Source code for arcade.gl.buffer

from ctypes import byref, string_at
import weakref
from typing import Any, Optional, TYPE_CHECKING

from pyglet import gl

from .utils import data_to_ctypes

if TYPE_CHECKING:  # handle import cycle caused by type hinting
    from arcade.gl import Context


[docs]class Buffer: """OpenGL buffer object. Buffers store byte data and upload it to graphics memory so shader programs can process the data. They are used for storage of vertex data, element data (vertex indexing), uniform block data etc. Buffer objects should be created using :py:meth:`arcade.gl.Context.buffer` :param Context ctx: The context this buffer belongs to :param Any data: The data this buffer should contain. It can be bytes or any object supporting the buffer protocol. :param int reserve: Create a buffer of a specific byte size :param str usage: A hit of this buffer is ``static`` or ``dynamic`` (can mostly be ignored) """ __slots__ = "_ctx", "_glo", "_size", "_usage", "__weakref__" _usages = { "static": gl.GL_STATIC_DRAW, "dynamic": gl.GL_DYNAMIC_DRAW, "stream": gl.GL_STREAM_DRAW, } def __init__( self, ctx: "Context", data: Optional[Any] = None, reserve: int = 0, usage: str = "static" ): self._ctx = ctx self._glo = glo = gl.GLuint() self._size = -1 self._usage = Buffer._usages[usage] gl.glGenBuffers(1, byref(self._glo)) # print(f"glGenBuffers() -> {self._glo.value}") if self._glo.value == 0: raise RuntimeError("Cannot create Buffer object.") # print(f"glBindBuffer({self._glo.value})") gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._glo) # print(f"glBufferData(gl.GL_ARRAY_BUFFER, {self._size}, data, {self._usage})") if data is not None and len(data) > 0: self._size, data = data_to_ctypes(data) gl.glBufferData(gl.GL_ARRAY_BUFFER, self._size, data, self._usage) elif reserve > 0: self._size = reserve # populate the buffer with zero byte values data = (gl.GLubyte * self._size)(0) gl.glBufferData(gl.GL_ARRAY_BUFFER, self._size, data, self._usage) else: raise ValueError("Buffer takes byte data or number of reserved bytes") if self._ctx.gc_mode == "auto": weakref.finalize(self, Buffer.delete_glo, self.ctx, glo) self._ctx.stats.incr("buffer") def __repr__(self): return f"<Buffer {self._glo.value}>" def __del__(self): # Intercept garbage collection if we are using Context.gc() if self._ctx.gc_mode == "context_gc" and self._glo.value > 0: self._ctx.objects.append(self) @property def size(self) -> int: """ The byte size of the buffer. :type: int """ return self._size @property def ctx(self) -> "Context": """ The context this resource belongs to. :type: :py:class:`arcade.gl.Context` """ return self._ctx @property def glo(self) -> gl.GLuint: """ The OpenGL resource id :type: gl.GLuint """ return self._glo
[docs] def delete(self): """ Destroy the underlying OpenGL resource. Don't use this unless you know exactly what you are doing. """ Buffer.delete_glo(self._ctx, self._glo) self._glo.value = 0
[docs] @staticmethod def delete_glo(ctx: "Context", glo: gl.GLuint): """ Release/delete open gl buffer. This is automatically called when the object is garbage collected. """ # If we have no context, then we are shutting down, so skip this if gl.current_context is None: return if glo.value != 0: gl.glDeleteBuffers(1, byref(glo)) glo.value = 0 ctx.stats.decr("buffer")
[docs] def read(self, size: int = -1, offset: int = 0) -> bytes: """Read data from the buffer. :param int size: The bytes to read. -1 means the entire buffer (default) :param int offset: Byte read offset :rtype: bytes """ if size == -1: size = self._size - offset # Catch this before confusing INVALID_OPERATION is raised if size < 1: raise ValueError( "Attempting to read 0 or less bytes from buffer: " f"buffer size={self._size} | params: size={size}, offset={offset}" ) # Manually detect this so it doesn't raise a confusing INVALID_VALUE error if size + offset > self._size: raise ValueError( ( "Attempting to read outside the buffer. " f"Buffer size: {self._size} " f"Reading from {offset} to {size + offset}" ) ) gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._glo) ptr = gl.glMapBufferRange(gl.GL_ARRAY_BUFFER, offset, size, gl.GL_MAP_READ_BIT) data = string_at(ptr, size=size) gl.glUnmapBuffer(gl.GL_ARRAY_BUFFER) return data
[docs] def write(self, data: Any, offset: int = 0): """Write byte data to the buffer. :param bytes data: The byte data to write. This can be bytes or any object supporting the buffer protocol. :param int offset: The byte offset """ gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._glo) size, data = data_to_ctypes(data) gl.glBufferSubData(gl.GL_ARRAY_BUFFER, gl.GLintptr(offset), size, data)
[docs] def copy_from_buffer(self, source: "Buffer", size=-1, offset=0, source_offset=0): """Copy data into this buffer from another buffer :param Buffer source: The buffer to copy from :param int size: The amount of bytes to copy :param int offset: The byte offset to write the data in this buffer :param int source_offset: The byte offset to read from the source buffer """ # Read the entire source buffer into this buffer if size == -1: size = source.size # TODO: Check buffer bounds if size + source_offset > source.size: raise ValueError("Attempting to read outside the source buffer") if size + offset > self._size: raise ValueError("Attempting to write outside the buffer") gl.glBindBuffer(gl.GL_COPY_READ_BUFFER, source.glo) gl.glBindBuffer(gl.GL_COPY_WRITE_BUFFER, self._glo) gl.glCopyBufferSubData( gl.GL_COPY_READ_BUFFER, gl.GL_COPY_WRITE_BUFFER, gl.GLintptr(source_offset), # readOffset gl.GLintptr(offset), # writeOffset size, # size (number of bytes to copy) )
[docs] def orphan(self, size: int = -1, double: bool = False): """ Re-allocate the entire buffer memory. This can be used to resize a buffer or for re-specification (orphan the buffer to avoid blocking). If the current buffer is busy in rendering operations it will be deallocated by OpenGL when completed. :param int size: New size of buffer. -1 will retain the current size. :param bool double: Is passed in with `True` the buffer size will be doubled """ if size > -1: self._size = size if double: self._size *= 2 gl.glBindBuffer(gl.GL_ARRAY_BUFFER, self._glo) gl.glBufferData(gl.GL_ARRAY_BUFFER, self._size, None, self._usage)
[docs] def bind_to_uniform_block(self, binding: int = 0, offset: int = 0, size: int = -1): """Bind this buffer to a uniform block location. In most cases it will be sufficient to only provide a binding location. :param int binding: The binding location :param int offset: byte offset :param int size: size of the buffer to bind. """ if size < 0: size = self.size gl.glBindBufferRange(gl.GL_UNIFORM_BUFFER, binding, self._glo, offset, size)
[docs] def bind_to_storage_buffer(self, *, binding=0, offset=0, size=-1): """ Bind this buffer as a shader storage buffer. :param int binding: The binding location :param int offset: Byte offset in the buffer :param int size: The size in bytes. The entire buffer will be mapped by default. """ if size < 0: size = self.size gl.glBindBufferRange(gl.GL_SHADER_STORAGE_BUFFER, binding, self._glo, offset, size)