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# Copyright (c) 2021, NVIDIA CORPORATION & AFFILIATES. All rights reserved.
#
# NVIDIA CORPORATION and its licensors retain all intellectual property
# and proprietary rights in and to this software, related documentation
# and any modifications thereto. Any use, reproduction, disclosure or
# distribution of this software and related documentation without an express
# license agreement from NVIDIA CORPORATION is strictly prohibited.
import time
import glfw
import OpenGL.GL as gl
from . import gl_utils
#----------------------------------------------------------------------------
class GlfwWindow: # pylint: disable=too-many-public-methods
def __init__(self, *, title='GlfwWindow', window_width=1920, window_height=1080, deferred_show=True, close_on_esc=True):
self._glfw_window = None
self._drawing_frame = False
self._frame_start_time = None
self._frame_delta = 0
self._fps_limit = None
self._vsync = None
self._skip_frames = 0
self._deferred_show = deferred_show
self._close_on_esc = close_on_esc
self._esc_pressed = False
self._drag_and_drop_paths = None
self._capture_next_frame = False
self._captured_frame = None
# Create window.
glfw.init()
glfw.window_hint(glfw.VISIBLE, False)
self._glfw_window = glfw.create_window(width=window_width, height=window_height, title=title, monitor=None, share=None)
self._attach_glfw_callbacks()
self.make_context_current()
# Adjust window.
self.set_vsync(False)
self.set_window_size(window_width, window_height)
if not self._deferred_show:
glfw.show_window(self._glfw_window)
def close(self):
if self._drawing_frame:
self.end_frame()
if self._glfw_window is not None:
glfw.destroy_window(self._glfw_window)
self._glfw_window = None
#glfw.terminate() # Commented out to play it nice with other glfw clients.
def __del__(self):
try:
self.close()
except:
pass
@property
def window_width(self):
return self.content_width
@property
def window_height(self):
return self.content_height + self.title_bar_height
@property
def content_width(self):
width, _height = glfw.get_window_size(self._glfw_window)
return width
@property
def content_height(self):
_width, height = glfw.get_window_size(self._glfw_window)
return height
@property
def title_bar_height(self):
_left, top, _right, _bottom = glfw.get_window_frame_size(self._glfw_window)
return top
@property
def monitor_width(self):
_, _, width, _height = glfw.get_monitor_workarea(glfw.get_primary_monitor())
return width
@property
def monitor_height(self):
_, _, _width, height = glfw.get_monitor_workarea(glfw.get_primary_monitor())
return height
@property
def frame_delta(self):
return self._frame_delta
def set_title(self, title):
glfw.set_window_title(self._glfw_window, title)
def set_window_size(self, width, height):
width = min(width, self.monitor_width)
height = min(height, self.monitor_height)
glfw.set_window_size(self._glfw_window, width, max(height - self.title_bar_height, 0))
if width == self.monitor_width and height == self.monitor_height:
self.maximize()
def set_content_size(self, width, height):
self.set_window_size(width, height + self.title_bar_height)
def maximize(self):
glfw.maximize_window(self._glfw_window)
def set_position(self, x, y):
glfw.set_window_pos(self._glfw_window, x, y + self.title_bar_height)
def center(self):
self.set_position((self.monitor_width - self.window_width) // 2, (self.monitor_height - self.window_height) // 2)
def set_vsync(self, vsync):
vsync = bool(vsync)
if vsync != self._vsync:
glfw.swap_interval(1 if vsync else 0)
self._vsync = vsync
def set_fps_limit(self, fps_limit):
self._fps_limit = int(fps_limit)
def should_close(self):
return glfw.window_should_close(self._glfw_window) or (self._close_on_esc and self._esc_pressed)
def skip_frame(self):
self.skip_frames(1)
def skip_frames(self, num): # Do not update window for the next N frames.
self._skip_frames = max(self._skip_frames, int(num))
def is_skipping_frames(self):
return self._skip_frames > 0
def capture_next_frame(self):
self._capture_next_frame = True
def pop_captured_frame(self):
frame = self._captured_frame
self._captured_frame = None
return frame
def pop_drag_and_drop_paths(self):
paths = self._drag_and_drop_paths
self._drag_and_drop_paths = None
return paths
def draw_frame(self): # To be overridden by subclass.
self.begin_frame()
# Rendering code goes here.
self.end_frame()
def make_context_current(self):
if self._glfw_window is not None:
glfw.make_context_current(self._glfw_window)
def begin_frame(self):
# End previous frame.
if self._drawing_frame:
self.end_frame()
# Apply FPS limit.
if self._frame_start_time is not None and self._fps_limit is not None:
delay = self._frame_start_time - time.perf_counter() + 1 / self._fps_limit
if delay > 0:
time.sleep(delay)
cur_time = time.perf_counter()
if self._frame_start_time is not None:
self._frame_delta = cur_time - self._frame_start_time
self._frame_start_time = cur_time
# Process events.
glfw.poll_events()
# Begin frame.
self._drawing_frame = True
self.make_context_current()
# Initialize GL state.
gl.glViewport(0, 0, self.content_width, self.content_height)
gl.glMatrixMode(gl.GL_PROJECTION)
gl.glLoadIdentity()
gl.glTranslate(-1, 1, 0)
gl.glScale(2 / max(self.content_width, 1), -2 / max(self.content_height, 1), 1)
gl.glMatrixMode(gl.GL_MODELVIEW)
gl.glLoadIdentity()
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA) # Pre-multiplied alpha.
# Clear.
gl.glClearColor(0, 0, 0, 1)
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
def end_frame(self):
assert self._drawing_frame
self._drawing_frame = False
# Skip frames if requested.
if self._skip_frames > 0:
self._skip_frames -= 1
return
# Capture frame if requested.
if self._capture_next_frame:
self._captured_frame = gl_utils.read_pixels(self.content_width, self.content_height)
self._capture_next_frame = False
# Update window.
if self._deferred_show:
glfw.show_window(self._glfw_window)
self._deferred_show = False
glfw.swap_buffers(self._glfw_window)
def _attach_glfw_callbacks(self):
glfw.set_key_callback(self._glfw_window, self._glfw_key_callback)
glfw.set_drop_callback(self._glfw_window, self._glfw_drop_callback)
def _glfw_key_callback(self, _window, key, _scancode, action, _mods):
if action == glfw.PRESS and key == glfw.KEY_ESCAPE:
self._esc_pressed = True
def _glfw_drop_callback(self, _window, paths):
self._drag_and_drop_paths = paths
#----------------------------------------------------------------------------
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