rk_engine/__init__.py

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# Copyright (C) 2022 RozK
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
import ctypes
from array import array
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from pathlib import Path
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_lib = ctypes.cdll.LoadLibrary(Path(__file__).parent / "engine.so")
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class vec3(ctypes.Structure):
_fields_ = ('x', ctypes.c_float), ('y', ctypes.c_float), ('z', ctypes.c_float)
def set(self, x, y, z):
self.x = x
self.y = y
self.z = z
class vec4(ctypes.Structure):
_fields_ = ('x', ctypes.c_float), ('y', ctypes.c_float), ('z', ctypes.c_float), ('w', ctypes.c_float)
def set(self, x, y, z, w):
self.x = x
self.y = y
self.z = z
self.w = w
class mat3(ctypes.Structure):
_fields_ = ('x', vec3), ('y', vec3), ('z', vec3)
class mat4(ctypes.Structure):
_fields_ = ('x', vec4), ('y', vec4), ('z', vec4), ('w', vec4)
vec3_right = vec3(1.0, 0.0, 0.0)
vec3_forward = vec3(0.0, 1.0, 0.0)
vec3_up = vec3(0.0, 0.0, 1.0)
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def _flag(x):
return 1 << x
TEXTURE_FORMAT_SRGB8_A8 = 0
TEXTURE_FORMAT_RGBA8 = 1
TEXTURE_FORMAT_RGB10_A2 = 2
TEXTURE_FORMAT_32F = 3
TEXTURE_FORMAT_TYPECODE = ('B', 'B', 'I', 'f')
TEXTURE_FORMAT_NELEMS = (4, 4, 1, 1)
TEXTURE_FLAG_3D = _flag(0)
TEXTURE_FLAG_MIPMAPS = _flag(1)
TEXTURE_FLAG_MIN_NEAREST = 0
TEXTURE_FLAG_MIN_LINEAR = _flag(2)
TEXTURE_FLAG_MAG_NEAREST = 0
TEXTURE_FLAG_MAG_LINEAR = _flag(3)
VERTEX_FORMAT_VEC3_FLOAT = 1
VERTEX_FORMAT_VEC3_INT10 = 2
VERTEX_FORMAT_VEC3_UINT10 = 3
VERTEX_FORMAT_NORMALIZE = _flag(7)
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def vertex_format(*format):
return array('B', format).tobytes()
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PARAM_FORMAT_VEC3_FLOAT = 1
PARAM_FORMAT_VEC3_SHORT = 2
PARAM_FORMAT_VEC3_INT10 = 3
PARAM_FORMAT_NORMALIZE = _flag(7)
def params_format(*format):
return array('B', format).tobytes()
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INSTANCE_FLAG_SPAWNED = _flag(0)
INSTANCE_FLAG_VISIBLE = _flag(1)
BATCH_MAX_SIZE = 65536
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_vec3p = ctypes.POINTER(vec3)
_vec4p = ctypes.POINTER(vec4)
_mat3p = ctypes.POINTER(mat3)
_mat4p = ctypes.POINTER(mat4)
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def _voidp(x):
return x.buffer_info()[0]
def _ubytep(x):
assert x.typecode == 'B'
return x.buffer_info()[0]
def _ushortp(x):
assert x.typecode == 'H'
return x.buffer_info()[0]
def _floatp(x):
assert x.typecode == 'f'
return x.buffer_info()[0]
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mat3_rotation = _lib.rk_mat3_rotation
mat3_rotation.argtypes = (
_mat3p, # ret
_vec3p, # axis
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ctypes.c_float) # angle
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mat3_mul_vec3 = _lib.rk_mat3_mul_vec3
mat3_mul_vec3.argtypes = (
_vec3p, # ret
_mat3p, # a
_vec3p) # b
mat3_mul_mat3 = _lib.rk_mat3_mul_mat3
mat3_mul_mat3.argtypes = (
_mat3p, # ret
_mat3p, # a
_mat3p) # b
mat4_projection = _lib.rk_mat4_projection
mat4_projection.argtypes = (
_mat4p, # ret
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ctypes.c_float, # hfov
ctypes.c_float, # ratio
ctypes.c_float, # near
ctypes.c_float) # far
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mat4_lookat = _lib.rk_mat4_lookat
mat4_lookat.argtypes = (
_mat4p, # ret
_vec3p, # position
_vec3p) # lookat
mat4_mul_vec3 = _lib.rk_mat4_mul_vec3
mat4_mul_vec3.argtypes = (
_vec3p, # ret
_mat4p, # a
_vec3p, # b
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ctypes.c_float) # w
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mat4_mul_vec4 = _lib.rk_mat4_mul_vec4
mat4_mul_vec4.argtypes = (
_vec4p, # ret
_mat4p, # a
_vec4p) # b
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mat4_mul_mat4 = _lib.rk_mat4_mul_mat4
mat4_mul_mat4.argtypes = (
_mat4p, # ret
_mat4p, # a
_mat4p) # b
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initialize = _lib.rk_initialize
initialize.restype = ctypes.c_void_p
initialize.argtypes = (
ctypes.c_char_p, # name
ctypes.c_uint, # width
ctypes.c_uint) # height
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_load_shader = _lib.rk_load_shader
_load_shader.restype = ctypes.c_void_p
_load_shader.argtypes = (
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ctypes.c_uint, # vert_nlines
ctypes.c_void_p, # vert_lines
ctypes.c_uint, # frag_nlines
ctypes.c_void_p) # frag_lines
def load_shader(vert_lines, frag_lines):
vert_nlines = len(vert_lines)
vert_type = ctypes.c_char_p * vert_nlines
vert_lines = vert_type(*map(ctypes.c_char_p, vert_lines))
frag_nlines = len(frag_lines)
frag_type = ctypes.c_char_p * frag_nlines
frag_lines = frag_type(*map(ctypes.c_char_p, frag_lines))
return _load_shader(
vert_nlines, ctypes.addressof(vert_lines),
frag_nlines, ctypes.addressof(frag_lines))
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resolve_input = _lib.rk_resolve_input
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resolve_input.restype = ctypes.c_void_p
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resolve_input.argtypes = (
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ctypes.c_void_p, # shader
ctypes.c_char_p) # name
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resolve_param = _lib.rk_resolve_param
resolve_param.restype = ctypes.c_void_p
resolve_param.argtypes = (
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ctypes.c_void_p, # shader
ctypes.c_char_p) # name
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_create_texture = _lib.rk_create_texture
_create_texture.restype = ctypes.c_void_p
_create_texture.argtypes = (
ctypes.c_uint, # format
ctypes.c_uint, # width
ctypes.c_uint, # height
ctypes.c_uint, # nlevels
ctypes.c_uint, # flags
ctypes.c_void_p) # pixels
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def create_texture(format, width, height, nlevels, flags, pixels):
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assert pixels.typecode == TEXTURE_FORMAT_TYPECODE[format]
assert len(pixels) == width * height * max(1, nlevels) * TEXTURE_FORMAT_NELEMS[format]
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return _create_texture(format, width, height, nlevels, flags, _voidp(pixels))
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_create_triangles = _lib.rk_create_triangles
_create_triangles.restype = ctypes.c_void_p
_create_triangles.argtypes = (
ctypes.c_uint, # nvertices
ctypes.c_void_p) # vertices
def create_triangles(vertices):
assert len(vertices) % 9 == 0
return _create_triangles(len(vertices) // 3, _floatp(vertices))
_create_vertices = _lib.rk_create_vertices
_create_vertices.restype = ctypes.c_void_p
_create_vertices.argtypes = (
ctypes.c_char_p, # format
ctypes.c_uint, # nvertices
ctypes.c_void_p, # vertices
ctypes.c_uint, # nindices
ctypes.c_void_p) # indices
def create_vertices(format, nvertices, vertices, indices):
return _create_vertices(format, nvertices, _ubytep(vertices), len(indices), _ushortp(indices))
create_batch = _lib.rk_create_batch
create_batch.restype = ctypes.c_void_p
create_batch.argtypes = (
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ctypes.c_void_p, # vertices
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ctypes.c_uint, # max_size
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ctypes.c_char_p) # params_format
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begin_frame = _lib.rk_begin_frame
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select_shader = _lib.rk_select_shader
select_shader.argtypes = (
ctypes.c_void_p,) # shader
set_input_float = _lib.rk_set_input_float
set_input_float.argtypes = (
ctypes.c_void_p, # input
ctypes.c_float) # value
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set_input_vec3 = _lib.rk_set_input_vec3
set_input_vec3.argtypes = (
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ctypes.c_void_p, # input
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_vec3p) # value
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set_input_mat3 = _lib.rk_set_input_mat3
set_input_mat3.argtypes = (
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ctypes.c_void_p, # input
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_mat3p) # value
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set_input_mat4 = _lib.rk_set_input_mat4
set_input_mat4.argtypes = (
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ctypes.c_void_p, # input
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_mat4p) # value
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set_param_vec3 = _lib.rk_set_param_vec3
set_param_vec3.argtypes = (
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ctypes.c_uint, # layout
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_vec3p) # value
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select_texture = _lib.rk_select_texture
select_texture.argtypes = (
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ctypes.c_uint, # slot
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ctypes.c_void_p, # texture
ctypes.c_void_p) # sampler
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draw_triangles = _lib.rk_draw_triangles
draw_triangles.argtypes = (
ctypes.c_void_p,) # triangles
select_vertices = _lib.rk_select_vertices
select_vertices.argtypes = (
ctypes.c_void_p,) # vertices
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draw_batch = _lib.rk_draw_batch
draw_batch.argtypes = (
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ctypes.c_void_p, # batch
ctypes.c_uint, # size
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ctypes.POINTER(ctypes.c_ubyte), # flags
ctypes.POINTER(ctypes.c_uint), # meshes
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ctypes.c_void_p) # params
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unselect_vertices = _lib.rk_unselect_vertices
unselect_vertices.argtypes = (
ctypes.c_void_p,) # vertices
unselect_texture = _lib.rk_unselect_texture
unselect_texture.argtypes = (
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ctypes.c_uint, # slot
ctypes.c_void_p) # texture
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unselect_shader = _lib.rk_unselect_shader
unselect_shader.argtypes = (
ctypes.c_void_p,) # shader
end_frame = _lib.rk_end_frame
destroy_batch = _lib.rk_destroy_batch
destroy_batch.argtypes = (
ctypes.c_void_p,) # batch
destroy_triangles = _lib.rk_destroy_triangles
destroy_triangles.argtypes = (
ctypes.c_void_p,) # triangles
destroy_vertices = _lib.rk_destroy_vertices
destroy_vertices.argtypes = (
ctypes.c_void_p,) # vertices
destroy_texture = _lib.rk_destroy_texture
destroy_texture.argtypes = (
ctypes.c_void_p,) # texture
destroy_shader = _lib.rk_destroy_shader
destroy_shader.argtypes = (
ctypes.c_void_p,) # shader
terminate = _lib.rk_terminate