Use a sprite sheet for char cells

This commit is contained in:
Kovid Goyal 2016-10-27 13:58:36 +05:30
parent 321373056c
commit f692776e29
2 changed files with 150 additions and 141 deletions

View File

@ -9,6 +9,32 @@ import sys
from kitty.shaders import ShaderProgram, array, GL_VERSION
from kitty.fonts import set_font_family, render_cell, cell_size
textured_shaders = (
'''\
in vec2 vertex;
in vec3 texture_position;
out vec3 texture_position_for_fs;
void main() {
gl_Position = vec4(vertex, 0, 1);
texture_position_for_fs = texture_position;
}
''',
'''\
uniform sampler2DArray sprites;
in vec3 texture_position_for_fs;
out vec4 final_color;
const vec3 background = vec3(0, 1, 0);
const vec3 foreground = vec3(0, 0, 1);
void main() {
float alpha = texture(sprites, texture_position_for_fs).r;
vec3 color = background * (1 - alpha) + foreground * alpha;
final_color = vec4(color, 1);
}
''')
def key_callback(key, action):
""" Sample keyboard callback function """
@ -30,12 +56,18 @@ class Renderer:
def __init__(self, w, h):
self.w, self.h = w, h
self.do_layout()
self.program = rectangle_texture()
print(gl.glGetIntegerv(gl.GL_MAX_VERTEX_UNIFORM_COMPONENTS))
print(gl.glGetIntegerv(gl.GL_MAX_UNIFORM_BLOCK_SIZE))
print(gl.glGetIntegerv(gl.GL_MAX_ARRAY_TEXTURE_LAYERS))
print(gl.glGetIntegerv(gl.GL_MAX_TEXTURE_IMAGE_UNITS))
print(gl.glGetIntegerv(gl.GL_MAX_TEXTURE_SIZE))
self.program = ShaderProgram(*textured_shaders)
chars = '0123456789'
sprite_vecs = list(s[0] for s in self.program.sprites.positions_for(((x, False, False) for x in chars)))
rv = rectangle_vertices()
# import pprint
# pprint.pprint(sprite_vecs)
# self.program.sprites.display_layer(0)
# raise SystemExit(0)
texc = rectangle_uv(*(sprite_vecs[4]))
with self.program:
self.program.set_attribute_data('vertex', rv)
self.program.set_attribute_data('texture_position', texc, items_per_attribute_value=3)
def on_resize(self, window, w, h):
gl.glViewport(0, 0, w, h)
@ -49,7 +81,8 @@ class Renderer:
self.lines_per_screen = self.h // cell_height
def render(self):
rectangle_texture(self.program)
with self.program:
gl.glDrawArrays(gl.GL_TRIANGLES, 0, 6)
def _main():
@ -90,7 +123,7 @@ def _main():
def rectangle_vertices(left=-0.8, top=0.8, right=0.8, bottom=-0.8):
vertex_data = array(
return array(
right, top,
right, bottom,
left, bottom,
@ -99,41 +132,16 @@ def rectangle_vertices(left=-0.8, top=0.8, right=0.8, bottom=-0.8):
left, top
)
texture_coords = array(
1, 0, # right top
1, 1, # right bottom
0, 1, # left bottom
1, 0, # right top
0, 1, # left bottom
0, 0) # left top
return vertex_data, texture_coords
textured_shaders = (
'''\
in vec2 vertex;
in vec2 texture_position;
out vec2 texture_position_for_fs;
void main() {
gl_Position = vec4(vertex, 0, 1);
texture_position_for_fs = texture_position;
}
''',
'''\
uniform sampler2D tex;
in vec2 texture_position_for_fs;
out vec4 final_color;
const vec3 background = vec3(0, 1, 0);
const vec3 foreground = vec3(0, 0, 1);
void main() {
float alpha = texture(tex, texture_position_for_fs).r;
vec3 color = background * (1 - alpha) + foreground * alpha;
final_color = vec4(color, 1);
}
''')
def rectangle_uv(left=0., top=1., right=1., bottom=0., z=0.):
return array(
right, top, z,
right, bottom, z,
left, bottom, z,
right, top, z,
left, bottom, z,
left, top, z
)
def texture_data():

View File

@ -7,90 +7,122 @@ from functools import lru_cache
from OpenGL.arrays import ArrayDatatype
import OpenGL.GL as gl
from .fonts import render_cell, cell_size
from .fonts import render_cell, cell_size, display_bitmap
GL_VERSION = (4, 1)
VERSION = GL_VERSION[0] * 100 + GL_VERSION[1] * 10
class TextureManager:
def array(*args, dtype=gl.GLfloat):
return (dtype * len(args))(*args)
def __init__(self):
self.textures = []
self.current_texture_array = None
self.current_array_dirty = False
self.current_array_data = None
self.arraylengths = {}
class Sprites:
''' Maintain sprite sheets of all rendered characters on the GPU as a texture
array with each texture being a sprite sheet. '''
def __init__(self, texture_unit=0):
self.texture_unit = getattr(gl, 'GL_TEXTURE%d' % texture_unit)
self.sampler_num = texture_unit
self.first_cell_cache = {}
self.second_cell_cache = {}
self.max_array_len = gl.glGetIntegerv(gl.GL_MAX_ARRAY_TEXTURE_LAYERS)
self.max_active_textures = gl.glGetIntegerv(gl.GL_MAX_TEXTURE_IMAGE_UNITS)
def ensure_texture_array(self, amt=2):
if self.current_texture_array is None or self.arraylengths[self.current_texture_array] > self.max_array_len - amt:
if self.current_texture_array is not None and len(self.textures) >= self.max_active_textures:
raise RuntimeError('No space left to allocate character textures')
if self.current_array_dirty:
self.commit_current_array()
self.current_texture_array = gl.glGenTextures(1)
self.current_array_data = None
self.current_array_dirty = False
self.textures.append(self.current_texture_array)
self.arraylengths[self.current_texture_array] = 0
def texture_ids_for(self, items):
for key in items:
first = self.first_cell_cache.get(key)
if first is None:
self.ensure_texture_array()
first, second = render_cell(*key)
items = (first, second) if second is not None else (first,)
texture_unit = len(self.textures) - 1
layerf = len(self.arraylengths[self.current_texture_array])
self.append_to_current_array(items)
self.first_cell_cache[key] = first = texture_unit, layerf
if second is not None:
self.second_cell_cache[key] = texture_unit, layerf + 1
yield first, self.second_cell_cache.get(key)
if self.current_array_dirty:
self.commit_current_array()
def commit_current_array(self):
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.current_texture_array)
gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1)
self.max_texture_size = gl.glGetIntegerv(gl.GL_MAX_TEXTURE_SIZE)
self.cell_width, self.cell_height = cell_size()
self.xnum = self.max_texture_size // self.cell_width
self.ynum = self.max_texture_size // self.cell_height
# self.xnum = self.ynum = 2
self.width = self.xnum * self.cell_width
self.height = self.ynum * self.cell_height
self.previous_layers = []
self.current_layer_dirty = False
self.current_layer_buffer = (gl.GLubyte * (self.width * self.height))()
self.x = self.y = 0
self.dx, self.dy = self.cell_width / self.width, self.cell_height / self.height
self.texture_id = gl.glGenTextures(1)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_LINEAR)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, gl.GL_CLAMP_TO_EDGE)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, gl.GL_CLAMP_TO_EDGE)
width, height = cell_size()
gl.glTexStorage3D(gl.GL_TEXTURE_2D_ARRAY, 0, gl.GL_R8, width, height, self.arraylengths[self.current_texture_array])
gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, self.arraylengths[
self.current_texture_array], gl.GL_RED, gl.GL_UNSIGNED_BYTE, self.current_array_data)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
self.current_array_dirty = False
self.commit_all_layers()
def append_to_current_array(self, items):
current_len = len(self.current_array_data or '')
self.arraylengths[self.current_texture_array] += len(items)
new_data = (gl.GLubyte * (current_len + sum(map(len, items))))()
if current_len:
new_data[:current_len] = self.current_array_data
gl.glDeleteTextures([self.current_texture_array])
pos = current_len
for i in items:
new_data[pos:pos + len(i)] = i
pos += len(i)
self.current_array_data = new_data
self.current_array_dirty = True
def positions_for(self, items):
''' Yield 5-tuples (left, top, right, bottom, z) pointing to the desired sprite '''
for key in items:
first = self.first_cell_cache.get(key)
if first is None:
first, second = render_cell(*key)
self.first_cell_cache[key] = first = self.add_sprite(first)
if second is not None:
self.second_cell_cache[key] = self.add_sprite(second)
yield first, self.second_cell_cache.get(key)
if self.current_layer_dirty:
self.commit_layer()
def commit_all_layers(self):
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
gl.glTexStorage3D(gl.GL_TEXTURE_2D_ARRAY, 1, gl.GL_R8, self.width, self.height, len(self.previous_layers) + 1)
for i, buf in enumerate(self.previous_layers):
self.commit_layer(i, buf, bind=False)
self.commit_layer(bind=False)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
def commit_layer(self, num=None, buf=None, bind=True):
if bind:
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
if num is None:
num, buf = len(self.previous_layers), self.current_layer_buffer
self.current_layer_dirty = False
gl.glTexSubImage3D(gl.GL_TEXTURE_2D_ARRAY, 0, 0, 0, num, self.width, self.height, 1,
gl.GL_RED, gl.GL_UNSIGNED_BYTE, buf)
if bind:
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
def add_sprite(self, buf):
self.current_layer_dirty = True
pixels_per_line = self.cell_width * self.xnum
pixels_per_row = pixels_per_line * self.cell_height
offset_to_start_of_row = self.y * pixels_per_row
for y in range(self.cell_height):
doff = offset_to_start_of_row + self.x * self.cell_width
soff = y * self.cell_width
for x in range(self.cell_width):
self.current_layer_buffer[doff + x] = buf[soff + x]
offset_to_start_of_row += pixels_per_line
# UV space co-ordinates
left, top, z = self.x / self.xnum, self.y / self.ynum, len(self.previous_layers)
# Now increment the current cell position
self.x += 1
if self.x >= self.xnum:
self.x = 0
self.y += 1
if self.y >= self.ynum:
self.y = 0
self.previous_layers.append(self.current_layer_buffer)
gl.glDeleteTextures([self.texture_id])
self.texture_id = gl.glGenTextures(1)
self.current_layer_buffer = (gl.GLubyte * (self.width * self.height))()
self.commit_all_layers()
return left, top, left + self.dx, top + self.dy, z
def __enter__(self):
for i, texture_id in enumerate(self.textures):
gl.glActiveTexture(getattr(gl, 'GL_TEXTURE{}'.format(i)))
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, texture_id)
gl.glActiveTexture(self.texture_unit)
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, self.texture_id)
def __exit__(self, *a):
gl.glBindTexture(gl.GL_TEXTURE_2D_ARRAY, 0)
def display_layer(self, num=None):
if num is None:
buf = self.current_layer_buffer
else:
buf = self.previous_layers[num]
display_bitmap(buf, self.width, self.height)
class ShaderProgram:
""" Helper class for using GLSL shader programs """
@ -101,7 +133,6 @@ class ShaderProgram:
"""
self.program_id = gl.glCreateProgram()
self.texture_id = None
self.is_active = False
vs_id = self.add_shader(vertex, gl.GL_VERTEX_SHADER)
gl.glAttachShader(self.program_id, vs_id)
@ -120,6 +151,7 @@ class ShaderProgram:
gl.glDeleteShader(frag_id)
self.vao_id = gl.glGenVertexArrays(1)
self.attribute_buffers = {}
self.sprites = Sprites()
def __hash__(self) -> int:
return self.program_id
@ -158,43 +190,16 @@ class ShaderProgram:
def __enter__(self):
gl.glUseProgram(self.program_id)
gl.glBindVertexArray(self.vao_id)
gl.glUniform1i(self.uniform_location('sprites'), self.sprites.sampler_num)
self.sprites.__enter__()
self.is_active = True
if self.texture_id is not None:
gl.glBindTexture(gl.GL_TEXTURE_2D, self.texture_id)
gl.glActiveTexture(gl.GL_TEXTURE0)
gl.glUniform1i(self.texture_var, 0) # 0 because using GL_TEXTURE0
def __exit__(self, *args):
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
gl.glBindVertexArray(0)
gl.glUseProgram(0)
self.sprites.__exit__(*args)
self.is_active = False
def set_2d_texture(self, var_name, data, width, height, data_type='red',
min_filter=gl.GL_LINEAR, mag_filter=gl.GL_LINEAR,
swrap=gl.GL_CLAMP_TO_EDGE, twrap=gl.GL_CLAMP_TO_EDGE):
if not self.is_active:
raise RuntimeError('The program must be active before you can add buffers')
if self.texture_id is not None:
gl.glDeleteTextures([self.texture_id])
texture_id = self.texture_id = gl.glGenTextures(1)
self.texture_var = self.uniform_location(var_name)
gl.glBindTexture(gl.GL_TEXTURE_2D, texture_id)
gl.glPixelStorei(gl.GL_UNPACK_ALIGNMENT, 1 if data_type == 'red' else 4)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, min_filter)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, mag_filter)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_S, swrap)
gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_WRAP_T, twrap)
internal_format, external_format = {
'rgba': (gl.GL_RGBA8, gl.GL_RGBA),
'rgb': (gl.GL_RGB8, gl.GL_RGB),
'red': (gl.GL_R8, gl.GL_RED),
}[data_type]
gl.glTexImage2D(gl.GL_TEXTURE_2D, 0, internal_format, width, height,
0, external_format, gl.GL_UNSIGNED_BYTE, data)
gl.glBindTexture(gl.GL_TEXTURE_2D, 0)
return texture_id
def set_attribute_data(self, attribute_name, data, items_per_attribute_value=2, divisor=None, normalize=False):
if not self.is_active:
raise RuntimeError('The program must be active before you can add buffers')
@ -217,7 +222,3 @@ class ShaderProgram:
)
if divisor is not None:
gl.glVertexBindingDivisor(loc, divisor)
def array(*args, dtype=gl.GLfloat):
return (dtype * len(args))(*args)