344 lines
9.0 KiB
Python
344 lines
9.0 KiB
Python
# Copyright (C) 2022 RozK
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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import ctypes
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from array import array
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from pathlib import Path
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_engine = ctypes.cdll.LoadLibrary(Path(__file__).parent / "engine.so")
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class vec3(ctypes.Structure):
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_fields_ = ('x', ctypes.c_float), ('y', ctypes.c_float), ('z', ctypes.c_float)
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def set(self, x, y, z):
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self.x = x
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self.y = y
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self.z = z
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class vec4(ctypes.Structure):
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_fields_ = ('x', ctypes.c_float), ('y', ctypes.c_float), ('z', ctypes.c_float), ('w', ctypes.c_float)
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def set(self, x, y, z, w):
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self.x = x
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self.y = y
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self.z = z
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self.w = w
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class mat3(ctypes.Structure):
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_fields_ = ('x', vec3), ('y', vec3), ('z', vec3)
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class mat4(ctypes.Structure):
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_fields_ = ('x', vec4), ('y', vec4), ('z', vec4), ('w', vec4)
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vec3_right = vec3(1.0, 0.0, 0.0)
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vec3_forward = vec3(0.0, 1.0, 0.0)
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vec3_up = vec3(0.0, 0.0, 1.0)
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def _flag(x):
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return 1 << x
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TEXTURE_FORMAT_SRGB8_A8 = 0
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TEXTURE_FORMAT_RGBA8 = 1
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TEXTURE_FORMAT_RGB10_A2 = 2
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TEXTURE_FORMAT_32F = 3
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TEXTURE_FORMAT_TYPECODE = ('B', 'B', 'I', 'f')
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TEXTURE_FORMAT_NELEMS = (4, 4, 1, 1)
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TEXTURE_FLAG_3D = _flag(0)
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TEXTURE_FLAG_MIPMAPS = _flag(1)
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TEXTURE_FLAG_MIN_NEAREST = 0
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TEXTURE_FLAG_MIN_LINEAR = _flag(2)
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TEXTURE_FLAG_MAG_NEAREST = 0
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TEXTURE_FLAG_MAG_LINEAR = _flag(3)
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VERTEX_FORMAT_VEC3_FLOAT = 1
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VERTEX_FORMAT_VEC3_INT10 = 2
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VERTEX_FORMAT_VEC3_UINT10 = 3
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VERTEX_FORMAT_NORMALIZE = _flag(7)
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def vertex_format(*format):
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return array('B', format).tobytes()
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PARAM_FORMAT_VEC3_FLOAT = 1
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PARAM_FORMAT_VEC3_SHORT = 2
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PARAM_FORMAT_VEC3_INT10 = 3
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PARAM_FORMAT_NORMALIZE = _flag(7)
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def params_format(*format):
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return array('B', format).tobytes()
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INSTANCE_FLAG_SPAWNED = _flag(0)
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INSTANCE_FLAG_VISIBLE = _flag(1)
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BATCH_MAX_SIZE = 65536
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_vec3p = ctypes.POINTER(vec3)
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_vec4p = ctypes.POINTER(vec4)
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_mat3p = ctypes.POINTER(mat3)
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_mat4p = ctypes.POINTER(mat4)
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def _voidp(x):
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return x.buffer_info()[0]
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def _ubytep(x):
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assert x.typecode == 'B'
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return x.buffer_info()[0]
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def _ushortp(x):
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assert x.typecode == 'H'
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return x.buffer_info()[0]
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def _floatp(x):
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assert x.typecode == 'f'
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return x.buffer_info()[0]
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vec3_rotate = _engine.rk_vec3_rotate
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vec3_rotate.argtypes = (
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_vec3p, # ret
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_vec3p, # vec3
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_vec3p, # axis
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ctypes.c_float) # angle
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vec3_mul_vec3 = _engine.rk_vec3_mul_vec3
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vec3_mul_vec3.argtypes = (
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_vec3p, # ret
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_vec3p, # a
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_vec3p) # b
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mat3_rotation = _engine.rk_mat3_rotation
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mat3_rotation.argtypes = (
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_mat3p, # ret
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_vec3p, # axis
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ctypes.c_float) # angle
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mat3_mul_vec3 = _engine.rk_mat3_mul_vec3
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mat3_mul_vec3.argtypes = (
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_vec3p, # ret
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_mat3p, # a
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_vec3p) # b
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mat3_mul_mat3 = _engine.rk_mat3_mul_mat3
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mat3_mul_mat3.argtypes = (
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_mat3p, # ret
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_mat3p, # a
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_mat3p) # b
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mat4_projection = _engine.rk_mat4_projection
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mat4_projection.argtypes = (
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_mat4p, # ret
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ctypes.c_float, # hfov
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ctypes.c_float, # ratio
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ctypes.c_float, # near
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ctypes.c_float) # far
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mat4_lookat = _engine.rk_mat4_lookat
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mat4_lookat.argtypes = (
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_mat4p, # ret
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_vec3p, # position
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_vec3p) # lookat
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mat4_mul_vec3 = _engine.rk_mat4_mul_vec3
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mat4_mul_vec3.argtypes = (
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_vec3p, # ret
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_mat4p, # a
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_vec3p, # b
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ctypes.c_float) # w
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mat4_mul_vec4 = _engine.rk_mat4_mul_vec4
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mat4_mul_vec4.argtypes = (
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_vec4p, # ret
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_mat4p, # a
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_vec4p) # b
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mat4_mul_mat4 = _engine.rk_mat4_mul_mat4
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mat4_mul_mat4.argtypes = (
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_mat4p, # ret
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_mat4p, # a
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_mat4p) # b
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initialize = _engine.rk_initialize
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initialize.restype = ctypes.c_void_p
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initialize.argtypes = (
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ctypes.c_char_p, # name
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ctypes.c_uint, # width
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ctypes.c_uint) # height
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_load_shader = _engine.rk_load_shader
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_load_shader.restype = ctypes.c_void_p
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_load_shader.argtypes = (
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ctypes.c_uint, # vert_nlines
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ctypes.c_void_p, # vert_lines
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ctypes.c_uint, # frag_nlines
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ctypes.c_void_p) # frag_lines
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def load_shader(vert_lines, frag_lines):
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vert_nlines = len(vert_lines)
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vert_type = ctypes.c_char_p * vert_nlines
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vert_lines = vert_type(*map(ctypes.c_char_p, vert_lines))
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frag_nlines = len(frag_lines)
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frag_type = ctypes.c_char_p * frag_nlines
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frag_lines = frag_type(*map(ctypes.c_char_p, frag_lines))
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return _load_shader(
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vert_nlines, ctypes.addressof(vert_lines),
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frag_nlines, ctypes.addressof(frag_lines))
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resolve_input = _engine.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
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ctypes.c_char_p) # name
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resolve_param = _engine.rk_resolve_param
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resolve_param.restype = ctypes.c_void_p
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resolve_param.argtypes = (
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ctypes.c_void_p, # shader
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ctypes.c_char_p) # name
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_create_texture = _engine.rk_create_texture
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_create_texture.restype = ctypes.c_void_p
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_create_texture.argtypes = (
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ctypes.c_uint, # format
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ctypes.c_uint, # width
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ctypes.c_uint, # height
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ctypes.c_uint, # nlevels
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ctypes.c_uint, # flags
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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]
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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 = _engine.rk_create_triangles
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_create_triangles.restype = ctypes.c_void_p
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_create_triangles.argtypes = (
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ctypes.c_uint, # nvertices
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ctypes.c_void_p) # vertices
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def create_triangles(vertices):
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assert len(vertices) % 9 == 0
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return _create_triangles(len(vertices) // 3, _floatp(vertices))
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_create_vertices = _engine.rk_create_vertices
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_create_vertices.restype = ctypes.c_void_p
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_create_vertices.argtypes = (
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ctypes.c_char_p, # format
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ctypes.c_uint, # nvertices
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ctypes.c_void_p, # vertices
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ctypes.c_uint, # nindices
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ctypes.c_void_p) # indices
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def create_vertices(format, nvertices, vertices, indices):
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return _create_vertices(format, nvertices, _ubytep(vertices), len(indices), _ushortp(indices))
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create_batch = _engine.rk_create_batch
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create_batch.restype = ctypes.c_void_p
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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 = _engine.rk_begin_frame
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select_shader = _engine.rk_select_shader
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select_shader.argtypes = (
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ctypes.c_void_p,) # shader
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set_input_float = _engine.rk_set_input_float
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set_input_float.argtypes = (
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ctypes.c_void_p, # input
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ctypes.c_float) # value
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set_input_vec3 = _engine.rk_set_input_vec3
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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 = _engine.rk_set_input_mat3
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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 = _engine.rk_set_input_mat4
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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 = _engine.rk_set_param_vec3
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set_param_vec3.argtypes = (
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ctypes.c_uint, # layout
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_vec3p) # value
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select_texture = _engine.rk_select_texture
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select_texture.argtypes = (
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ctypes.c_uint, # slot
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ctypes.c_void_p, # texture
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ctypes.c_void_p) # sampler
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draw_triangles = _engine.rk_draw_triangles
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draw_triangles.argtypes = (
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ctypes.c_void_p,) # triangles
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select_vertices = _engine.rk_select_vertices
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select_vertices.argtypes = (
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ctypes.c_void_p,) # vertices
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draw_batch = _engine.rk_draw_batch
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draw_batch.argtypes = (
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ctypes.c_void_p, # batch
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ctypes.c_uint, # size
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ctypes.POINTER(ctypes.c_ubyte), # flags
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ctypes.POINTER(ctypes.c_uint), # meshes
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ctypes.c_void_p) # params
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unselect_vertices = _engine.rk_unselect_vertices
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unselect_vertices.argtypes = (
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ctypes.c_void_p,) # vertices
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unselect_texture = _engine.rk_unselect_texture
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unselect_texture.argtypes = (
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ctypes.c_uint, # slot
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ctypes.c_void_p) # texture
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unselect_shader = _engine.rk_unselect_shader
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unselect_shader.argtypes = (
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ctypes.c_void_p,) # shader
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end_frame = _engine.rk_end_frame
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destroy_batch = _engine.rk_destroy_batch
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destroy_batch.argtypes = (
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ctypes.c_void_p,) # batch
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destroy_triangles = _engine.rk_destroy_triangles
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destroy_triangles.argtypes = (
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ctypes.c_void_p,) # triangles
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destroy_vertices = _engine.rk_destroy_vertices
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destroy_vertices.argtypes = (
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ctypes.c_void_p,) # vertices
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destroy_texture = _engine.rk_destroy_texture
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destroy_texture.argtypes = (
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ctypes.c_void_p,) # texture
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destroy_shader = _engine.rk_destroy_shader
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destroy_shader.argtypes = (
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ctypes.c_void_p,) # shader
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terminate = _engine.rk_terminate
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