = tuple(formats)
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return formats, initial_arrays
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def _get_default_batch():
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shared_object_space = gl.current_context.object_space
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try:
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return shared_object_space.pyglet_graphics_default_batch
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except AttributeError:
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shared_object_space.pyglet_graphics_default_batch = Batch()
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return shared_object_space.pyglet_graphics_default_batch
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def vertex_list(count, *data):
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'''Create a `VertexList` not associated with a batch, group or mode.
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:Parameters:
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`count` : int
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The number of vertices in the list.
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`data` : data items
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Attribute formats and initial data for the vertex list. See the
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module summary for details.
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:rtype: `VertexList`
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'''
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# Note that mode=0 because the default batch is never drawn: vertex lists
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# returned from this function are drawn directly by the app.
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return _get_default_batch().add(count, 0, None, *data)
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def vertex_list_indexed(count, indices, *data):
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'''Create an `IndexedVertexList` not associated with a batch, group or mode.
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:Parameters:
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`count` : int
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The number of vertices in the list.
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`indices` : sequence
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Sequence of integers giving indices into the vertex list.
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`data` : data items
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Attribute formats and initial data for the vertex list. See the
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module summary for details.
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:rtype: `IndexedVertexList`
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'''
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# Note that mode=0 because the default batch is never drawn: vertex lists
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# returned from this function are drawn directly by the app.
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return _get_default_batch().add_indexed(count, 0, None, indices, *data)
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class Batch(object):
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'''Manage a collection of vertex lists for batched rendering.
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Vertex lists are added to a `Batch` using the `add` and `add_indexed`
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methods. An optional group can be specified along with the vertex list,
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which gives the OpenGL state required for its rendering. Vertex lists
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with shared mode and group are allocated into adjacent areas of memory and
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sent to the graphics card in a single operation.
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Call `VertexList.delete` to remove a vertex list from the batch.
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'''
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def __init__(self):
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'''Create a graphics batch.'''
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# Mapping to find domain.
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# group -> (attributes, mode, indexed) -> domain
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self.group_map = {}
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# Mapping of group to list of children.
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self.group_children = {}
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# List of top-level groups
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self.top_groups = []
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self._draw_list = []
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self._draw_list_dirty = False
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def add(self, count, mode, group, *data):
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'''Add a vertex list to the batch.
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:Parameters:
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`count` : int
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The number of vertices in the list.
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`mode` : int
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OpenGL drawing mode enumeration; for example, one of
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``GL_POINTS``, ``GL_LINES``, ``GL_TRIANGLES``, etc.
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See the module summary for additional information.
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`group` : `Group`
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Group of the vertex list, or ``None`` if no group is required.
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`data` : data items
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Attribute formats and initial data for the vertex list. See
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the module summary for details.
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:rtype: `VertexList`
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'''
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formats, initial_arrays = _parse_data(data)
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domain = self._get_domain(False, mode, group, formats)
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domain.__formats = formats
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# Create vertex list and initialize
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vlist = domain.create(count)
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for i, array in initial_arrays:
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vlist._set_attribute_data(i, array)
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return vlist
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def add_indexed(self, count, mode, group, indices, *data):
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'''Add an indexed vertex list to the batch.
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:Parameters:
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`count` : int
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The number of vertices in the list.
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`mode` : int
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OpenGL drawing mode enumeration; for example, one of
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``GL_POINTS``, ``GL_LINES``, ``GL_TRIANGLES``, etc.
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See the module summary for additional information.
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`group` : `Group`
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Group of the vertex list, or ``None`` if no group is required.
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`indices` : sequence
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Sequence of integers giving indices into the vertex list.
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`data` : data items
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Attribute formats and initial data for the vertex list. See
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the module summary for details.
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:rtype: `IndexedVertexList`
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'''
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formats, initial_arrays = _parse_data(data)
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domain = self._get_domain(True, mode, group, formats)
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# Create vertex list and initialize
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vlist = domain.create(count, len(indices))
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start = vlist.start
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vlist._set_index_data(map(lambda i: i + start, indices))
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for i, array in initial_arrays:
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vlist._set_attribute_data(i, array)
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return vlist
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def migrate(self, vertex_list, mode, group, batch):
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'''Migrate a vertex list to another batch and/or group.
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`vertex_list` and `mode` together identify the vertex list to migrate.
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`group` and `batch` are new owners of the vertex list after migration.
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The results are undefined if `mode` is not correct or if `vertex_list`
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does not belong to this batch (they are not checked and will not
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necessarily throw an exception immediately).
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`batch` can remain unchanged if only a group change is desired.
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:Parameters:
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`vertex_list` : `VertexList`
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A vertex list currently belonging to this batch.
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`mode` : int
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The current GL drawing mode of the vertex list.
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`group` : `Group`
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The new group to migrate to.
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`batch` : `Batch`
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The batch to migrate to (or the current batch).
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'''
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formats = vertex_list.domain.__formats
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domain = batch._get_domain(False, mode, group, formats)
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vertex_list.migrate(domain)
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def _get_domain(self, indexed, mode, group, formats):
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if group is None:
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group = null_group
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# Batch group
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if group not in self.group_map:
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self._add_group(group)
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domain_map = self.group_map[group]
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# Find domain given formats, indices and mode
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key = (formats, mode, indexed)
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try:
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domain = domain_map[key]
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except KeyError:
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# Create domain
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if indexed:
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domain = vertexdomain.create_indexed_domain(*formats)
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else:
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domain = vertexdomain.create_domain(*formats)
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domain_map[key] = domain
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self._draw_list_dirty = True
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return domain
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def _add_group(self, group):
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self.group_map[group] = {}
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if group.parent is None:
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self.top_groups.append(group)
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else:
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if group.parent not in self.group_map:
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self._add_group(group.parent)
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if group.parent not in self.group_children:
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self.group_children[group.parent] = []
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self.group_children[group.parent].append(group)
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self._draw_list_dirty = True
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def _update_draw_list(self):
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'''Visit group tree in preorder and create a list of bound methods
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to call.
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'''
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def visit(group):
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draw_list = []
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# Draw domains using this group
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domain_map = self.group_map[group]
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for (formats, mode, indexed), domain in list(domain_map.items()):
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# Remove unused domains from batch
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if domain._is_empty():
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del domain_map[(formats, mode, indexed)]
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continue
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draw_list.append(
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(lambda d, m: lambda: d.draw(m))(domain, mode))
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# Sort and visit child groups of this group
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children = self.group_children.get(group)
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if children:
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children.sort()
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for child in list(children):
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draw_list.extend(visit(child))
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if children or domain_map:
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return [group.set_state] + draw_list + [group.unset_state]
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else:
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# Remove unused group from batch
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del self.group_map[group]
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if group.parent:
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self.group_children[group.parent].remove(group)
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try:
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del self.group_children[group]
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except KeyError:
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pass
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try:
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self.top_groups.remove(group)
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except ValueError:
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pass
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return []
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self._draw_list = []
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self.top_groups.sort()
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for group in list(self.top_groups):
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self._draw_list.extend(visit(group))
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self._draw_list_dirty = False
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if _debug_graphics_batch:
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self._dump_draw_list()
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def _dump_draw_list(self):
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def dump(group, indent=''):
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print indent, 'Begin group', group
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domain_map = self.group_map[group]
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for _, domain in domain_map.items():
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print indent, ' ', domain
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for start, size in zip(*domain.allocator.get_allocated_regions()):
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print indent, ' ', 'Region %d size %d:' % (start, size)
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for key, attribute in domain.attribute_names.items():
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print indent, ' ',
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try:
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region = attribute.get_region(attribute.buffer,
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start, size)
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print key, region.array[:]
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except:
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print key, '(unmappable)'
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|
for child in self.group_children.get(group, ()):
|
|
dump(child, indent + ' ')
|
|
print indent, 'End group', group
|
|
|
|
print 'Draw list for %r:' % self
|
|
for group in self.top_groups:
|
|
dump(group)
|
|
|
|
def draw(self):
|
|
'''Draw the batch.
|
|
'''
|
|
if self._draw_list_dirty:
|
|
self._update_draw_list()
|
|
|
|
for func in self._draw_list:
|
|
func()
|
|
|
|
def draw_subset(self, vertex_lists):
|
|
'''Draw only some vertex lists in the batch.
|
|
|
|
The use of this method is highly discouraged, as it is quite
|
|
inefficient. Usually an application can be redesigned so that batches
|
|
can always be drawn in their entirety, using `draw`.
|
|
|
|
The given vertex lists must belong to this batch; behaviour is
|
|
undefined if this condition is not met.
|
|
|
|
:Parameters:
|
|
`vertex_lists` : sequence of `VertexList` or `IndexedVertexList`
|
|
Vertex lists to draw.
|
|
|
|
'''
|
|
# Horrendously inefficient.
|
|
def visit(group):
|
|
group.set_state()
|
|
|
|
# Draw domains using this group
|
|
domain_map = self.group_map[group]
|
|
for (_, mode, _), domain in domain_map.items():
|
|
for list in vertex_lists:
|
|
if list.domain is domain:
|
|
list.draw(mode)
|
|
|
|
# Sort and visit child groups of this group
|
|
children = self.group_children.get(group)
|
|
if children:
|
|
children.sort()
|
|
for child in children:
|
|
visit(child)
|
|
|
|
group.unset_state()
|
|
|
|
self.top_groups.sort()
|
|
for group in self.top_groups:
|
|
visit(group)
|
|
|
|
class Group(object):
|
|
'''Group of common OpenGL state.
|
|
|
|
Before a vertex list is rendered, its group's OpenGL state is set; as are
|
|
that state's ancestors' states. This can be defined arbitrarily on
|
|
subclasses; the default state change has no effect, and groups vertex
|
|
lists only in the order in which they are drawn.
|
|
'''
|
|
def __init__(self, parent=None):
|
|
'''Create a group.
|
|
|
|
:Parameters:
|
|
`parent` : `Group`
|
|
Group to contain this group; its state will be set before this
|
|
state's.
|
|
|
|
'''
|
|
self.parent = parent
|
|
|
|
def set_state(self):
|
|
'''Apply the OpenGL state change.
|
|
|
|
The default implementation does nothing.'''
|
|
pass
|
|
|
|
def unset_state(self):
|
|
'''Repeal the OpenGL state change.
|
|
|
|
The default implementation does nothing.'''
|
|
pass
|
|
|
|
def set_state_recursive(self):
|
|
'''Set this group and its ancestry.
|
|
|
|
Call this method if you are using a group in isolation: the
|
|
parent groups will be called in top-down order, with this class's
|
|
`set` being called last.
|
|
'''
|
|
if self.parent:
|
|
self.parent.set_state_recursive()
|
|
self.set_state()
|
|
|
|
def unset_state_recursive(self):
|
|
'''Unset this group and its ancestry.
|
|
|
|
The inverse of `set_state_recursive`.
|
|
'''
|
|
self.unset_state()
|
|
if self.parent:
|
|
self.parent.unset_state_recursive()
|
|
|
|
class NullGroup(Group):
|
|
'''The default group class used when ``None`` is given to a batch.
|
|
|
|
This implementation has no effect.
|
|
'''
|
|
pass
|
|
|
|
#: The default group.
|
|
#:
|
|
#: :type: `Group`
|
|
null_group = NullGroup()
|
|
|
|
class TextureGroup(Group):
|
|
'''A group that enables and binds a texture.
|
|
|
|
Texture groups are equal if their textures' targets and names are equal.
|
|
'''
|
|
# Don't use this, create your own group classes that are more specific.
|
|
# This is just an example.
|
|
def __init__(self, texture, parent=None):
|
|
'''Create a texture group.
|
|
|
|
:Parameters:
|
|
`texture` : `Texture`
|
|
Texture to bind.
|
|
`parent` : `Group`
|
|
Parent group.
|
|
|
|
'''
|
|
super(TextureGroup, self).__init__(parent)
|
|
self.texture = texture
|
|
|
|
def set_state(self):
|
|
glEnable(self.texture.target)
|
|
glBindTexture(self.texture.target, self.texture.id)
|
|
|
|
def unset_state(self):
|
|
glDisable(self.texture.target)
|
|
|
|
def __hash__(self):
|
|
return hash((self.texture.target, self.texture.id, self.parent))
|
|
|
|
def __eq__(self, other):
|
|
return (self.__class__ is other.__class__ and
|
|
self.texture.target == other.texture.target and
|
|
self.texture.id == other.texture.id and
|
|
self.parent == other.parent)
|
|
|
|
def __repr__(self):
|
|
return '%s(id=%d)' % (self.__class__.__name__, self.texture.id)
|
|
|
|
class OrderedGroup(Group):
|
|
'''A group with partial order.
|
|
|
|
Ordered groups with a common parent are rendered in ascending order of
|
|
their ``order`` field. This is a useful way to render multiple layers of
|
|
a scene within a single batch.
|
|
'''
|
|
# This can be useful as a top-level group, or as a superclass for other
|
|
# groups that need to be ordered.
|
|
#
|
|
# As a top-level group it's useful because graphics can be composited in a
|
|
# known order even if they don't know about each other or share any known
|
|
# group.
|
|
def __init__(self, order, parent=None):
|
|
'''Create an ordered group.
|
|
|
|
:Parameters:
|
|
`order` : int
|
|
Order of this group.
|
|
`parent` : `Group`
|
|
Parent of this group.
|
|
|
|
'''
|
|
super(OrderedGroup, self).__init__(parent)
|
|
self.order = order
|
|
|
|
def __cmp__(self, other):
|
|
if isinstance(other, OrderedGroup):
|
|
return cmp(self.order, other.order)
|
|
return -1
|
|
|
|
def __eq__(self, other):
|
|
return (self.__class__ is other.__class__ and
|
|
self.order == other.order and
|
|
self.parent == other.parent)
|
|
|
|
def __hash__(self):
|
|
return hash((self.order, self.parent))
|
|
|
|
def __repr__(self):
|
|
return '%s(%d)' % (self.__class__.__name__, self.order)
|