heroes-renaissance/pyglet/graphics/vertexdomain.py

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2008-11-23 20:07:47 +00:00
# ----------------------------------------------------------------------------
# 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<attribute>[^/]*)
(/ (?P<usage> 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.''')