Mercurial > touhou
annotate pytouhou/ui/opengl/backend.pyx @ 592:19d930f9e3f0
Add the screenshot feature, using P or Home like the original game.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 23 Apr 2014 19:19:32 +0200 |
parents | e15672733c93 |
children | 974decb8df4f |
rev | line source |
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589
0768122da817
Add a frameskip option, and use swap interval to implement it.
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parents:
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1 from pytouhou.lib import sdl |
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2 from pytouhou.lib cimport sdl |
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3 from pytouhou.lib.sdl cimport Window |
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4 |
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5 from pytouhou.lib.opengl cimport \ |
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6 (glEnable, glHint, glEnableClientState, GL_TEXTURE_2D, GL_BLEND, |
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7 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
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Add grouping for OpenGL calls, making traces much more readable.
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8 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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9 glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, |
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10 epoxy_gl_version, epoxy_is_desktop_gl, epoxy_has_gl_extension, |
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11 GL_PRIMITIVE_RESTART, glPrimitiveRestartIndex, glPixelStorei, |
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12 GL_PACK_INVERT_MESA) |
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13 |
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14 |
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15 GameRenderer = None |
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16 |
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17 |
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18 def init(options): |
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19 ''' |
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20 Initialize the OpenGL module, and raise if something bad prevents it from |
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21 working. |
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22 ''' |
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23 |
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24 global profile, major, minor, double_buffer, is_legacy, GameRenderer |
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25 |
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26 flavor = options['flavor'] |
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27 assert flavor in ('core', 'es', 'compatibility', 'legacy') |
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28 profile = (sdl.GL_CONTEXT_PROFILE_CORE if flavor == 'core' else |
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29 sdl.GL_CONTEXT_PROFILE_ES if flavor == 'es' else |
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30 sdl.GL_CONTEXT_PROFILE_COMPATIBILITY) |
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31 |
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32 version = str(options['version']) |
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33 assert len(version) == 3 and version[1] == '.' |
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34 major = int(version[0]) |
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35 minor = int(version[2]) |
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36 |
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37 maybe_double_buffer = options['double-buffer'] |
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parents:
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38 double_buffer = maybe_double_buffer if maybe_double_buffer is not None else -1 |
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parents:
553
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39 |
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40 is_legacy = flavor == 'legacy' |
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41 is_gles = flavor == 'es' |
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42 |
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43 #TODO: check for framebuffer/renderbuffer support. |
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44 |
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45 from pytouhou.ui.opengl.gamerenderer import GameRenderer |
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46 |
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47 |
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48 def discover_features(): |
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49 '''Discover which features are supported by our context.''' |
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50 |
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51 global use_debug_group, use_vao, use_primitive_restart, use_pack_invert, shader_header |
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52 |
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53 version = epoxy_gl_version() |
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54 is_desktop = epoxy_is_desktop_gl() |
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55 |
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56 use_debug_group = (is_desktop and version >= 43) or epoxy_has_gl_extension('GL_KHR_debug') |
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parents:
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57 use_vao = (is_desktop and version >= 30) or epoxy_has_gl_extension('GL_ARB_vertex_array_object') |
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58 use_primitive_restart = (is_desktop and version >= 31) |
587
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59 use_framebuffer_blit = (is_desktop and version >= 30) |
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60 use_pack_invert = epoxy_has_gl_extension('GL_MESA_pack_invert') |
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61 |
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62 if is_desktop: |
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63 # gl_FragColor isn’t supported anymore starting with GLSL 4.2. |
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64 if version >= 42: |
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65 version = 41 |
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66 try: |
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67 glsl_version = {20: 110, 21: 120, 30: 130, 31: 140, 32: 150}[version] |
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68 except KeyError: |
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69 assert version >= 33 |
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70 glsl_version = version * 10 |
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71 shader_header = ('#version %d\n\n' % glsl_version).encode() |
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72 else: |
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73 # The attribute keyword isn’t supported past GLSL ES 3.0. |
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74 if version >= 30: |
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75 version = 20 |
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76 glsl_version = {20: '100', 30: '300 es'}[version] |
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77 shader_header = ('#version %s\n\nprecision highp float;\n\n' % glsl_version).encode() |
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78 |
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79 |
589
0768122da817
Add a frameskip option, and use swap interval to implement it.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
587
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80 def create_window(title, x, y, width, height, swap_interval): |
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81 '''Create a window (using SDL) and an OpenGL context.''' |
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82 |
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83 sdl.gl_set_attribute(sdl.GL_CONTEXT_PROFILE_MASK, profile) |
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84 sdl.gl_set_attribute(sdl.GL_CONTEXT_MAJOR_VERSION, major) |
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85 sdl.gl_set_attribute(sdl.GL_CONTEXT_MINOR_VERSION, minor) |
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86 sdl.gl_set_attribute(sdl.GL_DEPTH_SIZE, 24) |
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87 if double_buffer >= 0: |
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parents:
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88 sdl.gl_set_attribute(sdl.GL_DOUBLEBUFFER, double_buffer) |
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89 |
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90 flags = sdl.WINDOW_SHOWN | sdl.WINDOW_OPENGL |
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91 |
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92 #TODO: legacy can support one of the framebuffer extensions. |
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93 if not is_legacy: |
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94 flags |= sdl.WINDOW_RESIZABLE |
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95 |
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96 window = Window(title, x, y, width, height, flags) |
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97 window.gl_create_context() |
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98 |
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99 discover_features() |
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parents:
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100 |
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101 if use_debug_group: |
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102 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "OpenGL initialisation") |
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103 |
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104 # Initialize OpenGL |
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105 glEnable(GL_BLEND) |
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106 if is_legacy: |
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107 glEnable(GL_TEXTURE_2D) |
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108 glHint(GL_FOG_HINT, GL_NICEST) |
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109 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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110 glEnableClientState(GL_COLOR_ARRAY) |
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111 glEnableClientState(GL_VERTEX_ARRAY) |
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112 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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113 |
585
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114 if use_primitive_restart: |
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115 glEnable(GL_PRIMITIVE_RESTART) |
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116 glPrimitiveRestartIndex(0xFFFF); |
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117 |
592
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118 if use_pack_invert: |
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119 glPixelStorei(GL_PACK_INVERT_MESA, True) |
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120 |
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121 if use_debug_group: |
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122 glPopDebugGroup() |
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123 |
589
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124 if swap_interval is not None: |
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125 try: |
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126 sdl.gl_set_swap_interval(swap_interval) |
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127 except sdl.SDLError: |
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128 pass |
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129 |
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130 return window |