annotate pytouhou/ui/opengl/renderer.pyx @ 535:a50c0a1b628f

Don’t stop music loading if the pos file isn’t found.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 05 Apr 2014 13:51:31 +0200
parents dacdcca59b66
children 63440d1e0717
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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_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 GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW)
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36
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37 from pytouhou.lib.sdl import SDLError
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38
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39 from pytouhou.game.element cimport Element
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40 from .sprite cimport get_sprite_rendering_data
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41
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42 from pytouhou.utils.helpers import get_logger
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43
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44 logger = get_logger(__name__)
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45
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46
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47 cdef class Texture:
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48 def __cinit__(self, GLuint texture, Renderer renderer):
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49 self.texture = texture
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50
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51 # Find an unused key in the textures array.
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52 for key in xrange(MAX_TEXTURES):
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53 if renderer.textures[key] == 0:
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54 break
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55 else:
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56 raise MemoryError('Too many textures currently loaded, consider increasing MAX_TEXTURES (currently %d).' % MAX_TEXTURES)
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57
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58 self.key = key
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59 self.pointer = &renderer.textures[key]
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60 self.pointer[0] = texture
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61 for i in xrange(2):
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62 renderer.indices[key][i] = self.indices[i]
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63
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64 def __dealloc__(self):
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65 if self.texture:
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66 glDeleteTextures(1, &self.texture)
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67 if self.pointer != NULL:
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68 self.pointer[0] = 0
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69 # The dangling pointers in renderer.indices doesn’t matter, since we
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70 # won’t use them if no texture is loaded in that slot.
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71
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72
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73 cdef long find_objects(Renderer self, object elements) except -1:
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74 # Don’t type element as Element, or else the overriding of objects won’t work.
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75 cdef Element obj
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76 cdef long i = 0
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77 for element in elements:
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78 for obj in element.objects:
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79 sprite = obj.sprite
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80 if sprite and sprite.visible:
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81 # warning: no reference is preserved on the object—assuming the object will not die accidentally
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82 self.elements[i] = <PyObject*>obj
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83 i += 1
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84 if i >= 640*3-4:
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85 return i
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86 return i
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87
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88
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89 cdef class Renderer:
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90 def __dealloc__(self):
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91 if not self.use_fixed_pipeline:
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92 glDeleteBuffers(1, &self.framebuffer_vbo)
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93 glDeleteBuffers(1, &self.vbo)
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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 # Only used in modern GL.
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98 cdef unsigned short framebuffer_indices[6]
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99
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100 self.texture_manager = TextureManager(resource_loader, self, Texture)
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101 font_name = join(resource_loader.game_dir, 'font.ttf')
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102 try:
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103 self.font_manager = FontManager(font_name, 16, self, Texture)
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104 except SDLError:
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105 self.font_manager = None
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106 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name)
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107
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108 if not self.use_fixed_pipeline:
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109 framebuffer_indices[:] = [0, 1, 2, 2, 3, 0]
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110
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111 glGenBuffers(1, &self.vbo)
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112 glGenBuffers(1, &self.framebuffer_vbo)
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113 glGenBuffers(1, &self.framebuffer_ibo)
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114
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115 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.framebuffer_ibo)
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116 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(framebuffer_indices), framebuffer_indices, GL_STATIC_DRAW)
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117 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
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119
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feecdb4a8928 Add “except *” to cdef void functions, and type some more.
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parents: 464
diff changeset
120 cdef void render_elements(self, elements):
532
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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parents: 520
diff changeset
121 cdef Element element
301
6f1ca1cb5238 Avoid segfaults in the unlikely case a huge number of sprites is rendered.
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parents: 245
diff changeset
122
505
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parents: 503
diff changeset
123 nb_elements = find_objects(self, elements)
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parents: 503
diff changeset
124 if not nb_elements:
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parents: 503
diff changeset
125 return
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parents: 503
diff changeset
126
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parents: 435
diff changeset
127 nb_vertices = 0
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parents: 435
diff changeset
128 memset(self.last_indices, 0, sizeof(self.last_indices))
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parents: 435
diff changeset
129
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parents: 435
diff changeset
130 for element_idx in xrange(nb_elements):
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parents: 435
diff changeset
131 element = <object>self.elements[element_idx]
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parents: 520
diff changeset
132 ox, oy = <short>element.x, <short>element.y
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parents: 520
diff changeset
133 data = get_sprite_rendering_data(element.sprite)
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parents: 520
diff changeset
134 key = data.key
449
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diff changeset
135
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parents: 503
diff changeset
136 blendfunc = key & 1
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parents: 503
diff changeset
137 texture = key >> 1
449
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parents: 435
diff changeset
138
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parents: 503
diff changeset
139 rec = self.indices[texture][blendfunc]
449
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parents: 435
diff changeset
140 next_indice = self.last_indices[key]
222
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parents:
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141
449
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parents: 435
diff changeset
142 # Pack data in buffer
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diff changeset
143 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]
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parents: 520
diff changeset
144 r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3]
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parents: 520
diff changeset
145 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, 0, data.left, data.bottom, r, g, b, a)
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parents: 520
diff changeset
146 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, 0, data.right, data.bottom, r, g, b, a)
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diff changeset
147 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, 0, data.right, data.top, r, g, b, a)
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parents: 520
diff changeset
148 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, 0, data.left, data.top, r, g, b, a)
222
5cac48b328ad Refactor rendering code a bit.
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parents:
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149
449
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parents: 435
diff changeset
150 # Add indices
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parents: 435
diff changeset
151 rec[next_indice] = nb_vertices
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parents: 435
diff changeset
152 rec[next_indice+1] = nb_vertices + 1
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parents: 435
diff changeset
153 rec[next_indice+2] = nb_vertices + 2
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parents: 435
diff changeset
154 rec[next_indice+3] = nb_vertices + 2
d56536ef28e8 Improve render_elements’ speed a lot, and fix it in some corner cases. Thanks liori!
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parents: 435
diff changeset
155 rec[next_indice+4] = nb_vertices + 3
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parents: 435
diff changeset
156 rec[next_indice+5] = nb_vertices
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parents: 435
diff changeset
157 self.last_indices[key] += 6
222
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parents:
diff changeset
158
449
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parents: 435
diff changeset
159 nb_vertices += 4
222
5cac48b328ad Refactor rendering code a bit.
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parents:
diff changeset
160
395
43413d4ff05b Don’t change the vertex attributes for each texture.
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parents: 394
diff changeset
161 if self.use_fixed_pipeline:
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
162 glVertexPointer(3, GL_SHORT, sizeof(Vertex), &self.vertex_buffer[0].x)
423
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parents: 412
diff changeset
163 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u)
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parents: 412
diff changeset
164 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
165 else:
396
34a91f918e7c Use Buffer Objects instead of host pointers.
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parents: 395
diff changeset
166 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
423
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parents: 412
diff changeset
167 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW)
396
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parents: 395
diff changeset
168
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parents: 395
diff changeset
169 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
170 glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0)
395
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parents: 394
diff changeset
171 glEnableVertexAttribArray(0)
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
172 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8)
395
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parents: 394
diff changeset
173 glEnableVertexAttribArray(1)
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
174 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16)
395
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parents: 394
diff changeset
175 glEnableVertexAttribArray(2)
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diff changeset
176
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diff changeset
177 # Don’t change the state when it’s not needed.
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diff changeset
178 previous_blendfunc = -1
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diff changeset
179 previous_texture = -1
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diff changeset
180
449
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parents: 435
diff changeset
181 for key in xrange(2 * MAX_TEXTURES):
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parents: 435
diff changeset
182 nb_indices = self.last_indices[key]
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parents: 435
diff changeset
183 if not nb_indices:
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parents: 435
diff changeset
184 continue
423
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diff changeset
185
505
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diff changeset
186 blendfunc = key & 1
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diff changeset
187 texture = key >> 1
423
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diff changeset
188
505
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parents: 503
diff changeset
189 if blendfunc != previous_blendfunc:
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diff changeset
190 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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parents: 503
diff changeset
191 if texture != previous_texture:
515
b3193b43a86c Add an indirection layer for textures, to cope with drivers assigning them random names.
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parents: 513
diff changeset
192 glBindTexture(GL_TEXTURE_2D, self.textures[texture])
505
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diff changeset
193 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[texture][blendfunc])
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diff changeset
194
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parents: 503
diff changeset
195 previous_blendfunc = blendfunc
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diff changeset
196 previous_texture = texture
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diff changeset
197
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parents: 503
diff changeset
198 glBindTexture(GL_TEXTURE_2D, 0)
222
5cac48b328ad Refactor rendering code a bit.
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parents:
diff changeset
199
396
34a91f918e7c Use Buffer Objects instead of host pointers.
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parents: 395
diff changeset
200 if not self.use_fixed_pipeline:
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parents: 395
diff changeset
201 glBindBuffer(GL_ARRAY_BUFFER, 0)
456
cae1ae9de430 Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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parents: 449
diff changeset
202
cae1ae9de430 Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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parents: 449
diff changeset
203
505
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parents: 503
diff changeset
204 cdef void render_quads(self, rects, colors, GLuint texture):
456
cae1ae9de430 Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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parents: 449
diff changeset
205 # There is nothing that batch more than two quads on the same texture, currently.
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parents: 449
diff changeset
206 cdef Vertex buf[8]
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parents: 449
diff changeset
207 cdef unsigned short indices[12]
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parents: 449
diff changeset
208 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4]
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parents: 449
diff changeset
209
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parents: 449
diff changeset
210 length = len(rects)
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parents: 449
diff changeset
211 assert length == len(colors)
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parents: 449
diff changeset
212
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parents: 449
diff changeset
213 for i, r in enumerate(rects):
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parents: 449
diff changeset
214 c1, c2, c3, c4 = colors[i]
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parents: 449
diff changeset
215
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
216 buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, 0, c1.r, c1.g, c1.b, c1.a)
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diff changeset
217 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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parents: 515
diff changeset
218 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)
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
219 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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parents: 449
diff changeset
220
461
6af3854ed826 Make NativeText work with the fixed pipeline.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 456
diff changeset
221 if self.use_fixed_pipeline:
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
222 glVertexPointer(3, GL_SHORT, sizeof(Vertex), &buf[0].x)
461
6af3854ed826 Make NativeText work with the fixed pipeline.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 456
diff changeset
223 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &buf[0].u)
6af3854ed826 Make NativeText work with the fixed pipeline.
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parents: 456
diff changeset
224 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &buf[0].r)
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 456
diff changeset
225 else:
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parents: 456
diff changeset
226 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
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diff changeset
227 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW)
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228
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diff changeset
229 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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diff changeset
230 glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0)
461
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diff changeset
231 glEnableVertexAttribArray(0)
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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232 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8)
461
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diff changeset
233 glEnableVertexAttribArray(1)
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
234 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16)
461
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diff changeset
235 glEnableVertexAttribArray(2)
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diff changeset
236
456
cae1ae9de430 Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
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parents: 449
diff changeset
237 glBindTexture(GL_TEXTURE_2D, texture)
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parents: 449
diff changeset
238 glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices)
461
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diff changeset
239
6af3854ed826 Make NativeText work with the fixed pipeline.
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diff changeset
240 if not self.use_fixed_pipeline:
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diff changeset
241 glBindBuffer(GL_ARRAY_BUFFER, 0)
462
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242
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diff changeset
243
503
c622eaf64428 Optimize GameRunner some more, fix replay, and remove Window dependency in Renderer.
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parents: 468
diff changeset
244 cdef void render_framebuffer(self, Framebuffer fb):
462
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245 cdef PassthroughVertex[4] buf
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diff changeset
246
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diff changeset
247 assert not self.use_fixed_pipeline
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248
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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diff changeset
249 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
250 glViewport(self.x, self.y, self.width, self.height)
462
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diff changeset
251 glBlendFunc(GL_ONE, GL_ZERO)
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diff changeset
252 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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diff changeset
253
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parents: 461
diff changeset
254 glBindBuffer(GL_ARRAY_BUFFER, self.framebuffer_vbo)
520
c0b3f8709f74 Store the indices of the framebuffer in a static ibo.
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parents: 518
diff changeset
255 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.framebuffer_ibo)
462
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
256
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
257 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
258 glVertexAttribPointer(0, 2, GL_SHORT, False, sizeof(PassthroughVertex), <void*>0)
462
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
259 glEnableVertexAttribArray(0)
518
75ae628522c9 Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
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parents: 515
diff changeset
260 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>4)
462
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
261 glEnableVertexAttribArray(1)
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parents: 461
diff changeset
262
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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diff changeset
263 buf[0] = PassthroughVertex(fb.x, fb.y, 0, 1)
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parents: 461
diff changeset
264 buf[1] = PassthroughVertex(fb.x + fb.width, fb.y, 1, 1)
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parents: 461
diff changeset
265 buf[2] = PassthroughVertex(fb.x + fb.width, fb.y + fb.height, 1, 0)
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diff changeset
266 buf[3] = PassthroughVertex(fb.x, fb.y + fb.height, 0, 0)
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parents: 461
diff changeset
267 glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PassthroughVertex), buf, GL_DYNAMIC_DRAW)
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parents: 461
diff changeset
268
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
269 glBindTexture(GL_TEXTURE_2D, fb.texture)
520
c0b3f8709f74 Store the indices of the framebuffer in a static ibo.
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parents: 518
diff changeset
270 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL)
462
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
271 glBindTexture(GL_TEXTURE_2D, 0)
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parents: 461
diff changeset
272
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
273 glBindBuffer(GL_ARRAY_BUFFER, 0)
520
c0b3f8709f74 Store the indices of the framebuffer in a static ibo.
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parents: 518
diff changeset
274 glBindBuffer(GL_ELEMENT_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
275
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
276
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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diff changeset
277 cdef class Framebuffer:
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diff changeset
278 def __init__(self, int x, int y, int width, int height):
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diff changeset
279 self.x = x
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diff changeset
280 self.y = y
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diff changeset
281 self.width = width
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diff changeset
282 self.height = height
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diff changeset
283
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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diff changeset
284 glGenTextures(1, &self.texture)
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parents: 461
diff changeset
285 glBindTexture(GL_TEXTURE_2D, self.texture)
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parents: 461
diff changeset
286 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
287 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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parents: 461
diff changeset
288 glTexImage2D(GL_TEXTURE_2D, 0,
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diff changeset
289 GL_RGBA,
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diff changeset
290 width, height,
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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diff changeset
291 0,
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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diff changeset
292 GL_RGBA, GL_UNSIGNED_BYTE,
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
293 NULL)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
294 glBindTexture(GL_TEXTURE_2D, 0)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
295
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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diff changeset
296 glGenRenderbuffers(1, &self.rbo)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
297 glBindRenderbuffer(GL_RENDERBUFFER, self.rbo)
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parents: 461
diff changeset
298 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
299 glBindRenderbuffer(GL_RENDERBUFFER, 0)
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parents: 461
diff changeset
300
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
301 glGenFramebuffers(1, &self.fbo)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
302 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
303 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.texture, 0)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 461
diff changeset
304 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, self.rbo)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
305 assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
306 glBindFramebuffer(GL_FRAMEBUFFER, 0)
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 461
diff changeset
307
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
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parents: 461
diff changeset
308 cpdef bind(self):
a71b912b45b7 Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 461
diff changeset
309 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)