Source code for arcade.gl.types

import re
from typing import Iterable, Sequence, Union

from pyglet import gl
from typing_extensions import TypeAlias

from arcade.types import BufferProtocol

from .buffer import Buffer

BufferOrBufferProtocol = Union[BufferProtocol, Buffer]

GLenumLike = Union[gl.GLenum, int]
PyGLenum = int
GLuintLike = Union[gl.GLuint, int]
PyGLuint = int


OpenGlFilter: TypeAlias = tuple[PyGLenum, PyGLenum]
BlendFunction: TypeAlias = Union[
    tuple[PyGLenum, PyGLenum], tuple[PyGLenum, PyGLenum, PyGLenum, PyGLenum]
]

#: Depth compare functions
compare_funcs: dict[str | None, int] = {
    None: gl.GL_NONE,
    "<=": gl.GL_LEQUAL,
    "<": gl.GL_LESS,
    ">=": gl.GL_GEQUAL,
    ">": gl.GL_GREATER,
    "==": gl.GL_EQUAL,
    "!=": gl.GL_NOTEQUAL,
    "0": gl.GL_NEVER,
    "1": gl.GL_ALWAYS,
}

#: Swizzle conversion lookup
swizzle_enum_to_str: dict[int, str] = {
    gl.GL_RED: "R",
    gl.GL_GREEN: "G",
    gl.GL_BLUE: "B",
    gl.GL_ALPHA: "A",
    gl.GL_ZERO: "0",
    gl.GL_ONE: "1",
}

#: Swizzle conversion lookup
swizzle_str_to_enum: dict[str, int] = {
    "R": gl.GL_RED,
    "G": gl.GL_GREEN,
    "B": gl.GL_BLUE,
    "A": gl.GL_ALPHA,
    "0": gl.GL_ZERO,
    "1": gl.GL_ONE,
}

_float_base_format = (0, gl.GL_RED, gl.GL_RG, gl.GL_RGB, gl.GL_RGBA)
_int_base_format = (
    0,
    gl.GL_RED_INTEGER,
    gl.GL_RG_INTEGER,
    gl.GL_RGB_INTEGER,
    gl.GL_RGBA_INTEGER,
)
#: Pixel format lookup (base_format, internal_format, type, size)
pixel_formats = {
    # float formats
    "f1": (
        _float_base_format,
        (0, gl.GL_R8, gl.GL_RG8, gl.GL_RGB8, gl.GL_RGBA8),
        gl.GL_UNSIGNED_BYTE,
        1,
    ),
    "f2": (
        _float_base_format,
        (0, gl.GL_R16F, gl.GL_RG16F, gl.GL_RGB16F, gl.GL_RGBA16F),
        gl.GL_HALF_FLOAT,
        2,
    ),
    "f4": (
        _float_base_format,
        (0, gl.GL_R32F, gl.GL_RG32F, gl.GL_RGB32F, gl.GL_RGBA32F),
        gl.GL_FLOAT,
        4,
    ),
    # int formats
    "i1": (
        _int_base_format,
        (0, gl.GL_R8I, gl.GL_RG8I, gl.GL_RGB8I, gl.GL_RGBA8I),
        gl.GL_BYTE,
        1,
    ),
    "i2": (
        _int_base_format,
        (0, gl.GL_R16I, gl.GL_RG16I, gl.GL_RGB16I, gl.GL_RGBA16I),
        gl.GL_SHORT,
        2,
    ),
    "i4": (
        _int_base_format,
        (0, gl.GL_R32I, gl.GL_RG32I, gl.GL_RGB32I, gl.GL_RGBA32I),
        gl.GL_INT,
        4,
    ),
    # uint formats
    "u1": (
        _int_base_format,
        (0, gl.GL_R8UI, gl.GL_RG8UI, gl.GL_RGB8UI, gl.GL_RGBA8UI),
        gl.GL_UNSIGNED_BYTE,
        1,
    ),
    "u2": (
        _int_base_format,
        (0, gl.GL_R16UI, gl.GL_RG16UI, gl.GL_RGB16UI, gl.GL_RGBA16UI),
        gl.GL_UNSIGNED_SHORT,
        2,
    ),
    "u4": (
        _int_base_format,
        (0, gl.GL_R32UI, gl.GL_RG32UI, gl.GL_RGB32UI, gl.GL_RGBA32UI),
        gl.GL_UNSIGNED_INT,
        4,
    ),
}


#: String representation of a shader types
SHADER_TYPE_NAMES = {
    gl.GL_VERTEX_SHADER: "vertex shader",
    gl.GL_FRAGMENT_SHADER: "fragment shader",
    gl.GL_GEOMETRY_SHADER: "geometry shader",
    gl.GL_TESS_CONTROL_SHADER: "tessellation control shader",
    gl.GL_TESS_EVALUATION_SHADER: "tessellation evaluation shader",
}

#: Lookup table for OpenGL type names
GL_NAMES = {
    gl.GL_HALF_FLOAT: "GL_HALF_FLOAT",
    gl.GL_FLOAT: "GL_FLOAT",
    gl.GL_DOUBLE: "GL_DOUBLE",
    gl.GL_INT: "GL_INT",
    gl.GL_UNSIGNED_INT: "GL_UNSIGNED_INT",
    gl.GL_SHORT: "GL_SHORT",
    gl.GL_UNSIGNED_SHORT: "GL_UNSIGNED_SHORT",
    gl.GL_BYTE: "GL_BYTE",
    gl.GL_UNSIGNED_BYTE: "GL_UNSIGNED_BYTE",
}


[docs] def gl_name(gl_type: PyGLenum | None) -> str | PyGLenum | None: """Return the name of a gl type""" if gl_type is None: return None return GL_NAMES.get(gl_type, gl_type)
[docs] class AttribFormat: """ Represents a vertex attribute in a BufferDescription / Program. This is attribute metadata used when attempting to map vertex shader inputs. Args: name: Name of the attribute gl_type: The OpenGL type such as GL_FLOAT, GL_HALF_FLOAT etc. bytes_per_component: Number of bytes for a single component offset: Offset for BufferDescription location: Location for program attribute """ __slots__ = ( "name", "gl_type", "components", "bytes_per_component", "offset", "location", ) def __init__( self, name: str | None, gl_type: PyGLenum | None, components: int, bytes_per_component: int, offset=0, location=0, ): self.name = name """The name of the attribute in the program""" self.gl_type = gl_type """The OpenGL type of the attribute""" self.components = components """Number of components for this attribute (1, 2, 3 or 4)""" self.bytes_per_component = bytes_per_component """How many bytes for a single component""" self.offset = offset """Offset of the attribute in the buffer""" self.location = location """Location of the attribute in the program""" @property def bytes_total(self) -> int: """Total number of bytes for this attribute""" return self.components * self.bytes_per_component def __repr__(self): return ( f"<AttribFormat {self.name} {self.gl_type} components={self.components} " f"bytes_per_component={self.bytes_per_component}>" )
[docs] class BufferDescription: """Buffer Object description used with :py:class:`arcade.gl.Geometry`. This class provides a Buffer object with a description of its content, allowing the a :py:class:`~arcade.gl.Geometry` object to correctly map shader attributes to a program/shader. The formats is a string providing the number and type of each attribute. Currently we only support f (float), i (integer) and B (unsigned byte). ``normalized`` enumerates the attributes which must have their values normalized. This is useful for instance for colors attributes given as unsigned byte and normalized to floats with values between 0.0 and 1.0. ``instanced`` allows this buffer to be used as instanced buffer. Each value will be used once for the whole geometry. The geometry will be repeated a number of times equal to the number of items in the Buffer. .. code-block:: python # Describe my_buffer # It contains two floating point numbers being a 2d position # and two floating point numbers being texture coordinates. # We expect the shader using this buffer to have an in_pos and in_uv attribute (exact name) BufferDescription( my_buffer, '2f 2f', ['in_pos', 'in_uv'], ) Args: buffer: The buffer to describe formats: The format of each attribute attributes: List of attributes names (strings) normalized: list of attribute names that should be normalized instanced: ``True`` if this is per instance data """ # Describe all variants of a format string to simplify parsing (single component) # format: gl_type, byte_size _formats: dict[str, tuple[PyGLenum | None, int]] = { # (gl enum, byte size) # Floats "f": (gl.GL_FLOAT, 4), "f1": (gl.GL_UNSIGNED_BYTE, 1), "f2": (gl.GL_HALF_FLOAT, 2), "f4": (gl.GL_FLOAT, 4), "f8": (gl.GL_DOUBLE, 8), # Unsigned integers "u": (gl.GL_UNSIGNED_INT, 4), "u1": (gl.GL_UNSIGNED_BYTE, 1), "u2": (gl.GL_UNSIGNED_SHORT, 2), "u4": (gl.GL_UNSIGNED_INT, 4), # Signed integers "i": (gl.GL_INT, 4), "i1": (gl.GL_BYTE, 1), "i2": (gl.GL_SHORT, 2), "i4": (gl.GL_INT, 4), # Padding (1, 2, 4, 8 bytes) "x": (None, 1), "x1": (None, 1), "x2": (None, 2), "x4": (None, 4), "x8": (None, 8), } __slots__ = ( "buffer", "attributes", "normalized", "instanced", "formats", "stride", "num_vertices", ) def __init__( self, buffer: Buffer, formats: str, attributes: Sequence[str], normalized: Iterable[str] | None = None, instanced: bool = False, ): #: The :py:class:`~arcade.gl.Buffer` this description object describes self.buffer = buffer # type: Buffer #: List of string attributes self.attributes = attributes #: List of normalized attributes self.normalized: set[str] = set() if normalized is None else set(normalized) #: Instanced flag (bool) self.instanced: bool = instanced #: Formats of each attribute self.formats: list[AttribFormat] = [] #: The byte stride of the buffer self.stride: int = -1 #: Number of vertices in the buffer self.num_vertices: int = -1 if not isinstance(buffer, Buffer): raise ValueError("buffer parameter must be an arcade.gl.Buffer") if not isinstance(self.attributes, (list, tuple)): raise ValueError("Attributes must be a list or tuple") if self.normalized > set(self.attributes): raise ValueError("Normalized attribute not found in attributes.") formats_list = formats.split(" ") non_padded_formats = [f for f in formats_list if "x" not in f] if len(non_padded_formats) != len(self.attributes): raise ValueError( f"Different lengths of formats ({len(non_padded_formats)}) and " f"attributes ({len(self.attributes)})" ) def zip_attrs(formats: list[str], attributes: Sequence[str]): """Join together formats and attribute names taking padding into account""" attr_index = 0 for f in formats: if "x" in f: yield f, None else: yield f, attributes[attr_index] attr_index += 1 self.stride = 0 for attr_fmt, attr_name in zip_attrs(formats_list, self.attributes): # Automatically make f1 attributes normalized if attr_name is not None and "f1" in attr_fmt: self.normalized.add(attr_name) try: components_str, data_type_str, data_size_str = re.split(r"([fiux])", attr_fmt) data_type = f"{data_type_str}{data_size_str}" if data_size_str else data_type_str components = int(components_str) if components_str else 1 # 1 component is default data_size = ( int(data_size_str) if data_size_str else 4 ) # 4 byte float and integer types are default # Limit components to 4 for non-padded formats if components > 4 and data_size is not None: raise ValueError("Number of components must be 1, 2, 3 or 4") except Exception as ex: raise ValueError(f"Could not parse attribute format: '{attr_fmt} : {ex}'") gl_type, byte_size = self._formats[data_type] self.formats.append( AttribFormat(attr_name, gl_type, components, byte_size, offset=self.stride) ) self.stride += byte_size * components if self.buffer.size % self.stride != 0: raise ValueError( f"Buffer size must align by {self.stride} bytes. " f"{self.buffer} size={self.buffer.size}" ) # Estimate number of vertices for this buffer self.num_vertices = self.buffer.size // self.stride def __repr__(self) -> str: return f"<BufferDescription {self.attributes} {self.formats}>" def __eq__(self, other) -> bool: if not isinstance(other, BufferDescription): raise ValueError( f"The only logical comparison to a BufferDescription" f"is a BufferDescription not {type(other)}" ) # Equal if we share the same attribute return len(set(self.attributes) & set(other.attributes)) > 0
[docs] class TypeInfo: """ Describes an opengl type. Args: name: The string representation of this type enum: The enum of this type gl_type: The base enum of this type gl_size: byte size if the gl_type components: Number of components for this enum """ __slots__ = "name", "enum", "gl_type", "gl_size", "components" def __init__( self, name: str, enum: GLenumLike, gl_type: PyGLenum, gl_size: int, components: int ): self.name = name """The string representation of this type""" self.enum = enum """The OpenEL enum of this type""" self.gl_type = gl_type """The base OpenGL data type""" self.gl_size = gl_size """The size of the base OpenGL data type""" self.components = components """The number of components (1, 2, 3 or 4)""" @property def size(self) -> int: """The total size of this type in bytes""" return self.gl_size * self.components def __repr__(self) -> str: return ( f"<TypeInfo name={self.name}, enum={self.enum} gl_type={self.gl_type} " f"gl_size={self.gl_size} components={self.components}>" )
[docs] class GLTypes: """ Detailed Information about all attribute type. During introspection we often just get integers telling us what type is used. This can for example be ``35664`` telling us it's a ``GL_FLOAT_VEC2``. During introspection we need to know the exact datatype of the attribute. It's not enough to know it's a float, we need to know if it's a vec2, vec3, vec4 or any other type that OpenGL supports. Examples of types are:: GL_FLOAT_VEC2 GL_DOUBLE_VEC4 GL_INT_VEC3 GL_UNSIGNED_INT_VEC2 GL_UNSIGNED_BYTE GL_FLOAT GL_DOUBLE GL_INT GL_UNSIGNED_INT ... """ types = { # Floats gl.GL_FLOAT: TypeInfo("GL_FLOAT", gl.GL_FLOAT, gl.GL_FLOAT, 4, 1), gl.GL_FLOAT_VEC2: TypeInfo("GL_FLOAT_VEC2", gl.GL_FLOAT_VEC2, gl.GL_FLOAT, 4, 2), gl.GL_FLOAT_VEC3: TypeInfo("GL_FLOAT_VEC3", gl.GL_FLOAT_VEC3, gl.GL_FLOAT, 4, 3), gl.GL_FLOAT_VEC4: TypeInfo("GL_FLOAT_VEC4", gl.GL_FLOAT_VEC4, gl.GL_FLOAT, 4, 4), # Doubles gl.GL_DOUBLE: TypeInfo("GL_DOUBLE", gl.GL_DOUBLE, gl.GL_DOUBLE, 8, 1), gl.GL_DOUBLE_VEC2: TypeInfo("GL_DOUBLE_VEC2", gl.GL_DOUBLE_VEC2, gl.GL_DOUBLE, 8, 2), gl.GL_DOUBLE_VEC3: TypeInfo("GL_DOUBLE_VEC3", gl.GL_DOUBLE_VEC3, gl.GL_DOUBLE, 8, 3), gl.GL_DOUBLE_VEC4: TypeInfo("GL_DOUBLE_VEC4", gl.GL_DOUBLE_VEC4, gl.GL_DOUBLE, 8, 4), # Booleans (ubyte) gl.GL_BOOL: TypeInfo("GL_BOOL", gl.GL_BOOL, gl.GL_BOOL, 1, 1), gl.GL_BOOL_VEC2: TypeInfo("GL_BOOL_VEC2", gl.GL_BOOL_VEC2, gl.GL_BOOL, 1, 2), gl.GL_BOOL_VEC3: TypeInfo("GL_BOOL_VEC3", gl.GL_BOOL_VEC3, gl.GL_BOOL, 1, 3), gl.GL_BOOL_VEC4: TypeInfo("GL_BOOL_VEC4", gl.GL_BOOL_VEC4, gl.GL_BOOL, 1, 4), # Integers gl.GL_INT: TypeInfo("GL_INT", gl.GL_INT, gl.GL_INT, 4, 1), gl.GL_INT_VEC2: TypeInfo("GL_INT_VEC2", gl.GL_INT_VEC2, gl.GL_INT, 4, 2), gl.GL_INT_VEC3: TypeInfo("GL_INT_VEC3", gl.GL_INT_VEC3, gl.GL_INT, 4, 3), gl.GL_INT_VEC4: TypeInfo("GL_INT_VEC4", gl.GL_INT_VEC4, gl.GL_INT, 4, 4), # Unsigned Integers gl.GL_UNSIGNED_INT: TypeInfo( "GL_UNSIGNED_INT", gl.GL_UNSIGNED_INT, gl.GL_UNSIGNED_INT, 4, 1 ), gl.GL_UNSIGNED_INT_VEC2: TypeInfo( "GL_UNSIGNED_INT_VEC2", gl.GL_UNSIGNED_INT_VEC2, gl.GL_UNSIGNED_INT, 4, 2 ), gl.GL_UNSIGNED_INT_VEC3: TypeInfo( "GL_UNSIGNED_INT_VEC3", gl.GL_UNSIGNED_INT_VEC3, gl.GL_UNSIGNED_INT, 4, 3 ), gl.GL_UNSIGNED_INT_VEC4: TypeInfo( "GL_UNSIGNED_INT_VEC4", gl.GL_UNSIGNED_INT_VEC4, gl.GL_UNSIGNED_INT, 4, 4 ), # Unsigned Short (mostly used for short index buffers) gl.GL_UNSIGNED_SHORT: TypeInfo( "GL.GL_UNSIGNED_SHORT", gl.GL_UNSIGNED_SHORT, gl.GL_UNSIGNED_SHORT, 2, 2 ), # Byte gl.GL_BYTE: TypeInfo("GL_BYTE", gl.GL_BYTE, gl.GL_BYTE, 1, 1), gl.GL_UNSIGNED_BYTE: TypeInfo( "GL_UNSIGNED_BYTE", gl.GL_UNSIGNED_BYTE, gl.GL_UNSIGNED_BYTE, 1, 1 ), # Matrices gl.GL_FLOAT_MAT2: TypeInfo("GL_FLOAT_MAT2", gl.GL_FLOAT_MAT2, gl.GL_FLOAT, 4, 4), gl.GL_FLOAT_MAT3: TypeInfo("GL_FLOAT_MAT3", gl.GL_FLOAT_MAT3, gl.GL_FLOAT, 4, 9), gl.GL_FLOAT_MAT4: TypeInfo("GL_FLOAT_MAT4", gl.GL_FLOAT_MAT4, gl.GL_FLOAT, 4, 16), gl.GL_FLOAT_MAT2x3: TypeInfo("GL_FLOAT_MAT2x3", gl.GL_FLOAT_MAT2x3, gl.GL_FLOAT, 4, 6), gl.GL_FLOAT_MAT2x4: TypeInfo("GL_FLOAT_MAT2x4", gl.GL_FLOAT_MAT2x4, gl.GL_FLOAT, 4, 8), gl.GL_FLOAT_MAT3x2: TypeInfo("GL_FLOAT_MAT3x2", gl.GL_FLOAT_MAT3x2, gl.GL_FLOAT, 4, 6), gl.GL_FLOAT_MAT3x4: TypeInfo("GL_FLOAT_MAT3x4", gl.GL_FLOAT_MAT3x4, gl.GL_FLOAT, 4, 12), gl.GL_FLOAT_MAT4x2: TypeInfo("GL_FLOAT_MAT4x2", gl.GL_FLOAT_MAT4x2, gl.GL_FLOAT, 4, 8), gl.GL_FLOAT_MAT4x3: TypeInfo("GL_FLOAT_MAT4x3", gl.GL_FLOAT_MAT4x3, gl.GL_FLOAT, 4, 12), # Double matrices gl.GL_DOUBLE_MAT2: TypeInfo("GL_DOUBLE_MAT2", gl.GL_DOUBLE_MAT2, gl.GL_DOUBLE, 8, 4), gl.GL_DOUBLE_MAT3: TypeInfo("GL_DOUBLE_MAT3", gl.GL_DOUBLE_MAT3, gl.GL_DOUBLE, 8, 9), gl.GL_DOUBLE_MAT4: TypeInfo("GL_DOUBLE_MAT4", gl.GL_DOUBLE_MAT4, gl.GL_DOUBLE, 8, 16), gl.GL_DOUBLE_MAT2x3: TypeInfo("GL_DOUBLE_MAT2x3", gl.GL_DOUBLE_MAT2x3, gl.GL_DOUBLE, 8, 6), gl.GL_DOUBLE_MAT2x4: TypeInfo("GL_DOUBLE_MAT2x4", gl.GL_DOUBLE_MAT2x4, gl.GL_DOUBLE, 8, 8), gl.GL_DOUBLE_MAT3x2: TypeInfo("GL_DOUBLE_MAT3x2", gl.GL_DOUBLE_MAT3x2, gl.GL_DOUBLE, 8, 6), gl.GL_DOUBLE_MAT3x4: TypeInfo("GL_DOUBLE_MAT3x4", gl.GL_DOUBLE_MAT3x4, gl.GL_DOUBLE, 8, 12), gl.GL_DOUBLE_MAT4x2: TypeInfo("GL_DOUBLE_MAT4x2", gl.GL_DOUBLE_MAT4x2, gl.GL_DOUBLE, 8, 8), gl.GL_DOUBLE_MAT4x3: TypeInfo("GL_DOUBLE_MAT4x3", gl.GL_DOUBLE_MAT4x3, gl.GL_DOUBLE, 8, 12), # TODO: Add sampler types if needed. Only needed for better uniform introspection. }
[docs] @classmethod def get(cls, enum: int) -> TypeInfo: """Get the TypeInfo for a given""" try: return cls.types[enum] except KeyError: raise ValueError(f"Unknown gl type {enum}. Someone needs to add it")