annotate pytouhou/ui/renderer.pyx @ 510:64a72df88de5

Make Window able to not initialise OpenGL.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 05 Dec 2013 01:40:31 +0100
parents bfea9e9a6845
children
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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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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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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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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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parents: 435
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119 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices
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parents: 435
diff changeset
120 left, right, bottom, top = uvs
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parents: 435
diff changeset
121 r, g, b, a = colors
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parents: 435
diff changeset
122 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a)
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parents: 435
diff changeset
123 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a)
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parents: 435
diff changeset
124 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a)
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parents: 435
diff changeset
125 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a)
222
5cac48b328ad Refactor rendering code a bit.
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parents:
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126
449
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parents: 435
diff changeset
127 # Add indices
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parents: 435
diff changeset
128 rec[next_indice] = nb_vertices
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parents: 435
diff changeset
129 rec[next_indice+1] = nb_vertices + 1
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parents: 435
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130 rec[next_indice+2] = nb_vertices + 2
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parents: 435
diff changeset
131 rec[next_indice+3] = nb_vertices + 2
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parents: 435
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132 rec[next_indice+4] = nb_vertices + 3
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parents: 435
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133 rec[next_indice+5] = nb_vertices
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parents: 435
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134 self.last_indices[key] += 6
222
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parents:
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135
449
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parents: 435
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136 nb_vertices += 4
222
5cac48b328ad Refactor rendering code a bit.
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parents:
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137
395
43413d4ff05b Don’t change the vertex attributes for each texture.
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parents: 394
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138 if self.use_fixed_pipeline:
423
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parents: 412
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139 glVertexPointer(3, GL_INT, sizeof(Vertex), &self.vertex_buffer[0].x)
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parents: 412
diff changeset
140 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u)
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parents: 412
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141 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r)
395
43413d4ff05b Don’t change the vertex attributes for each texture.
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parents: 394
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142 else:
396
34a91f918e7c Use Buffer Objects instead of host pointers.
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parents: 395
diff changeset
143 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
423
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parents: 412
diff changeset
144 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW)
396
34a91f918e7c Use Buffer Objects instead of host pointers.
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parents: 395
diff changeset
145
34a91f918e7c Use Buffer Objects instead of host pointers.
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parents: 395
diff changeset
146 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 412
diff changeset
147 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0)
395
43413d4ff05b Don’t change the vertex attributes for each texture.
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parents: 394
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148 glEnableVertexAttribArray(0)
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 412
diff changeset
149 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12)
395
43413d4ff05b Don’t change the vertex attributes for each texture.
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parents: 394
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150 glEnableVertexAttribArray(1)
423
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parents: 412
diff changeset
151 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20)
395
43413d4ff05b Don’t change the vertex attributes for each texture.
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parents: 394
diff changeset
152 glEnableVertexAttribArray(2)
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parents: 394
diff changeset
153
505
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parents: 503
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154 # Don’t change the state when it’s not needed.
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parents: 503
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155 previous_blendfunc = -1
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diff changeset
156 previous_texture = -1
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parents: 503
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157
449
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parents: 435
diff changeset
158 for key in xrange(2 * MAX_TEXTURES):
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parents: 435
diff changeset
159 nb_indices = self.last_indices[key]
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parents: 435
diff changeset
160 if not nb_indices:
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parents: 435
diff changeset
161 continue
423
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diff changeset
162
505
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diff changeset
163 blendfunc = key & 1
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diff changeset
164 texture = key >> 1
423
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diff changeset
165
505
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diff changeset
166 if blendfunc != previous_blendfunc:
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parents: 503
diff changeset
167 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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parents: 503
diff changeset
168 if texture != previous_texture:
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parents: 503
diff changeset
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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diff changeset
171
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parents: 503
diff changeset
172 previous_blendfunc = blendfunc
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diff changeset
173 previous_texture = texture
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diff changeset
174
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parents: 503
diff changeset
175 glBindTexture(GL_TEXTURE_2D, 0)
222
5cac48b328ad Refactor rendering code a bit.
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parents:
diff changeset
176
396
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parents: 395
diff changeset
177 if not self.use_fixed_pipeline:
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diff changeset
178 glBindBuffer(GL_ARRAY_BUFFER, 0)
456
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diff changeset
179
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diff changeset
180
505
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181 cdef void render_quads(self, rects, colors, GLuint texture):
456
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diff changeset
182 # There is nothing that batch more than two quads on the same texture, currently.
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diff changeset
183 cdef Vertex buf[8]
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diff changeset
184 cdef unsigned short indices[12]
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diff changeset
185 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4]
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diff changeset
186
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diff changeset
187 length = len(rects)
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diff changeset
188 assert length == len(colors)
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diff changeset
189
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diff changeset
190 for i, r in enumerate(rects):
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diff changeset
191 c1, c2, c3, c4 = colors[i]
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diff changeset
192
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diff changeset
193 buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, c1.r, c1.g, c1.b, c1.a)
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diff changeset
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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diff changeset
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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diff changeset
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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diff changeset
197
461
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diff changeset
198 if self.use_fixed_pipeline:
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diff changeset
199 glVertexPointer(3, GL_INT, sizeof(Vertex), &buf[0].x)
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parents: 456
diff changeset
200 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &buf[0].u)
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parents: 456
diff changeset
201 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &buf[0].r)
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parents: 456
diff changeset
202 else:
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parents: 456
diff changeset
203 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
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parents: 456
diff changeset
204 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW)
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parents: 456
diff changeset
205
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parents: 456
diff changeset
206 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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parents: 456
diff changeset
207 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0)
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parents: 456
diff changeset
208 glEnableVertexAttribArray(0)
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parents: 456
diff changeset
209 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12)
6af3854ed826 Make NativeText work with the fixed pipeline.
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parents: 456
diff changeset
210 glEnableVertexAttribArray(1)
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parents: 456
diff changeset
211 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20)
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parents: 456
diff changeset
212 glEnableVertexAttribArray(2)
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parents: 456
diff changeset
213
456
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parents: 449
diff changeset
214 glBindTexture(GL_TEXTURE_2D, texture)
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parents: 449
diff changeset
215 glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices)
461
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parents: 456
diff changeset
216
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parents: 456
diff changeset
217 if not self.use_fixed_pipeline:
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parents: 456
diff changeset
218 glBindBuffer(GL_ARRAY_BUFFER, 0)
462
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
219
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
220
503
c622eaf64428 Optimize GameRunner some more, fix replay, and remove Window dependency in Renderer.
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parents: 468
diff changeset
221 cdef void render_framebuffer(self, Framebuffer fb):
462
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
222 cdef PassthroughVertex[4] buf
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parents: 461
diff changeset
223 cdef unsigned short indices[6]
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parents: 461
diff changeset
224 indices[:] = [0, 1, 2, 2, 3, 0]
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parents: 461
diff changeset
225
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parents: 461
diff changeset
226 assert not self.use_fixed_pipeline
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parents: 461
diff changeset
227
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
228 glBindFramebuffer(GL_FRAMEBUFFER, 0)
503
c622eaf64428 Optimize GameRunner some more, fix replay, and remove Window dependency in Renderer.
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parents: 468
diff changeset
229 glViewport(self.x, self.y, self.width, self.height)
462
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
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)