rk_engine/__init__.py

569 lines
15 KiB
Python

# 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
from pathlib import Path
_engine = ctypes.cdll.LoadLibrary(Path(__file__).parent / "engine.so")
# types.hpp
_handle = ctypes.c_void_p
def _check_handle(result, func, arguments):
assert result
return result
def _flag(x):
return 1 << x
def buffer(type, size):
return (type * size)()
def _void_addr(x):
return x.buffer_info()[0]
def _ubyte_addr(x):
assert x.typecode == 'B'
return x.buffer_info()[0]
def _ushort_addr(x):
assert x.typecode == 'H'
return x.buffer_info()[0]
def _uint_addr(x):
assert x.typecode == 'I'
return x.buffer_info()[0]
def _float_addr(x):
assert x.typecode == 'f'
return x.buffer_info()[0]
# math.hpp
class vec3(ctypes.Structure):
_fields_ = ('x', ctypes.c_float), ('y', ctypes.c_float), ('z', ctypes.c_float)
def __iter__(self):
yield self.x
yield self.y
yield self.z
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 __iter__(self):
yield self.x
yield self.y
yield self.z
yield self.w
def set(self, x, y, z, w):
self.x = x
self.y = y
self.z = z
self.w = w
class mat3(ctypes.Structure):
_fields_ = ('right', vec3), ('forward', vec3), ('up', vec3)
def __iter__(self):
yield self.right
yield self.forward
yield self.up
def set(self, right, forward, up):
self.right = right
self.forward = forward
self.up = up
class mat4(ctypes.Structure):
_fields_ = ('right', vec4), ('forward', vec4), ('up', vec4), ('origin', vec4)
def __iter__(self):
yield self.right
yield self.forward
yield self.up
yield self.origin
def set(self, right, forward, up, origin):
self.right = right
self.forward = forward
self.up = up
self.origin = origin
def set_vec3(self, right, forward, up, origin):
self.right.set(*right, 0.0)
self.forward.set(*forward, 0.0)
self.up.set(*up, 0.0)
self.origin.set(*origin, 1.0)
assert ctypes.sizeof(vec3) == ctypes.sizeof(ctypes.c_float) * 3
assert ctypes.sizeof(vec4) == ctypes.sizeof(ctypes.c_float) * 4
assert ctypes.sizeof(mat3) == ctypes.sizeof(vec3) * 3
assert ctypes.sizeof(mat4) == ctypes.sizeof(vec4) * 4
_vec3_p = ctypes.POINTER(vec3)
_vec4_p = ctypes.POINTER(vec4)
_mat3_p = ctypes.POINTER(mat3)
_mat4_p = ctypes.POINTER(mat4)
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)
vec3_origin = vec3(0.0, 0.0, 0.0)
vec4_right = vec4(1.0, 0.0, 0.0, 0.0)
vec4_forward = vec4(0.0, 1.0, 0.0, 0.0)
vec4_up = vec4(0.0, 0.0, 1.0, 0.0)
vec4_origin = vec4(0.0, 0.0, 0.0, 1.0)
mat3_identity = mat3(
vec3_right,
vec3_forward,
vec3_up)
mat4_identity = mat4(
vec4_right,
vec4_forward,
vec4_up,
vec4_origin)
vec3_rotate = _engine.rk_vec3_rotate
vec3_rotate.restype = None
vec3_rotate.argtypes = (
_vec3_p, # ret
_vec3_p, # vec3
_vec3_p, # axis
ctypes.c_float) # angle
vec3_mul_vec3 = _engine.rk_vec3_mul_vec3
vec3_mul_vec3.restype = None
vec3_mul_vec3.argtypes = (
_vec3_p, # ret
_vec3_p, # a
_vec3_p) # b
mat3_rotation = _engine.rk_mat3_rotation
mat3_rotation.restype = None
mat3_rotation.argtypes = (
_mat3_p, # ret
_vec3_p, # axis
ctypes.c_float) # angle
mat3_mul_vec3 = _engine.rk_mat3_mul_vec3
mat3_mul_vec3.restype = None
mat3_mul_vec3.argtypes = (
_vec3_p, # ret
_mat3_p, # a
_vec3_p) # b
mat3_mul_mat3 = _engine.rk_mat3_mul_mat3
mat3_mul_mat3.restype = None
mat3_mul_mat3.argtypes = (
_mat3_p, # ret
_mat3_p, # a
_mat3_p) # b
mat4_projection = _engine.rk_mat4_projection
mat4_projection.restype = None
mat4_projection.argtypes = (
_mat4_p, # ret
ctypes.c_float, # hfov
ctypes.c_float, # ratio
ctypes.c_float, # near
ctypes.c_float) # far
mat4_lookat = _engine.rk_mat4_lookat
mat4_lookat.restype = None
mat4_lookat.argtypes = (
_mat4_p, # ret
_vec3_p, # position
_vec3_p) # lookat
mat4_orbit = _engine.rk_mat4_orbit
mat4_orbit.restype = None
mat4_orbit.argtypes = (
_mat4_p, # ret
_vec3_p, # origin
ctypes.c_float, # yaw
ctypes.c_float, # pitch
ctypes.c_float) # distance
mat4_mul_vec3 = _engine.rk_mat4_mul_vec3
mat4_mul_vec3.restype = None
mat4_mul_vec3.argtypes = (
_vec3_p, # ret
_mat4_p, # a
_vec3_p, # b
ctypes.c_float) # w
mat4_mul_vec4 = _engine.rk_mat4_mul_vec4
mat4_mul_vec4.restype = None
mat4_mul_vec4.argtypes = (
_vec4_p, # ret
_mat4_p, # a
_vec4_p) # b
mat4_mul_mat4 = _engine.rk_mat4_mul_mat4
mat4_mul_mat4.restype = None
mat4_mul_mat4.argtypes = (
_mat4_p, # ret
_mat4_p, # a
_mat4_p) # b
# display.hpp
create_display = _engine.rk_create_display
create_display.restype = _handle
create_display.errcheck = _check_handle
create_display.argtypes = (
ctypes.c_char_p, # name
ctypes.c_uint, # width
ctypes.c_uint) # height
destroy_display = _engine.rk_destroy_display
destroy_display.restype = None
destroy_display.argtypes = (
ctypes.c_void_p,) # display
swap_buffers = _engine.rk_swap_buffers
swap_buffers.restype = None
swap_buffers.argtypes = (
ctypes.c_void_p,) # display
# render.hpp
TEXTURE_FORMAT_SRGB8_A8 = 0
TEXTURE_FORMAT_RGBA8 = 1
TEXTURE_FORMAT_RGB10_A2 = 2
TEXTURE_FORMAT_FLOAT_32 = 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_SHORT = 2
VERTEX_FORMAT_VEC3_INT10 = 3
VERTEX_FORMAT_VEC3_UINT10 = 4
VERTEX_FORMAT_MAT3_FLOAT = 5
VERTEX_FORMAT_MAT3_INT10 = 6
VERTEX_FORMAT_NORMALIZE = _flag(7)
_VERTEX_FORMAT_MASK = VERTEX_FORMAT_NORMALIZE - 1
def vertex_format(*format):
return array('B', format).tobytes()
_VERTEX_TYPES = (
None,
vec3, # VERTEX_FORMAT_VEC3_FLOAT
vec3, # VERTEX_FORMAT_VEC3_SHORT
vec3, # VERTEX_FORMAT_VEC3_INT10
vec3, # VERTEX_FORMAT_VEC3_UINT10
mat3, # VERTEX_FORMAT_MAT3_FLOAT
mat3) # VERTEX_FORMAT_MAT3_INT10
def vertex_type(format):
return _VERTEX_TYPES[format & _VERTEX_FORMAT_MASK]
INSTANCE_FLAG_SPAWNED = _flag(0)
INSTANCE_FLAG_VISIBLE = _flag(1)
BATCH_MAX_SIZE = 65536
render_initialize = _engine.rk_render_initialize
render_initialize.restype = None
render_initialize.argtypes = (
ctypes.c_bool,) # debug
render_terminate = _engine.rk_render_terminate
render_terminate.restype = None
_create_shader = _engine.rk_create_shader
_create_shader.restype = _handle
_create_shader.errcheck = _check_handle
_create_shader.argtypes = (
ctypes.c_uint, # vert_nlines
ctypes.POINTER(ctypes.c_char_p), # vert_lines
ctypes.c_uint, # frag_nlines
ctypes.POINTER(ctypes.c_char_p)) # frag_lines
def create_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 _create_shader(vert_nlines, vert_lines, frag_nlines, frag_lines)
resolve_input = _engine.rk_resolve_input
resolve_input.restype = _handle
resolve_input.argtypes = (
ctypes.c_void_p, # shader
ctypes.c_char_p) # name
resolve_param = _engine.rk_resolve_param
resolve_param.restype = _handle
resolve_param.argtypes = (
ctypes.c_void_p, # shader
ctypes.c_char_p) # name
_create_texture = _engine.rk_create_texture
_create_texture.restype = _handle
_create_texture.errcheck = _check_handle
_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
def create_texture(format, width, height, nlevels, flags, pixels):
assert pixels.typecode == TEXTURE_FORMAT_TYPECODE[format]
assert len(pixels) == width * height * max(1, nlevels) * TEXTURE_FORMAT_NELEMS[format]
return _create_texture(format, width, height, nlevels, flags, _void_addr(pixels))
_create_triangles = _engine.rk_create_triangles
_create_triangles.restype = _handle
_create_triangles.errcheck = _check_handle
_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, _float_addr(vertices))
_create_vertices = _engine.rk_create_vertices
_create_vertices.restype = _handle
_create_vertices.errcheck = _check_handle
_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, # vertices
ctypes.c_uint, # nmeshes
ctypes.c_void_p) # meshes
def create_vertices(format, nvertices, vertices, indices, meshes):
assert len(meshes) % 2 == 0
return _create_vertices(format,
nvertices, _ubyte_addr(vertices), len(indices), _ushort_addr(indices), len(meshes) // 2, _uint_addr(meshes))
create_batch = _engine.rk_create_batch
create_batch.restype = _handle
create_batch.errcheck = _check_handle
create_batch.argtypes = (
ctypes.c_void_p, # vertices
ctypes.c_uint, # max_size
ctypes.c_char_p) # params_format
fill_batch = _engine.rk_fill_batch
fill_batch.restype = None
fill_batch.argtypes = (
ctypes.c_void_p, # batch
ctypes.c_uint, # count
ctypes.POINTER(ctypes.c_ubyte), # flags
ctypes.POINTER(ctypes.c_ushort), # meshes
ctypes.POINTER(ctypes.c_void_p)) # params
clear_buffer = _engine.rk_clear_buffer
clear_buffer.restype = None
clear_buffer.argtypes = (
ctypes.c_bool, # pixels
ctypes.c_bool, # depth
ctypes.c_bool) # stencil
select_shader = _engine.rk_select_shader
select_shader.restype = None
select_shader.argtypes = (
ctypes.c_void_p,) # shader
set_input_float = _engine.rk_set_input_float
set_input_float.restype = None
set_input_float.argtypes = (
ctypes.c_void_p, # input
ctypes.c_float) # value
set_input_vec3 = _engine.rk_set_input_vec3
set_input_vec3.restype = None
set_input_vec3.argtypes = (
ctypes.c_void_p, # input
_vec3_p) # value
set_input_mat3 = _engine.rk_set_input_mat3
set_input_mat3.restype = None
set_input_mat3.argtypes = (
ctypes.c_void_p, # input
_mat3_p) # value
set_input_mat4 = _engine.rk_set_input_mat4
set_input_mat4.restype = None
set_input_mat4.argtypes = (
ctypes.c_void_p, # input
_mat4_p) # value
set_param_vec3 = _engine.rk_set_param_vec3
set_param_vec3.restype = None
set_param_vec3.argtypes = (
ctypes.c_uint, # layout
_vec3_p) # value
set_param_mat3 = _engine.rk_set_param_mat3
set_param_mat3.restype = None
set_param_mat3.argtypes = (
ctypes.c_uint, # layout
_mat3_p) # value
select_texture = _engine.rk_select_texture
select_texture.restype = None
select_texture.argtypes = (
ctypes.c_uint, # slot
ctypes.c_void_p) # texture
draw_triangles = _engine.rk_draw_triangles
draw_triangles.restype = None
draw_triangles.argtypes = (
ctypes.c_void_p,) # triangles
draw_batch = _engine.rk_draw_batch
draw_batch.restype = None
draw_batch.argtypes = (
ctypes.c_void_p,) # batch
unselect_texture = _engine.rk_unselect_texture
unselect_texture.restype = None
unselect_texture.argtypes = (
ctypes.c_uint, # slot
ctypes.c_void_p) # texture
unselect_shader = _engine.rk_unselect_shader
unselect_shader.restype = None
unselect_shader.argtypes = (
ctypes.c_void_p,) # shader
destroy_batch = _engine.rk_destroy_batch
destroy_batch.restype = None
destroy_batch.argtypes = (
ctypes.c_void_p,) # batch
destroy_triangles = _engine.rk_destroy_triangles
destroy_triangles.restype = None
destroy_triangles.argtypes = (
ctypes.c_void_p,) # triangles
destroy_vertices = _engine.rk_destroy_vertices
destroy_vertices.restype = None
destroy_vertices.argtypes = (
ctypes.c_void_p,) # vertices
destroy_texture = _engine.rk_destroy_texture
destroy_texture.restype = None
destroy_texture.argtypes = (
ctypes.c_void_p,) # texture
destroy_shader = _engine.rk_destroy_shader
destroy_shader.restype = None
destroy_shader.argtypes = (
ctypes.c_void_p,) # shader
# events.hpp
EVENT_FOCUS_IN = 0
EVENT_FOCUS_OUT = 1
EVENT_KEY_PRESS = 2
EVENT_KEY_RELEASE = 3
EVENT_BUTTON_PRESS = 4
EVENT_BUTTON_RELEASE = 5
EVENT_MOTION = 6
BUTTON_LEFT = 1
BUTTON_MIDDLE = 2
BUTTON_RIGHT = 3
BUTTON_WHEEL_UP = 4
BUTTON_WHEEL_DOWN = 5
class _EventKey(ctypes.Structure):
_fields_ = (
('code', ctypes.c_uint),
('symbol', ctypes.c_uint),
('character', ctypes.c_wchar))
class _EventButton(ctypes.Structure):
_fields_ = ('index', ctypes.c_uint),
class _EventMotion(ctypes.Structure):
_fields_ = (
('x', ctypes.c_int),
('y', ctypes.c_int))
class _Events(ctypes.Union):
_fields_ = (
('key', _EventKey),
('button', _EventButton),
('motion', _EventMotion))
class Event(ctypes.Structure):
_fields_ = ('type', ctypes.c_uint), ('data', _Events)
create_events = _engine.rk_create_events
create_events.restype = _handle
create_events.errcheck = _check_handle
create_events.argtypes = (
ctypes.c_void_p,) # display
destroy_events = _engine.rk_destroy_events
destroy_events.restype = None
destroy_events.argtypes = (
ctypes.c_void_p, # display
ctypes.c_void_p) # events
set_key_autorepeat = _engine.rk_set_key_autorepeat
set_key_autorepeat.restype = None
set_key_autorepeat.argtypes = (
ctypes.c_void_p, # events
ctypes.c_bool) # autorepeat
set_motion_acceleration = _engine.rk_set_motion_acceleration
set_motion_acceleration.restype = None
set_motion_acceleration.argtypes = (
ctypes.c_void_p, # events
ctypes.c_uint, # numerator
ctypes.c_uint, # denominator
ctypes.c_uint) # threshold
consume_events = _engine.rk_consume_events
consume_events.restype = ctypes.c_uint
consume_events.argtypes = (
ctypes.c_void_p, # events
ctypes.POINTER(Event), # buffer
ctypes.c_uint) # max_events