Start work on using instanced rendering for cells

This commit is contained in:
Kovid Goyal
2016-10-28 09:24:13 +05:30
parent 5791700de7
commit 65e2f6fa09

View File

@@ -11,32 +11,98 @@ from kitty.fonts import set_font_family, cell_size
textured_shaders = (
'''\
in vec2 vertex;
in vec3 texture_position;
out vec3 texture_position_for_fs;
uniform uvec2 dimensions; // xnum, ynum
uniform vec4 steps; // xstart, ystart, dx, dy
out vec4 color;
const uvec2 pos_map[] = uvec2[6](
uvec2(1, 0), // right, top
uvec2(1, 1), // right, bottom
uvec2(0, 1), // left, bottom
uvec2(1, 0), // right, top,
uvec2(0, 1), // left, bottom,
uvec2(0, 0) // left, top
);
void main() {
gl_Position = vec4(vertex, 0, 1);
texture_position_for_fs = texture_position;
uint r = uint(gl_InstanceID) / dimensions[0];
uint c = uint(gl_InstanceID) - r * dimensions[0];
float left = steps[0] + c * steps[2];
float top = steps[1] - r * steps[3];
vec2 xpos = vec2(left, left + steps[2]);
vec2 ypos = vec2(top, top - steps[3]);
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
color = vec4(mod(gl_InstanceID, 2), 1, 1, 1);
}
''',
'''\
uniform sampler2DArray sprites;
uniform vec3 sprite_scale;
in vec3 texture_position_for_fs;
in vec4 color;
out vec4 final_color;
const vec3 background = vec3(0, 0, 1);
const vec3 foreground = vec3(0, 1, 0);
void main() {
float alpha = texture(sprites, texture_position_for_fs / sprite_scale).r;
vec3 color = background * (1 - alpha) + foreground * alpha;
final_color = vec4(color, 1);
// float alpha = texture(sprites, texture_position_for_fs / sprite_scale).r;
// vec3 color = background * (1 - alpha) + foreground * alpha;
// final_color = vec4(color, 1);
final_color = color;
}
''')
def rectangle_uv(left=0, top=0, right=1, bottom=1):
return (
right, top,
right, bottom,
left, bottom,
right, top,
left, bottom,
left, top,
)
def calculate_vertices(cell_width, cell_height, screen_width, screen_height):
xnum = screen_width // cell_width
ynum = screen_height // cell_height
dx, dy = 2 * cell_width / screen_width, 2 * cell_height / screen_height
xmargin = (screen_width - (xnum * cell_width)) / screen_width
ymargin = (screen_height - (ynum * cell_height)) / screen_height
xstart = -1 + xmargin
ystart = 1 - ymargin
return xnum, ynum, xstart, ystart, dx, dy
class Renderer:
def __init__(self, w, h):
self.w, self.h = w, h
self.program = ShaderProgram(*textured_shaders)
self.sprites = Sprites()
self.do_layout()
def on_resize(self, window, w, h):
gl.glViewport(0, 0, w, h)
self.w, self.h = w, h
self.do_layout()
def do_layout(self):
# Divide into cells
cell_width, cell_height = cell_size()
self.xnum, self.ynum, self.xstart, self.ystart, self.dx, self.dy = calculate_vertices(cell_width, cell_height, self.w, self.h)
def render(self):
with self.program:
gl.glUniform2ui(self.program.uniform_location('dimensions'), self.xnum, self.ynum)
gl.glUniform4f(self.program.uniform_location('steps'), self.xstart, self.ystart, self.dx, self.dy)
gl.glDrawArraysInstanced(gl.GL_TRIANGLES, 0, 6, self.xnum * self.ynum)
# window setup {{{
def key_callback(key, action):
""" Sample keyboard callback function """
print('Key: %s Action: %s pressed' % (key, action))
@@ -52,67 +118,6 @@ def gl_get_unicode(k):
return ans
def calculate_vertices(cell_width, cell_height, screen_width, screen_height):
xnum = screen_width // cell_width
ynum = screen_height // cell_height
vertices = (gl.GLfloat * (xnum * ynum * 12))()
dx, dy = 2 * cell_width / screen_width, 2 * cell_height / screen_height
xmargin = (screen_width - (xnum * cell_width)) / screen_width
ymargin = (screen_height - (ynum * cell_height)) / screen_height
xstart = -1 + xmargin
ystart = 1 - ymargin
vmap = {}
for r in range(ynum):
aoff = r * xnum * 12
top = ystart - r * dy
for c in range(xnum):
left = xstart + c * dx
off = aoff + c * 12
vertices[off:off + 12] = vmap[(r, c)] = rectangle_vertices(left=left, top=top, right=left + dx, bottom=top - dy)
return vertices, xnum, ynum, vmap
class Renderer:
def __init__(self, w, h):
self.w, self.h = w, h
self.program = ShaderProgram(*textured_shaders)
self.sprites = Sprites()
chars = '0123456789'
sprite_vecs = (s[0] for s in self.sprites.positions_for(((x, False, False) for x in chars)))
self.sprite_map = {i: v for i, v in enumerate(sprite_vecs)}
self.do_layout()
def on_resize(self, window, w, h):
gl.glViewport(0, 0, w, h)
self.w, self.h = w, h
self.do_layout()
def do_layout(self):
# Divide into cells
cell_width, cell_height = cell_size()
vertices, xnum, ynum = calculate_vertices(cell_width, cell_height, self.w, self.h)[:3]
uv = (gl.GLfloat * (xnum * ynum * 18))()
num = 0
for r in range(ynum):
uoff = r * xnum * 18
for c in range(xnum):
sprite_pos = self.sprite_map[num % 10]
off = uoff + c * 18
uv[off:off + 18] = rectangle_uv(*sprite_pos)
num += 1
with self.program:
self.program.set_attribute_data('vertex', vertices)
self.program.set_attribute_data('texture_position', uv, items_per_attribute_value=3)
self.num_vertices = len(vertices) // 2
def render(self):
with self.program, self.sprites:
gl.glUniform1i(self.program.uniform_location('sprites'), self.sprites.sampler_num)
gl.glUniform3f(self.program.uniform_location('sprite_scale'), self.sprites.xnum, self.sprites.ynum, 1)
gl.glDrawArrays(gl.GL_TRIANGLES, 0, self.num_vertices)
def _main():
# These Window hints are used to specify
# which opengl version to use and other details
@@ -150,28 +155,6 @@ def _main():
glfw.glfwDestroyWindow(window)
def rectangle_vertices(left=0, top=0, right=1, bottom=1):
return (
right, top,
right, bottom,
left, bottom,
right, top,
left, bottom,
left, top
)
def rectangle_uv(left=0., top=1., right=1., bottom=0., z=0.):
return (
right, top, z,
right, bottom, z,
left, bottom, z,
right, top, z,
left, bottom, z,
left, top, z
)
def on_error(code, msg):
if isinstance(msg, bytes):
try:
@@ -190,3 +173,4 @@ def main():
_main()
finally:
glfw.glfwTerminate()
# }}}