Mercurial > touhou
annotate pytouhou/ui/opengl/background.pyx @ 559:1be60813f7cb
Get OpenGL ES 2.0 to work thanks to libepoxy. PCB textures will need swizzle in the shaders since BGRA isn’t natively supported on GLES.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 30 May 2014 16:40:36 +0200 |
parents | 94725968dabb |
children | c759b97f4f81 |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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, realloc |
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16 |
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17 from pytouhou.lib.opengl cimport \ |
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18 (glVertexPointer, glTexCoordPointer, glColorPointer, |
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19 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, |
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20 glBindTexture, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, |
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21 GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_FLOAT, GL_SRC_ALPHA, |
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22 GL_ONE_MINUS_SRC_ALPHA, GL_TEXTURE_2D, glGenBuffers, glEnable, |
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23 glDisable, GL_DEPTH_TEST, glDrawElements, GL_TRIANGLES, |
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24 GL_UNSIGNED_SHORT, GL_ELEMENT_ARRAY_BUFFER, glDeleteBuffers, |
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25 glGenVertexArrays, glDeleteVertexArrays, glBindVertexArray) |
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26 |
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27 from .sprite cimport get_sprite_rendering_data |
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28 from .backend cimport use_vao |
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29 |
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30 |
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31 cdef class BackgroundRenderer: |
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32 def __dealloc__(self): |
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33 if self.use_fixed_pipeline: |
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34 if self.vertex_buffer != NULL: |
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35 free(self.vertex_buffer) |
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36 if self.indices != NULL: |
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37 free(self.indices) |
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38 else: |
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39 glDeleteBuffers(1, &self.vbo) |
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40 glDeleteBuffers(1, &self.ibo) |
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41 |
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42 if use_vao: |
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43 glDeleteVertexArrays(1, &self.vao) |
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44 |
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45 |
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46 def __init__(self, use_fixed_pipeline): |
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47 self.use_fixed_pipeline = use_fixed_pipeline |
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48 |
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49 if not use_fixed_pipeline: |
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50 glGenBuffers(1, &self.vbo) |
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51 glGenBuffers(1, &self.ibo) |
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52 |
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53 if use_vao: |
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54 glGenVertexArrays(1, &self.vao) |
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55 |
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56 glBindVertexArray(self.vao) |
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57 self.set_state() |
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58 glBindVertexArray(0) |
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59 |
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60 |
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61 cdef void set_state(self) nogil: |
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62 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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63 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo) |
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64 |
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65 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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66 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(Vertex), <void*>0) |
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67 glEnableVertexAttribArray(0) |
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68 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) |
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69 glEnableVertexAttribArray(1) |
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70 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) |
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71 glEnableVertexAttribArray(2) |
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72 |
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73 |
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74 cdef void render_background(self): |
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75 if self.use_fixed_pipeline: |
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76 indices = self.indices |
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77 glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].x) |
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78 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) |
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79 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) |
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80 else: |
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81 indices = NULL |
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82 if use_vao: |
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83 glBindVertexArray(self.vao) |
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84 else: |
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85 self.set_state() |
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86 |
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87 glEnable(GL_DEPTH_TEST) |
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88 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
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89 glBindTexture(GL_TEXTURE_2D, self.texture) |
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90 glDrawElements(GL_TRIANGLES, self.nb_indices, GL_UNSIGNED_SHORT, indices) |
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91 glDisable(GL_DEPTH_TEST) |
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92 |
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93 if not self.use_fixed_pipeline: |
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94 if use_vao: |
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95 glBindVertexArray(0) |
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96 else: |
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97 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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98 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) |
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99 |
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100 |
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101 cdef void load(self, background, Renderer renderer): |
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102 cdef float ox, oy, oz, ox2, oy2, oz2 |
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103 cdef GLsizei nb_vertices = 0, nb_indices = 0 |
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104 |
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105 vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex)) |
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106 indices = <GLushort*> malloc(65536 * sizeof(GLushort)) |
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107 |
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108 for ox, oy, oz, model_id, model in background.object_instances: |
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109 for ox2, oy2, oz2, width_override, height_override, sprite in model: |
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110 #TODO: view frustum culling |
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111 data = get_sprite_rendering_data(sprite) |
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112 key = data.key |
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113 |
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114 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = data.pos[0], data.pos[1], data.pos[2], data.pos[3], data.pos[4], data.pos[5], data.pos[6], data.pos[7], data.pos[8], data.pos[9], data.pos[10], data.pos[11] |
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115 r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3] |
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116 |
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117 # Pack data |
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118 vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, data.left, data.bottom, r, g, b, a) |
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119 vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, data.right, data.bottom, r, g, b, a) |
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120 vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, data.right, data.top, r, g, b, a) |
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121 vertex_buffer[nb_vertices+3] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, data.left, data.top, r, g, b, a) |
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122 |
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123 # Add indices |
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124 indices[nb_indices] = nb_vertices |
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125 indices[nb_indices+1] = nb_vertices + 1 |
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126 indices[nb_indices+2] = nb_vertices + 2 |
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127 indices[nb_indices+3] = nb_vertices + 2 |
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128 indices[nb_indices+4] = nb_vertices + 3 |
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129 indices[nb_indices+5] = nb_vertices |
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130 |
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131 nb_vertices += 4 |
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132 nb_indices += 6 |
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133 |
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134 # We only need to keep the rendered vertices and indices in memory, |
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135 # either in RAM or in VRAM, they will never change until we implement |
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136 # background animation. |
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137 |
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138 self.texture = renderer.textures[key >> 1] |
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139 self.nb_indices = nb_indices |
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140 |
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141 if self.use_fixed_pipeline: |
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142 self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex)) |
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143 self.indices = <GLushort*> realloc(indices, nb_indices * sizeof(GLushort)) |
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144 else: |
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145 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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146 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), vertex_buffer, GL_STATIC_DRAW) |
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147 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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148 |
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149 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo) |
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150 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nb_indices * sizeof(GLushort), indices, GL_STATIC_DRAW) |
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151 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) |