Mercurial > touhou
annotate pytouhou/ui/opengl/backend.pyx @ 635:80687f258001
Make sdl.Window inherit from gui.Window, so we can swap implementations.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 14 Apr 2016 21:18:03 +0100 |
parents | a6af3ff86612 |
children | 4fa0a8e7d941 |
rev | line source |
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635
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Make sdl.Window inherit from gui.Window, so we can swap implementations.
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parents:
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1 cimport pytouhou.lib.gui as gui |
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2 from pytouhou.lib.gui import Error as GUIError |
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3 from .backend_sdl import create_sdl_window |
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4 |
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5 from pytouhou.lib.opengl cimport \ |
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6 (glEnable, glHint, glEnableClientState, GL_TEXTURE_2D, GL_BLEND, |
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7 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
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8 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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9 glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, |
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10 epoxy_gl_version, epoxy_is_desktop_gl, epoxy_has_gl_extension, |
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11 GL_PRIMITIVE_RESTART, glPrimitiveRestartIndex, glPixelStorei, |
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12 GL_PACK_INVERT_MESA, GL_QUADS, GL_TRIANGLE_STRIP, GL_TRIANGLES) |
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13 |
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14 |
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15 GameRenderer = None |
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16 |
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17 |
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18 def init(options): |
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19 ''' |
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20 Initialize the OpenGL module, and raise if something bad prevents it from |
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21 working. |
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22 ''' |
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23 |
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24 cdef str flavor |
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25 |
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26 global profile, major, minor, double_buffer, is_legacy, GameRenderer |
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27 |
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28 flavor = options['flavor'] |
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29 assert flavor in ('core', 'es', 'compatibility', 'legacy') |
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30 profile = flavor |
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31 version = str(options['version']) |
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32 assert len(version) == 3 and version[1] == '.' |
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33 major = int(version[0]) |
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34 minor = int(version[2]) |
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35 |
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Make both double- and single-buffer available on the CLI, but default to SDL’s default.
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36 maybe_double_buffer = options['double-buffer'] |
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37 double_buffer = maybe_double_buffer if maybe_double_buffer is not None else -1 |
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38 |
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39 is_legacy = flavor == 'legacy' or flavor == 'compatibility' and major < 2 |
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40 |
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41 #TODO: check for framebuffer/renderbuffer support. |
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42 |
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43 from pytouhou.ui.opengl.gamerenderer import GameRenderer |
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44 |
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45 |
617
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Change all “void except *” function into “bint except True”, to prevent PyErr_Occurred() from being called at each call.
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46 cdef bint discover_features() except True: |
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47 '''Discover which features are supported by our context.''' |
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48 |
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49 global use_debug_group, use_vao, use_primitive_restart, use_framebuffer_blit, use_pack_invert, use_scaled_rendering |
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50 global primitive_mode |
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51 global shader_header |
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52 global is_legacy |
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53 |
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54 version = epoxy_gl_version() |
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55 is_desktop = epoxy_is_desktop_gl() |
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56 is_legacy = is_legacy or (is_desktop and version < 20) |
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57 |
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58 use_debug_group = (is_desktop and version >= 43) or epoxy_has_gl_extension('GL_KHR_debug') |
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59 use_vao = (is_desktop and version >= 30) or epoxy_has_gl_extension('GL_ARB_vertex_array_object') |
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60 use_primitive_restart = (is_desktop and version >= 31) |
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61 use_framebuffer_blit = (is_desktop and version >= 30) |
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62 use_pack_invert = epoxy_has_gl_extension('GL_MESA_pack_invert') |
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63 use_scaled_rendering = not is_legacy #TODO: try to use the EXT framebuffer extension. |
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64 |
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65 primitive_mode = (GL_QUADS if is_legacy else |
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66 GL_TRIANGLE_STRIP if use_primitive_restart else |
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67 GL_TRIANGLES) |
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68 |
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69 if not is_legacy: |
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70 if is_desktop: |
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71 # gl_FragColor isn’t supported anymore starting with GLSL 4.2. |
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72 if version >= 42: |
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73 version = 41 |
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74 try: |
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75 glsl_version = {20: 110, 21: 120, 30: 130, 31: 140, 32: 150}[version] |
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76 except KeyError: |
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77 assert version >= 33 |
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78 glsl_version = version * 10 |
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79 shader_header = ('#version %d\n\n' % glsl_version).encode() |
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80 else: |
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81 # The attribute keyword isn’t supported past GLSL ES 3.0. |
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82 if version >= 30: |
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83 version = 20 |
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84 glsl_version = {20: '100', 30: '300 es'}[version] |
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85 shader_header = ('#version %s\n\nprecision highp float;\n\n' % glsl_version).encode() |
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86 |
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87 |
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Add a frameskip option, and use swap interval to implement it.
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88 def create_window(title, x, y, width, height, swap_interval): |
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89 '''Create a window (using SDL) and an OpenGL context.''' |
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90 |
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91 cdef gui.Window window |
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92 window = create_sdl_window(title, x, y, width, height) |
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93 window.create_gl_context() |
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94 discover_features() |
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95 |
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96 if use_debug_group: |
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97 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "OpenGL initialisation") |
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98 |
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99 # Initialize OpenGL |
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100 glEnable(GL_BLEND) |
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101 if is_legacy: |
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102 glEnable(GL_TEXTURE_2D) |
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103 glHint(GL_FOG_HINT, GL_NICEST) |
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104 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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105 glEnableClientState(GL_COLOR_ARRAY) |
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106 glEnableClientState(GL_VERTEX_ARRAY) |
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107 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
582
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108 |
585
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109 if use_primitive_restart: |
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110 glEnable(GL_PRIMITIVE_RESTART) |
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111 glPrimitiveRestartIndex(0xFFFF); |
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112 |
592
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Add the screenshot feature, using P or Home like the original game.
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113 if use_pack_invert: |
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114 glPixelStorei(GL_PACK_INVERT_MESA, True) |
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115 |
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116 if use_debug_group: |
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117 glPopDebugGroup() |
553
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118 |
589
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119 if swap_interval is not None: |
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120 try: |
635
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Make sdl.Window inherit from gui.Window, so we can swap implementations.
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121 window.set_swap_interval(swap_interval) |
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122 except GUIError: |
595
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123 # The OpenGL context doesn’t support setting the swap interval, |
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124 # we’ll probably fallback to SDL_Delay-based clocking. |
589
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125 pass |
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126 |
553
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127 return window |