annotate pytouhou/ui/renderer.pyx @ 455:6864a38b2413

Make pytouhou.lib.sdl cimportable, and convert pytouhou.ui.window.* to extension types.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 02 Sep 2013 22:16:38 +0200
parents d56536ef28e8
children cae1ae9de430
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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
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18 from pytouhou.lib.opengl cimport \
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19 (glVertexPointer, glTexCoordPointer, glColorPointer,
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20 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc,
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21 glBindTexture, glDrawElements, glBindBuffer, glBufferData,
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22 GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE,
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23 GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA,
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24 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES,
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25 glGenBuffers)
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27 from pytouhou.game.element cimport Element
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28 from .sprite cimport get_sprite_rendering_data
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29 from .texture import TextureManager
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32 DEF MAX_ELEMENTS = 640*4*3
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34
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35 cdef long find_objects(Renderer self, object elements):
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36 # Don’t type element as Element, or else the overriding of objects won’t work.
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37 cdef Element obj
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38 cdef long i = 0
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39 for element in elements:
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40 for obj in element.objects:
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41 sprite = obj.sprite
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42 if sprite and sprite.visible:
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43 # warning: no reference is preserved on the object—assuming the object will not die accidentally
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44 self.elements[i] = <PyObject*>obj
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45 i += 1
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46 if i >= 640*3-4:
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47 return i
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48 return i
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50
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51 cdef class Renderer:
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52 def __cinit__(self):
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53 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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54
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55
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56 def __dealloc__(self):
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57 free(self.vertex_buffer)
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58
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60 def __init__(self, resource_loader):
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61 self.texture_manager = TextureManager(resource_loader, self)
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62
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63 if not self.use_fixed_pipeline:
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64 glGenBuffers(1, &self.vbo)
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67 def add_texture(self, int texture):
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68 for i in xrange(2):
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69 self.indices[i][texture] = <unsigned short*> malloc(65536 * sizeof(unsigned short))
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72 def remove_texture(self, int texture):
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73 for i in xrange(2):
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74 free(self.indices[i][texture])
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77 cpdef render_elements(self, elements):
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78 cdef int key
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79 cdef int x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, ox, oy
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80 cdef float left, right, bottom, top
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81 cdef unsigned char r, g, b, a
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82
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83 nb_vertices = 0
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84 memset(self.last_indices, 0, sizeof(self.last_indices))
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85
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86 nb_elements = find_objects(self, elements)
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87 for element_idx in xrange(nb_elements):
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88 element = <object>self.elements[element_idx]
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89 sprite = element.sprite
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90 ox, oy = element.x, element.y
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91 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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92
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93 blendfunc = key // MAX_TEXTURES
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94 texture = key % MAX_TEXTURES
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95
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96 rec = self.indices[blendfunc][texture]
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97 next_indice = self.last_indices[key]
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98
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99 # Pack data in buffer
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100 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices
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101 left, right, bottom, top = uvs
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102 r, g, b, a = colors
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103 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a)
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104 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a)
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105 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a)
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106 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a)
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107
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108 # Add indices
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109 rec[next_indice] = nb_vertices
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110 rec[next_indice+1] = nb_vertices + 1
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111 rec[next_indice+2] = nb_vertices + 2
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112 rec[next_indice+3] = nb_vertices + 2
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113 rec[next_indice+4] = nb_vertices + 3
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114 rec[next_indice+5] = nb_vertices
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115 self.last_indices[key] += 6
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116
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117 nb_vertices += 4
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118
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119 if nb_vertices == 0:
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120 return
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121
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122 if self.use_fixed_pipeline:
423
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123 glVertexPointer(3, GL_INT, sizeof(Vertex), &self.vertex_buffer[0].x)
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124 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u)
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125 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r)
395
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126 else:
396
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127 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
423
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128 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW)
396
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129
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130 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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131 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0)
395
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132 glEnableVertexAttribArray(0)
423
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133 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12)
395
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parents: 394
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134 glEnableVertexAttribArray(1)
423
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135 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20)
395
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parents: 394
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136 glEnableVertexAttribArray(2)
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137
449
d56536ef28e8 Improve render_elements’ speed a lot, and fix it in some corner cases. Thanks liori!
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parents: 435
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138 for key in xrange(2 * MAX_TEXTURES):
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parents: 435
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139 nb_indices = self.last_indices[key]
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parents: 435
diff changeset
140 if not nb_indices:
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parents: 435
diff changeset
141 continue
423
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parents: 412
diff changeset
142
449
d56536ef28e8 Improve render_elements’ speed a lot, and fix it in some corner cases. Thanks liori!
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parents: 435
diff changeset
143 blendfunc = key // MAX_TEXTURES
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parents: 435
diff changeset
144 texture = key % MAX_TEXTURES
423
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145
222
5cac48b328ad Refactor rendering code a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
146 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
426
5d7bb2fd74f7 Never keep texture on the host when it has been uploaded, and prevent them from being decoded again.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
147 glBindTexture(GL_TEXTURE_2D, texture)
449
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 435
diff changeset
148 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[blendfunc][texture])
222
5cac48b328ad Refactor rendering code a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
149
396
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parents: 395
diff changeset
150 if not self.use_fixed_pipeline:
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diff changeset
151 glBindBuffer(GL_ARRAY_BUFFER, 0)