comparison pytouhou/ui/opengl/background.pyx @ 519:b18f0bd30ad0

Optimise background rendering.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 07 Dec 2013 22:16:38 +0100
parents b3193b43a86c
children dacdcca59b66
comparison
equal deleted inserted replaced
518:75ae628522c9 519:b18f0bd30ad0
17 from pytouhou.lib.opengl cimport \ 17 from pytouhou.lib.opengl cimport \
18 (glVertexPointer, glTexCoordPointer, glColorPointer, 18 (glVertexPointer, glTexCoordPointer, glColorPointer,
19 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, 19 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc,
20 glBindTexture, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, 20 glBindTexture, glBindBuffer, glBufferData, GL_ARRAY_BUFFER,
21 GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_FLOAT, GL_SRC_ALPHA, 21 GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_FLOAT, GL_SRC_ALPHA,
22 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, glGenBuffers, 22 GL_ONE_MINUS_SRC_ALPHA, GL_TEXTURE_2D, glGenBuffers, glEnable,
23 glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS) 23 glDisable, GL_DEPTH_TEST, glDrawElements, GL_TRIANGLES,
24 GL_UNSIGNED_SHORT, GL_ELEMENT_ARRAY_BUFFER)
24 25
25 from .sprite cimport get_sprite_rendering_data 26 from .sprite cimport get_sprite_rendering_data
26 27
27 28
28 cdef class BackgroundRenderer: 29 cdef class BackgroundRenderer:
29 def __cinit__(self):
30 # Allocate buffers
31 self.vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex))
32
33
34 def __dealloc__(self): 30 def __dealloc__(self):
35 free(self.vertex_buffer) 31 if self.vertex_buffer != NULL:
32 free(self.vertex_buffer)
33 if self.indices != NULL:
34 free(self.indices)
36 35
37 36
38 def __init__(self, use_fixed_pipeline): 37 def __init__(self, use_fixed_pipeline):
39 self.use_fixed_pipeline = use_fixed_pipeline 38 self.use_fixed_pipeline = use_fixed_pipeline
40 39
41 if not use_fixed_pipeline: 40 if not use_fixed_pipeline:
42 glGenBuffers(1, &self.vbo) 41 glGenBuffers(1, &self.vbo)
42 glGenBuffers(1, &self.ibo)
43 43
44 44
45 cdef void render_background(self): 45 cdef void render_background(self):
46 if self.use_fixed_pipeline: 46 if self.use_fixed_pipeline:
47 indices = self.indices
47 glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].x) 48 glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].x)
48 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) 49 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u)
49 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) 50 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r)
50 else: 51 else:
51 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) 52 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
53 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo)
54 indices = NULL
52 55
53 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. 56 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
54 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(Vertex), <void*>0) 57 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(Vertex), <void*>0)
55 glEnableVertexAttribArray(0) 58 glEnableVertexAttribArray(0)
56 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) 59 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12)
57 glEnableVertexAttribArray(1) 60 glEnableVertexAttribArray(1)
58 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) 61 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20)
59 glEnableVertexAttribArray(2) 62 glEnableVertexAttribArray(2)
60 63
61 glEnable(GL_DEPTH_TEST) 64 glEnable(GL_DEPTH_TEST)
62 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc]) 65 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
63 glBindTexture(GL_TEXTURE_2D, self.texture) 66 glBindTexture(GL_TEXTURE_2D, self.texture)
64 glDrawArrays(GL_QUADS, 0, self.nb_vertices) 67 glDrawElements(GL_TRIANGLES, self.nb_indices, GL_UNSIGNED_SHORT, indices)
65 glDisable(GL_DEPTH_TEST) 68 glDisable(GL_DEPTH_TEST)
66 69
67 if not self.use_fixed_pipeline: 70 if not self.use_fixed_pipeline:
68 glBindBuffer(GL_ARRAY_BUFFER, 0) 71 glBindBuffer(GL_ARRAY_BUFFER, 0)
72 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
69 73
70 74
71 cdef void load(self, background, Renderer renderer): 75 cdef void load(self, background, Renderer renderer):
72 cdef float ox, oy, oz, ox2, oy2, oz2 76 cdef float ox, oy, oz, ox2, oy2, oz2
73 cdef unsigned short nb_vertices = 0 77 cdef GLsizei nb_vertices = 0, nb_indices = 0
74 cdef Vertex* vertex_buffer
75 78
76 self.background = background 79 vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex))
77 80 indices = <GLushort*> malloc(65536 * sizeof(GLushort))
78 vertex_buffer = self.vertex_buffer
79 81
80 for ox, oy, oz, model_id, model in background.object_instances: 82 for ox, oy, oz, model_id, model in background.object_instances:
81 for ox2, oy2, oz2, width_override, height_override, sprite in model: 83 for ox2, oy2, oz2, width_override, height_override, sprite in model:
82 #TODO: view frustum culling 84 #TODO: view frustum culling
83 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) 85 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
84 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices 86 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices
85 left, right, bottom, top = uvs 87 left, right, bottom, top = uvs
86 r, g, b, a = colors 88 r, g, b, a = colors
87 89
90 # Pack data
88 vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a) 91 vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a)
89 vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a) 92 vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a)
90 vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a) 93 vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a)
91 vertex_buffer[nb_vertices+3] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a) 94 vertex_buffer[nb_vertices+3] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a)
92 95
96 # Add indices
97 indices[nb_indices] = nb_vertices
98 indices[nb_indices+1] = nb_vertices + 1
99 indices[nb_indices+2] = nb_vertices + 2
100 indices[nb_indices+3] = nb_vertices + 2
101 indices[nb_indices+4] = nb_vertices + 3
102 indices[nb_indices+5] = nb_vertices
103
93 nb_vertices += 4 104 nb_vertices += 4
105 nb_indices += 6
106
107 # We only need to keep the rendered vertices and indices in memory,
108 # either in RAM or in VRAM, they will never change until we implement
109 # background animation.
94 110
95 self.texture = renderer.textures[key >> 1] 111 self.texture = renderer.textures[key >> 1]
96 self.blendfunc = key & 1 112 self.nb_indices = nb_indices
97 self.nb_vertices = nb_vertices
98 self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex))
99 113
100 if not self.use_fixed_pipeline: 114 if self.use_fixed_pipeline:
115 self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex))
116 self.indices = <GLushort*> realloc(indices, nb_indices * sizeof(GLushort))
117 else:
101 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) 118 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
102 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_STATIC_DRAW) 119 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), vertex_buffer, GL_STATIC_DRAW)
103 glBindBuffer(GL_ARRAY_BUFFER, 0) 120 glBindBuffer(GL_ARRAY_BUFFER, 0)
121
122 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo)
123 glBufferData(GL_ELEMENT_ARRAY_BUFFER, nb_indices * sizeof(GLushort), indices, GL_STATIC_DRAW)
124 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)