Mercurial > touhou
annotate pytouhou/ui/opengl/renderer.pyx @ 587:6c9d8a3d853f
Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 08 Oct 2014 18:34:27 +0200 |
parents | 4b0593da29d5 |
children | e15672733c93 |
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_SHORT, GL_FLOAT, GL_SRC_ALPHA, |
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, |
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26 GL_TRIANGLE_STRIP, glGenBuffers, glDeleteBuffers, |
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27 GLuint, glDeleteTextures, glGenVertexArrays, glDeleteVertexArrays, |
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28 glBindVertexArray, glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, |
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29 glPopDebugGroup) |
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30 |
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31 from pytouhou.lib.sdl import SDLError |
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32 |
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33 from pytouhou.game.element cimport Element |
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34 from .sprite cimport get_sprite_rendering_data |
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35 from .backend cimport is_legacy, use_debug_group, use_vao, use_primitive_restart |
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36 |
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37 from pytouhou.utils.helpers import get_logger |
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38 |
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39 logger = get_logger(__name__) |
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40 |
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41 |
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42 cdef class Texture: |
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43 def __cinit__(self, GLuint texture, Renderer renderer): |
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44 self.texture = texture |
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45 |
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46 # Find an unused key in the textures array. |
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47 for key in xrange(MAX_TEXTURES): |
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48 if renderer.textures[key] == 0: |
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49 break |
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50 else: |
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51 raise MemoryError('Too many textures currently loaded, consider increasing MAX_TEXTURES (currently %d).' % MAX_TEXTURES) |
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52 |
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53 self.key = key |
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54 self.pointer = &renderer.textures[key] |
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55 self.pointer[0] = texture |
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56 for i in xrange(2): |
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57 renderer.indices[key][i] = self.indices[i] |
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58 |
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59 #XXX: keep a reference so that when __dealloc__ is called self.pointer is still valid. |
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60 self.renderer = renderer |
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61 |
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62 def __dealloc__(self): |
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63 if self.texture: |
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64 glDeleteTextures(1, &self.texture) |
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65 if self.pointer != NULL: |
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66 self.pointer[0] = 0 |
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67 # The dangling pointers in renderer.indices doesn’t matter, since we |
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68 # won’t use them if no texture is loaded in that slot. |
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69 |
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70 |
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71 cdef long find_objects(Renderer self, object elements) except -1: |
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72 # Don’t type element as Element, or else the overriding of objects won’t work. |
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73 cdef Element obj |
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74 cdef long i = 0 |
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75 for element in elements: |
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76 for obj in element.objects: |
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77 sprite = obj.sprite |
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78 if sprite and sprite.visible: |
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79 # warning: no reference is preserved on the object—assuming the object will not die accidentally |
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80 self.elements[i] = <PyObject*>obj |
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81 i += 1 |
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82 if i >= 640*3-4: |
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83 return i |
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84 return i |
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85 |
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86 |
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87 cdef class Renderer: |
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88 def __dealloc__(self): |
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89 if not is_legacy: |
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90 glDeleteBuffers(1, &self.vbo) |
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91 |
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92 if use_vao: |
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93 glDeleteVertexArrays(1, &self.vao) |
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94 |
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95 |
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96 def __init__(self, resource_loader): |
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97 self.texture_manager = TextureManager(resource_loader, self, Texture) |
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98 font_name = join(resource_loader.game_dir, 'font.ttf') |
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99 try: |
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100 self.font_manager = FontManager(font_name, 16, self, Texture) |
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101 except SDLError: |
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102 self.font_manager = None |
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103 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name) |
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104 |
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105 if not is_legacy: |
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106 if use_debug_group: |
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107 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Renderer creation") |
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108 |
423
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|
109 glGenBuffers(1, &self.vbo) |
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110 |
558
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111 if use_vao: |
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112 glGenVertexArrays(1, &self.vao) |
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|
113 glBindVertexArray(self.vao) |
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|
114 self.set_state() |
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115 |
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116 if use_debug_group: |
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117 glPopDebugGroup() |
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118 |
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119 |
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120 cdef void set_state(self) nogil: |
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121 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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122 |
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123 #TODO: find a way to use offsetof() instead of those ugly substractions. |
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124 glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) |
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125 glEnableVertexAttribArray(0) |
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126 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) |
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127 glEnableVertexAttribArray(1) |
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128 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) |
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129 glEnableVertexAttribArray(2) |
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130 |
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131 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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132 |
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133 |
468
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Add “except *” to cdef void functions, and type some more.
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134 cdef void render_elements(self, elements): |
532
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135 cdef Element element |
301
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Avoid segfaults in the unlikely case a huge number of sprites is rendered.
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136 |
505
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137 nb_elements = find_objects(self, elements) |
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138 if not nb_elements: |
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139 return |
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140 |
449
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141 nb_vertices = 0 |
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142 memset(self.last_indices, 0, sizeof(self.last_indices)) |
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143 |
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144 for element_idx in xrange(nb_elements): |
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|
145 element = <object>self.elements[element_idx] |
532
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|
146 ox, oy = <short>element.x, <short>element.y |
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|
147 data = get_sprite_rendering_data(element.sprite) |
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148 key = data.key |
449
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changeset
|
149 |
505
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|
150 blendfunc = key & 1 |
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changeset
|
151 texture = key >> 1 |
449
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changeset
|
152 |
505
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changeset
|
153 rec = self.indices[texture][blendfunc] |
449
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parents:
435
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changeset
|
154 next_indice = self.last_indices[key] |
222
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parents:
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changeset
|
155 |
449
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parents:
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|
156 # Pack data in buffer |
532
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|
157 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = <short>data.pos[0], <short>data.pos[1], <short>data.pos[2], <short>data.pos[3], <short>data.pos[4], <short>data.pos[5], <short>data.pos[6], <short>data.pos[7], <short>data.pos[8], <short>data.pos[9], <short>data.pos[10], <short>data.pos[11] |
dacdcca59b66
Don’t put back the rendering data into a tuple, use a specialised struct inside Sprite to pass it to the renderer.
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|
158 r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3] |
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|
159 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, 0, data.left, data.bottom, r, g, b, a) |
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|
160 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, 0, data.right, data.bottom, r, g, b, a) |
585
e0166cda75d5
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|
161 self.vertex_buffer[nb_vertices+2] = Vertex(x4 + ox, y4 + oy, z4, 0, data.left, data.top, r, g, b, a) |
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changeset
|
162 self.vertex_buffer[nb_vertices+3] = Vertex(x3 + ox, y3 + oy, z3, 0, data.right, data.top, r, g, b, a) |
222
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parents:
diff
changeset
|
163 |
449
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changeset
|
164 # Add indices |
585
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|
165 if use_primitive_restart: |
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|
166 rec[next_indice] = nb_vertices |
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|
167 rec[next_indice+1] = nb_vertices + 1 |
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Use primitive-restart to lower the size of our ibo, if supported.
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|
168 rec[next_indice+2] = nb_vertices + 2 |
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changeset
|
169 rec[next_indice+3] = nb_vertices + 3 |
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changeset
|
170 rec[next_indice+4] = 0xFFFF |
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|
171 self.last_indices[key] += 5 |
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|
172 else: |
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|
173 rec[next_indice] = nb_vertices |
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Use primitive-restart to lower the size of our ibo, if supported.
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|
174 rec[next_indice+1] = nb_vertices + 1 |
e0166cda75d5
Use primitive-restart to lower the size of our ibo, if supported.
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|
175 rec[next_indice+2] = nb_vertices + 2 |
e0166cda75d5
Use primitive-restart to lower the size of our ibo, if supported.
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parents:
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changeset
|
176 rec[next_indice+3] = nb_vertices + 1 |
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Use primitive-restart to lower the size of our ibo, if supported.
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|
177 rec[next_indice+4] = nb_vertices + 2 |
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|
178 rec[next_indice+5] = nb_vertices + 3 |
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changeset
|
179 self.last_indices[key] += 6 |
222
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parents:
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changeset
|
180 |
449
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435
diff
changeset
|
181 nb_vertices += 4 |
222
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parents:
diff
changeset
|
182 |
582
6e79756b7f42
Don’t call gl*DebugGroup if it isn’t exposed by the driver.
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changeset
|
183 if use_debug_group: |
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changeset
|
184 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Elements drawing") |
6e79756b7f42
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changeset
|
185 |
560
c759b97f4f81
Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
559
diff
changeset
|
186 if is_legacy: |
518
75ae628522c9
Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
515
diff
changeset
|
187 glVertexPointer(3, GL_SHORT, sizeof(Vertex), &self.vertex_buffer[0].x) |
423
d8630c086926
Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
412
diff
changeset
|
188 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) |
d8630c086926
Replace Pyglet with our own Cython OpenGL wrapper.
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parents:
412
diff
changeset
|
189 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
diff
changeset
|
190 else: |
396
34a91f918e7c
Use Buffer Objects instead of host pointers.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
395
diff
changeset
|
191 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
423
d8630c086926
Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
412
diff
changeset
|
192 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW) |
558
94725968dabb
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parents:
539
diff
changeset
|
193 glBindBuffer(GL_ARRAY_BUFFER, 0) |
396
34a91f918e7c
Use Buffer Objects instead of host pointers.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
395
diff
changeset
|
194 |
558
94725968dabb
Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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diff
changeset
|
195 if use_vao: |
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Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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diff
changeset
|
196 glBindVertexArray(self.vao) |
94725968dabb
Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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539
diff
changeset
|
197 else: |
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parents:
539
diff
changeset
|
198 self.set_state() |
395
43413d4ff05b
Don’t change the vertex attributes for each texture.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
394
diff
changeset
|
199 |
505
bfea9e9a6845
Manage the texture-specific indices in the Texture, and some more renderer optimisations.
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parents:
503
diff
changeset
|
200 # Don’t change the state when it’s not needed. |
bfea9e9a6845
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parents:
503
diff
changeset
|
201 previous_blendfunc = -1 |
bfea9e9a6845
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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202 previous_texture = -1 |
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203 |
449
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204 for key in xrange(2 * MAX_TEXTURES): |
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205 nb_indices = self.last_indices[key] |
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206 if not nb_indices: |
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207 continue |
423
d8630c086926
Replace Pyglet with our own Cython OpenGL wrapper.
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208 |
505
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209 blendfunc = key & 1 |
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210 texture = key >> 1 |
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211 |
505
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212 if blendfunc != previous_blendfunc: |
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213 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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214 if texture != previous_texture: |
515
b3193b43a86c
Add an indirection layer for textures, to cope with drivers assigning them random names.
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215 glBindTexture(GL_TEXTURE_2D, self.textures[texture]) |
585
e0166cda75d5
Use primitive-restart to lower the size of our ibo, if supported.
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216 glDrawElements(GL_TRIANGLE_STRIP if use_primitive_restart else GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[texture][blendfunc]) |
505
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217 |
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218 previous_blendfunc = blendfunc |
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219 previous_texture = texture |
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220 |
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221 glBindTexture(GL_TEXTURE_2D, 0) |
222
5cac48b328ad
Refactor rendering code a bit.
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222 |
560
c759b97f4f81
Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
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223 if not is_legacy and use_vao: |
558
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224 glBindVertexArray(0) |
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225 |
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226 if use_debug_group: |
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227 glPopDebugGroup() |
456
cae1ae9de430
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228 |
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229 |
505
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230 cdef void render_quads(self, rects, colors, GLuint texture): |
456
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231 # There is nothing that batch more than two quads on the same texture, currently. |
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232 cdef Vertex buf[8] |
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233 cdef unsigned short indices[12] |
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234 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] |
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235 |
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236 length = len(rects) |
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237 assert length == len(colors) |
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238 |
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239 for i, r in enumerate(rects): |
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240 c1, c2, c3, c4 = colors[i] |
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241 |
518
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242 buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, 0, c1.r, c1.g, c1.b, c1.a) |
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243 buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 0, 1, 0, c2.r, c2.g, c2.b, c2.a) |
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244 buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 0, 1, 1, c3.r, c3.g, c3.b, c3.a) |
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245 buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) |
456
cae1ae9de430
Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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246 |
582
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247 if use_debug_group: |
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248 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Quads drawing") |
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249 |
560
c759b97f4f81
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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250 if is_legacy: |
518
75ae628522c9
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251 glVertexPointer(3, GL_SHORT, sizeof(Vertex), &buf[0].x) |
461
6af3854ed826
Make NativeText work with the fixed pipeline.
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252 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &buf[0].u) |
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253 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &buf[0].r) |
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254 else: |
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255 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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256 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW) |
558
94725968dabb
Use vertex array objects, to be compatible with OpenGL 3.1+ core profile.
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257 glBindBuffer(GL_ARRAY_BUFFER, 0) |
461
6af3854ed826
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258 |
558
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259 if use_vao: |
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|
260 glBindVertexArray(self.vao) |
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261 else: |
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262 self.set_state() |
461
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263 |
539
d6d9a711253d
Fix text sometimes being drawn with a wrong blend func.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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537
diff
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|
264 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
456
cae1ae9de430
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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265 glBindTexture(GL_TEXTURE_2D, texture) |
cae1ae9de430
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|
266 glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices) |
582
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267 |
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268 if use_debug_group: |
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269 glPopDebugGroup() |