Mercurial > touhou
comparison pytouhou/ui/renderer.pyx @ 399:1c773544eaeb
Make the background use a single vbo and offsets, just like the 2D code.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 12 Feb 2013 19:19:31 +0100 |
parents | 8d252cdb495f |
children | 9d790ca73c13 |
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398:8d252cdb495f | 399:1c773544eaeb |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of | 10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | 11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
12 ## GNU General Public License for more details. | 12 ## GNU General Public License for more details. |
13 ## | 13 ## |
14 | 14 |
15 from libc.stdlib cimport malloc, free | 15 from libc.stdlib cimport malloc, free, realloc |
16 from libc.math cimport tan | 16 from libc.math cimport tan |
17 from math import radians | 17 from math import radians |
18 from itertools import chain | 18 from itertools import chain |
19 | 19 |
20 import ctypes | 20 import ctypes |
23 | 23 |
24 from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer, | 24 from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer, |
25 glVertexAttribPointer, glEnableVertexAttribArray, | 25 glVertexAttribPointer, glEnableVertexAttribArray, |
26 glBlendFunc, glBindTexture, glDrawElements, | 26 glBlendFunc, glBindTexture, glDrawElements, |
27 glBindBuffer, glBufferData, GL_ARRAY_BUFFER, | 27 glBindBuffer, glBufferData, GL_ARRAY_BUFFER, |
28 GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, | 28 GL_DYNAMIC_DRAW, GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, |
29 GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, | 29 GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, |
30 GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, | 30 GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, |
31 glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS) | 31 glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS) |
32 | 32 |
33 from .sprite cimport get_sprite_rendering_data | 33 from .sprite cimport get_sprite_rendering_data |
34 from .background import get_background_rendering_data | |
35 from .texture cimport TextureManager | 34 from .texture cimport TextureManager |
36 from pytouhou.utils.matrix cimport Matrix | 35 from pytouhou.utils.matrix cimport Matrix |
37 from pytouhou.utils.vector import Vector, normalize, cross, dot | 36 from pytouhou.utils.vector import Vector, normalize, cross, dot |
38 | 37 |
39 | 38 |
42 | 41 |
43 cdef class Renderer: | 42 cdef class Renderer: |
44 def __cinit__(self): | 43 def __cinit__(self): |
45 # Allocate buffers | 44 # Allocate buffers |
46 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) | 45 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) |
46 self.background_vertex_buffer = <VertexFloat*> malloc(65536 * sizeof(Vertex)) | |
47 | 47 |
48 | 48 |
49 def __dealloc__(self): | 49 def __dealloc__(self): |
50 free(self.vertex_buffer) | 50 free(self.vertex_buffer) |
51 free(self.background_vertex_buffer) | |
51 | 52 |
52 | 53 |
53 def __init__(self, resource_loader): | 54 def __init__(self, resource_loader): |
54 self.texture_manager = TextureManager(resource_loader) | 55 self.texture_manager = TextureManager(resource_loader) |
55 | 56 |
110 | 111 |
111 if not self.use_fixed_pipeline: | 112 if not self.use_fixed_pipeline: |
112 glBindBuffer(GL_ARRAY_BUFFER, 0) | 113 glBindBuffer(GL_ARRAY_BUFFER, 0) |
113 | 114 |
114 | 115 |
115 cpdef render_background(self, back): | 116 cpdef render_background(self): |
117 if self.use_fixed_pipeline: | |
118 glVertexPointer(3, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].x) | |
119 glTexCoordPointer(2, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].u) | |
120 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].r) | |
121 else: | |
122 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) | |
123 | |
124 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. | |
125 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(VertexFloat), 0) | |
126 glEnableVertexAttribArray(0) | |
127 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(VertexFloat), 12) | |
128 glEnableVertexAttribArray(1) | |
129 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(VertexFloat), 20) | |
130 glEnableVertexAttribArray(2) | |
131 | |
116 glEnable(GL_DEPTH_TEST) | 132 glEnable(GL_DEPTH_TEST) |
117 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): | 133 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc]) |
118 if self.use_fixed_pipeline: | 134 glBindTexture(GL_TEXTURE_2D, self.texture_manager[self.texture_key]) |
119 glVertexPointer(3, GL_FLOAT, 0, vertices) | 135 glDrawArrays(GL_QUADS, 0, self.nb_vertices) |
120 glTexCoordPointer(2, GL_FLOAT, 0, uvs) | |
121 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) | |
122 else: | |
123 glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, vertices) | |
124 glEnableVertexAttribArray(0) | |
125 glVertexAttribPointer(1, 2, GL_FLOAT, False, 0, uvs) | |
126 glEnableVertexAttribArray(1) | |
127 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, 0, colors) | |
128 glEnableVertexAttribArray(2) | |
129 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) | |
130 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key]) | |
131 glDrawArrays(GL_QUADS, 0, nb_vertices) | |
132 glDisable(GL_DEPTH_TEST) | 136 glDisable(GL_DEPTH_TEST) |
137 | |
138 if not self.use_fixed_pipeline: | |
139 glBindBuffer(GL_ARRAY_BUFFER, 0) | |
140 | |
141 | |
142 cpdef prerender_background(self, background): | |
143 cdef float ox, oy, oz, ox2, oy2, oz2 | |
144 cdef unsigned short nb_vertices = 0 | |
145 cdef VertexFloat* vertex_buffer | |
146 | |
147 vertex_buffer = self.background_vertex_buffer | |
148 | |
149 for ox, oy, oz, model_id, model in background.object_instances: | |
150 for ox2, oy2, oz2, width_override, height_override, sprite in model: | |
151 #TODO: view frustum culling | |
152 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) | |
153 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices | |
154 left, right, bottom, top = uvs | |
155 r, g, b, a = colors | |
156 | |
157 vertex_buffer[nb_vertices] = VertexFloat(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a) | |
158 vertex_buffer[nb_vertices+1] = VertexFloat(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a) | |
159 vertex_buffer[nb_vertices+2] = VertexFloat(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a) | |
160 vertex_buffer[nb_vertices+3] = VertexFloat(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a) | |
161 | |
162 nb_vertices += 4 | |
163 | |
164 self.texture_key, self.blendfunc = key | |
165 self.nb_vertices = nb_vertices | |
166 self.background_vertex_buffer = <VertexFloat*> realloc(vertex_buffer, nb_vertices * sizeof(VertexFloat)) | |
167 | |
168 if not self.use_fixed_pipeline: | |
169 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) | |
170 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(VertexFloat), <long> &self.background_vertex_buffer[0], GL_STATIC_DRAW) | |
171 glBindBuffer(GL_ARRAY_BUFFER, 0) | |
133 | 172 |
134 | 173 |
135 cpdef ortho_2d(self, left, right, bottom, top): | 174 cpdef ortho_2d(self, left, right, bottom, top): |
136 mat = Matrix() | 175 mat = Matrix() |
137 mat[0][0] = 2 / (right - left) | 176 mat[0][0] = 2 / (right - left) |