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>
date Fri, 30 May 2014 16:40:36 +0200
parents 94725968dabb
children c759b97f4f81
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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
519
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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
519
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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)