Mercurial > touhou
annotate pytouhou/ui/renderer.pyx @ 508:1bc014f9d572
Make GameRunner entirely independent of Window or GameRenderer, so we can run a game without display.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 19 Nov 2013 14:19:14 +0100 |
parents | bfea9e9a6845 |
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rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 from libc.stdlib cimport malloc, free |
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16 from libc.string cimport memset |
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17 from os.path import join |
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18 |
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19 from pytouhou.lib.opengl cimport \ |
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20 (glVertexPointer, glTexCoordPointer, glColorPointer, |
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21 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, |
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22 glBindTexture, glDrawElements, glBindBuffer, glBufferData, |
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23 GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, |
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24 GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA, |
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO, GL_TEXTURE_2D, GL_TRIANGLES, |
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26 glGenBuffers, glBindFramebuffer, glViewport, glDeleteBuffers, |
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27 glGenTextures, glTexParameteri, glTexImage2D, glGenRenderbuffers, |
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28 glBindRenderbuffer, glRenderbufferStorage, glGenFramebuffers, |
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29 glFramebufferTexture2D, glFramebufferRenderbuffer, |
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30 glCheckFramebufferStatus, GL_FRAMEBUFFER, GL_TEXTURE_MIN_FILTER, |
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31 GL_LINEAR, GL_TEXTURE_MAG_FILTER, GL_RGBA, GL_RENDERBUFFER, |
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32 GL_DEPTH_COMPONENT, GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, |
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33 GL_FRAMEBUFFER_COMPLETE, glClear, GL_COLOR_BUFFER_BIT, |
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34 GL_DEPTH_BUFFER_BIT, GLuint, glDeleteTextures) |
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35 |
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36 from pytouhou.lib.sdl import SDLError |
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37 |
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38 from pytouhou.game.element cimport Element |
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39 from .sprite cimport get_sprite_rendering_data |
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40 |
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41 from pytouhou.utils.helpers import get_logger |
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42 |
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43 logger = get_logger(__name__) |
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44 |
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45 |
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46 cdef class Texture: |
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47 def __cinit__(self, GLuint texture, Renderer renderer): |
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48 self.texture = texture |
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49 for i in xrange(2): |
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50 renderer.indices[texture][i] = self.indices[i] |
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51 |
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52 def __dealloc__(self): |
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53 glDeleteTextures(1, &self.texture) |
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54 |
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55 |
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56 cdef long find_objects(Renderer self, object elements) except -1: |
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57 # Don’t type element as Element, or else the overriding of objects won’t work. |
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58 cdef Element obj |
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59 cdef long i = 0 |
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60 for element in elements: |
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61 for obj in element.objects: |
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62 sprite = obj.sprite |
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63 if sprite and sprite.visible: |
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64 # warning: no reference is preserved on the object—assuming the object will not die accidentally |
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65 self.elements[i] = <PyObject*>obj |
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66 i += 1 |
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67 if i >= 640*3-4: |
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68 return i |
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69 return i |
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70 |
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71 |
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72 cdef class Renderer: |
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73 def __dealloc__(self): |
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74 if not self.use_fixed_pipeline: |
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75 glDeleteBuffers(1, &self.framebuffer_vbo) |
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76 glDeleteBuffers(1, &self.vbo) |
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77 |
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78 |
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79 def __init__(self, resource_loader): |
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80 self.texture_manager = TextureManager(resource_loader, self, Texture) |
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81 font_name = join(resource_loader.game_dir, 'font.ttf') |
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82 try: |
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83 self.font_manager = FontManager(font_name, 16, self, Texture) |
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84 except SDLError: |
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85 self.font_manager = None |
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86 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name) |
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87 |
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88 if not self.use_fixed_pipeline: |
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89 glGenBuffers(1, &self.vbo) |
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90 glGenBuffers(1, &self.framebuffer_vbo) |
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91 |
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92 |
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93 cdef void render_elements(self, elements): |
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94 cdef int key |
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95 cdef int x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, ox, oy |
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96 cdef float left, right, bottom, top |
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97 cdef unsigned char r, g, b, a |
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98 |
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99 nb_elements = find_objects(self, elements) |
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100 if not nb_elements: |
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101 return |
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102 |
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103 nb_vertices = 0 |
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104 memset(self.last_indices, 0, sizeof(self.last_indices)) |
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105 |
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106 for element_idx in xrange(nb_elements): |
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107 element = <object>self.elements[element_idx] |
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108 sprite = element.sprite |
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109 ox, oy = element.x, element.y |
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110 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
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111 |
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112 blendfunc = key & 1 |
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113 texture = key >> 1 |
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114 |
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115 rec = self.indices[texture][blendfunc] |
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116 next_indice = self.last_indices[key] |
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117 |
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118 # Pack data in buffer |
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119 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices |
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120 left, right, bottom, top = uvs |
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121 r, g, b, a = colors |
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122 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a) |
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123 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a) |
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124 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a) |
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125 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a) |
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126 |
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127 # Add indices |
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128 rec[next_indice] = nb_vertices |
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129 rec[next_indice+1] = nb_vertices + 1 |
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130 rec[next_indice+2] = nb_vertices + 2 |
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131 rec[next_indice+3] = nb_vertices + 2 |
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132 rec[next_indice+4] = nb_vertices + 3 |
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133 rec[next_indice+5] = nb_vertices |
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134 self.last_indices[key] += 6 |
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135 |
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136 nb_vertices += 4 |
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137 |
395
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138 if self.use_fixed_pipeline: |
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139 glVertexPointer(3, GL_INT, sizeof(Vertex), &self.vertex_buffer[0].x) |
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140 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) |
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141 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) |
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142 else: |
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143 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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144 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW) |
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145 |
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146 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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147 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0) |
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148 glEnableVertexAttribArray(0) |
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149 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) |
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150 glEnableVertexAttribArray(1) |
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151 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) |
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152 glEnableVertexAttribArray(2) |
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153 |
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154 # Don’t change the state when it’s not needed. |
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155 previous_blendfunc = -1 |
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156 previous_texture = -1 |
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157 |
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158 for key in xrange(2 * MAX_TEXTURES): |
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159 nb_indices = self.last_indices[key] |
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160 if not nb_indices: |
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161 continue |
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162 |
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163 blendfunc = key & 1 |
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164 texture = key >> 1 |
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165 |
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166 if blendfunc != previous_blendfunc: |
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167 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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168 if texture != previous_texture: |
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169 glBindTexture(GL_TEXTURE_2D, texture) |
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170 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[texture][blendfunc]) |
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171 |
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172 previous_blendfunc = blendfunc |
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173 previous_texture = texture |
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174 |
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175 glBindTexture(GL_TEXTURE_2D, 0) |
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176 |
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177 if not self.use_fixed_pipeline: |
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178 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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179 |
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180 |
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181 cdef void render_quads(self, rects, colors, GLuint texture): |
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182 # There is nothing that batch more than two quads on the same texture, currently. |
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183 cdef Vertex buf[8] |
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184 cdef unsigned short indices[12] |
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185 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] |
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186 |
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187 length = len(rects) |
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188 assert length == len(colors) |
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189 |
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190 for i, r in enumerate(rects): |
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191 c1, c2, c3, c4 = colors[i] |
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192 |
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193 buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, c1.r, c1.g, c1.b, c1.a) |
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194 buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 1, 0, c2.r, c2.g, c2.b, c2.a) |
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195 buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 1, 1, c3.r, c3.g, c3.b, c3.a) |
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196 buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) |
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197 |
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198 if self.use_fixed_pipeline: |
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199 glVertexPointer(3, GL_INT, sizeof(Vertex), &buf[0].x) |
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200 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &buf[0].u) |
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201 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &buf[0].r) |
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202 else: |
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203 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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204 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW) |
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205 |
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206 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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207 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0) |
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208 glEnableVertexAttribArray(0) |
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209 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) |
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210 glEnableVertexAttribArray(1) |
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211 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) |
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212 glEnableVertexAttribArray(2) |
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213 |
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214 glBindTexture(GL_TEXTURE_2D, texture) |
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215 glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices) |
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216 |
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217 if not self.use_fixed_pipeline: |
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218 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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219 |
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220 |
503
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221 cdef void render_framebuffer(self, Framebuffer fb): |
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222 cdef PassthroughVertex[4] buf |
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223 cdef unsigned short indices[6] |
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224 indices[:] = [0, 1, 2, 2, 3, 0] |
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225 |
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226 assert not self.use_fixed_pipeline |
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227 |
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228 glBindFramebuffer(GL_FRAMEBUFFER, 0) |
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229 glViewport(self.x, self.y, self.width, self.height) |
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230 glBlendFunc(GL_ONE, GL_ZERO) |
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231 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) |
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232 |
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233 glBindBuffer(GL_ARRAY_BUFFER, self.framebuffer_vbo) |
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234 |
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235 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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236 glVertexAttribPointer(0, 2, GL_INT, False, sizeof(PassthroughVertex), <void*>0) |
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237 glEnableVertexAttribArray(0) |
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238 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>8) |
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239 glEnableVertexAttribArray(1) |
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240 |
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241 buf[0] = PassthroughVertex(fb.x, fb.y, 0, 1) |
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242 buf[1] = PassthroughVertex(fb.x + fb.width, fb.y, 1, 1) |
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243 buf[2] = PassthroughVertex(fb.x + fb.width, fb.y + fb.height, 1, 0) |
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244 buf[3] = PassthroughVertex(fb.x, fb.y + fb.height, 0, 0) |
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245 glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PassthroughVertex), buf, GL_DYNAMIC_DRAW) |
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246 |
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247 glBindTexture(GL_TEXTURE_2D, fb.texture) |
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248 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices) |
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249 glBindTexture(GL_TEXTURE_2D, 0) |
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250 |
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251 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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252 |
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253 |
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254 cdef class Framebuffer: |
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255 def __init__(self, int x, int y, int width, int height): |
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256 self.x = x |
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257 self.y = y |
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258 self.width = width |
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259 self.height = height |
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260 |
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261 glGenTextures(1, &self.texture) |
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262 glBindTexture(GL_TEXTURE_2D, self.texture) |
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263 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) |
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264 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) |
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265 glTexImage2D(GL_TEXTURE_2D, 0, |
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266 GL_RGBA, |
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267 width, height, |
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268 0, |
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269 GL_RGBA, GL_UNSIGNED_BYTE, |
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270 NULL) |
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271 glBindTexture(GL_TEXTURE_2D, 0) |
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272 |
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273 glGenRenderbuffers(1, &self.rbo) |
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274 glBindRenderbuffer(GL_RENDERBUFFER, self.rbo) |
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275 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height) |
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276 glBindRenderbuffer(GL_RENDERBUFFER, 0) |
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277 |
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278 glGenFramebuffers(1, &self.fbo) |
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279 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo) |
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280 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.texture, 0) |
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281 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, self.rbo) |
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282 assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE |
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283 glBindFramebuffer(GL_FRAMEBUFFER, 0) |
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284 |
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285 cpdef bind(self): |
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286 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo) |