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bglx.py
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from threading import Lock
import gpu
from gpu_extras.batch import batch_for_shader
GL_LINES = 0
GL_LINE_STRIP = 1
GL_TRIANGLES = 5
GL_TRIANGLE_FAN = 6
GL_QUADS = 4
class InternalData:
__inst = None
__lock = Lock()
def __init__(self):
raise NotImplementedError("Not allowed to call constructor")
@classmethod
def __internal_new(cls):
return super().__new__(cls)
@classmethod
def get_instance(cls):
if not cls.__inst:
with cls.__lock:
if not cls.__inst:
cls.__inst = cls.__internal_new()
return cls.__inst
def init(self):
self.clear()
def set_prim_mode(self, mode):
self.prim_mode = mode
def set_dims(self, dims):
self.dims = dims
def add_vert(self, v):
self.verts.append(v)
def add_tex_coord(self, uv):
self.tex_coords.append(uv)
def set_color(self, c):
self.color = c
def clear(self):
self.prim_mode = None
self.verts = []
self.dims = None
self.tex_coords = []
def get_verts(self):
return self.verts
def get_dims(self):
return self.dims
def get_prim_mode(self):
return self.prim_mode
def get_color(self):
return self.color
def get_tex_coords(self):
return self.tex_coords
def glBegin(mode):
inst = InternalData.get_instance()
inst.init()
inst.set_prim_mode(mode)
def glColor4f(r, g, b, a):
inst = InternalData.get_instance()
inst.set_color([r, g, b, a])
def _get_transparency_shader():
vertex_shader = '''
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
in vec2 pos;
in vec2 texCoord;
out vec2 uvInterp;
void main()
{
uvInterp = texCoord;
gl_Position = projectionMatrix * modelViewMatrix * vec4(pos.xy, 0.0, 1.0);
gl_Position.z = 1.0;
}
'''
fragment_shader = '''
uniform sampler2D image;
uniform vec4 color;
in vec2 uvInterp;
out vec4 fragColor;
void main()
{
fragColor = texture(image, uvInterp);
fragColor.a = color.a;
}
'''
return vertex_shader, fragment_shader
def glEnd():
inst = InternalData.get_instance()
# No lines/geometry was actually buffered
if inst.get_dims() == None:
return
color = inst.get_color()
coords = inst.get_verts()
tex_coords = inst.get_tex_coords()
if inst.get_dims() == 2:
if len(tex_coords) == 0:
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
else:
#shader = gpu.shader.from_builtin('2D_IMAGE')
vert_shader, frag_shader = _get_transparency_shader()
shader = gpu.types.GPUShader(vert_shader, frag_shader)
elif inst.get_dims() == 3:
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
else:
raise NotImplemented("get_dims() != 2")
if len(tex_coords) == 0:
data = {
"pos": coords,
}
else:
data = {
"pos": coords,
"texCoord": tex_coords
}
if inst.get_prim_mode() == GL_LINES:
indices = []
for i in range(0, len(coords), 2):
indices.append([i, i + 1])
batch = batch_for_shader(shader, 'LINES', data, indices=indices)
elif inst.get_prim_mode() == GL_LINE_STRIP:
batch = batch_for_shader(shader, 'LINE_STRIP', data)
elif inst.get_prim_mode() == GL_TRIANGLES:
indices = []
for i in range(0, len(coords), 3):
indices.append([i, i + 1, i + 2])
batch = batch_for_shader(shader, 'TRIS', data, indices=indices)
elif inst.get_prim_mode() == GL_TRIANGLE_FAN:
indices = []
for i in range(1, len(coords) - 1):
indices.append([0, i, i + 1])
batch = batch_for_shader(shader, 'TRIS', data, indices=indices)
elif inst.get_prim_mode() == GL_QUADS:
indices = []
for i in range(0, len(coords), 4):
indices.extend([[i, i + 1, i + 2], [i + 2, i + 3, i]])
batch = batch_for_shader(shader, 'TRIS', data, indices=indices)
else:
raise NotImplemented("get_prim_mode() != (GL_LINES|GL_TRIANGLES|GL_QUADS)")
shader.bind()
if len(tex_coords) != 0:
shader.uniform_float("modelViewMatrix", gpu.matrix.get_model_view_matrix())
shader.uniform_float("projectionMatrix", gpu.matrix.get_projection_matrix())
shader.uniform_int("image", 0)
shader.uniform_float("color", color)
result = (batch, shader, color)
batch.draw(shader)
inst.clear()
return result
def glVertex2f(x, y):
inst = InternalData.get_instance()
inst.add_vert([x, y])
inst.set_dims(2)
def glVertex3f(x, y, z):
inst = InternalData.get_instance()
inst.add_vert([x, y, z])
inst.set_dims(3)
def glTexCoord2f(u, v):
inst = InternalData.get_instance()
inst.add_tex_coord([u, v])