2021-10-13 10:00:23 +00:00
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# Copyright (c) 2021, NVIDIA CORPORATION & AFFILIATES. All rights reserved.
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2021-10-07 09:55:26 +00:00
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#
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# NVIDIA CORPORATION and its licensors retain all intellectual property
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# and proprietary rights in and to this software, related documentation
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# and any modifications thereto. Any use, reproduction, disclosure or
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# distribution of this software and related documentation without an express
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# license agreement from NVIDIA CORPORATION is strictly prohibited.
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import time
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import glfw
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import OpenGL.GL as gl
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from . import gl_utils
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#----------------------------------------------------------------------------
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class GlfwWindow: # pylint: disable=too-many-public-methods
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def __init__(self, *, title='GlfwWindow', window_width=1920, window_height=1080, deferred_show=True, close_on_esc=True):
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self._glfw_window = None
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self._drawing_frame = False
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self._frame_start_time = None
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self._frame_delta = 0
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self._fps_limit = None
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self._vsync = None
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self._skip_frames = 0
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self._deferred_show = deferred_show
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self._close_on_esc = close_on_esc
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self._esc_pressed = False
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self._drag_and_drop_paths = None
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self._capture_next_frame = False
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self._captured_frame = None
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# Create window.
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glfw.init()
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glfw.window_hint(glfw.VISIBLE, False)
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self._glfw_window = glfw.create_window(width=window_width, height=window_height, title=title, monitor=None, share=None)
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self._attach_glfw_callbacks()
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self.make_context_current()
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# Adjust window.
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self.set_vsync(False)
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self.set_window_size(window_width, window_height)
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if not self._deferred_show:
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glfw.show_window(self._glfw_window)
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def close(self):
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if self._drawing_frame:
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self.end_frame()
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if self._glfw_window is not None:
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glfw.destroy_window(self._glfw_window)
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self._glfw_window = None
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#glfw.terminate() # Commented out to play it nice with other glfw clients.
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def __del__(self):
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try:
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self.close()
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except:
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pass
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@property
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def window_width(self):
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return self.content_width
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@property
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def window_height(self):
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return self.content_height + self.title_bar_height
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@property
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def content_width(self):
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width, _height = glfw.get_window_size(self._glfw_window)
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return width
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@property
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def content_height(self):
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_width, height = glfw.get_window_size(self._glfw_window)
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return height
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@property
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def title_bar_height(self):
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_left, top, _right, _bottom = glfw.get_window_frame_size(self._glfw_window)
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return top
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@property
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def monitor_width(self):
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_, _, width, _height = glfw.get_monitor_workarea(glfw.get_primary_monitor())
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return width
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@property
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def monitor_height(self):
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_, _, _width, height = glfw.get_monitor_workarea(glfw.get_primary_monitor())
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return height
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@property
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def frame_delta(self):
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return self._frame_delta
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def set_title(self, title):
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glfw.set_window_title(self._glfw_window, title)
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def set_window_size(self, width, height):
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width = min(width, self.monitor_width)
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height = min(height, self.monitor_height)
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glfw.set_window_size(self._glfw_window, width, max(height - self.title_bar_height, 0))
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if width == self.monitor_width and height == self.monitor_height:
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self.maximize()
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def set_content_size(self, width, height):
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self.set_window_size(width, height + self.title_bar_height)
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def maximize(self):
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glfw.maximize_window(self._glfw_window)
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def set_position(self, x, y):
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glfw.set_window_pos(self._glfw_window, x, y + self.title_bar_height)
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def center(self):
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self.set_position((self.monitor_width - self.window_width) // 2, (self.monitor_height - self.window_height) // 2)
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def set_vsync(self, vsync):
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vsync = bool(vsync)
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if vsync != self._vsync:
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glfw.swap_interval(1 if vsync else 0)
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self._vsync = vsync
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def set_fps_limit(self, fps_limit):
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self._fps_limit = int(fps_limit)
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def should_close(self):
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return glfw.window_should_close(self._glfw_window) or (self._close_on_esc and self._esc_pressed)
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def skip_frame(self):
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self.skip_frames(1)
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def skip_frames(self, num): # Do not update window for the next N frames.
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self._skip_frames = max(self._skip_frames, int(num))
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def is_skipping_frames(self):
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return self._skip_frames > 0
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def capture_next_frame(self):
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self._capture_next_frame = True
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def pop_captured_frame(self):
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frame = self._captured_frame
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self._captured_frame = None
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return frame
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def pop_drag_and_drop_paths(self):
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paths = self._drag_and_drop_paths
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self._drag_and_drop_paths = None
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return paths
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def draw_frame(self): # To be overridden by subclass.
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self.begin_frame()
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# Rendering code goes here.
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self.end_frame()
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def make_context_current(self):
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if self._glfw_window is not None:
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glfw.make_context_current(self._glfw_window)
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def begin_frame(self):
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# End previous frame.
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if self._drawing_frame:
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self.end_frame()
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# Apply FPS limit.
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if self._frame_start_time is not None and self._fps_limit is not None:
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delay = self._frame_start_time - time.perf_counter() + 1 / self._fps_limit
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if delay > 0:
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time.sleep(delay)
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cur_time = time.perf_counter()
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if self._frame_start_time is not None:
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self._frame_delta = cur_time - self._frame_start_time
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self._frame_start_time = cur_time
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# Process events.
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glfw.poll_events()
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# Begin frame.
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self._drawing_frame = True
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self.make_context_current()
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# Initialize GL state.
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gl.glViewport(0, 0, self.content_width, self.content_height)
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gl.glMatrixMode(gl.GL_PROJECTION)
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gl.glLoadIdentity()
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gl.glTranslate(-1, 1, 0)
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gl.glScale(2 / max(self.content_width, 1), -2 / max(self.content_height, 1), 1)
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gl.glMatrixMode(gl.GL_MODELVIEW)
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gl.glLoadIdentity()
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gl.glEnable(gl.GL_BLEND)
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gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA) # Pre-multiplied alpha.
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# Clear.
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gl.glClearColor(0, 0, 0, 1)
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gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
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def end_frame(self):
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assert self._drawing_frame
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self._drawing_frame = False
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# Skip frames if requested.
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if self._skip_frames > 0:
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self._skip_frames -= 1
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return
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# Capture frame if requested.
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if self._capture_next_frame:
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self._captured_frame = gl_utils.read_pixels(self.content_width, self.content_height)
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self._capture_next_frame = False
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# Update window.
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if self._deferred_show:
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glfw.show_window(self._glfw_window)
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self._deferred_show = False
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glfw.swap_buffers(self._glfw_window)
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def _attach_glfw_callbacks(self):
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glfw.set_key_callback(self._glfw_window, self._glfw_key_callback)
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glfw.set_drop_callback(self._glfw_window, self._glfw_drop_callback)
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def _glfw_key_callback(self, _window, key, _scancode, action, _mods):
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if action == glfw.PRESS and key == glfw.KEY_ESCAPE:
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self._esc_pressed = True
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def _glfw_drop_callback(self, _window, paths):
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self._drag_and_drop_paths = paths
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#----------------------------------------------------------------------------
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