Mercurial > touhou
diff 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> |
---|---|
date | Tue, 12 Feb 2013 19:19:31 +0100 |
parents | 8d252cdb495f |
children | 9d790ca73c13 |
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--- a/pytouhou/ui/renderer.pyx +++ b/pytouhou/ui/renderer.pyx @@ -12,7 +12,7 @@ ## GNU General Public License for more details. ## -from libc.stdlib cimport malloc, free +from libc.stdlib cimport malloc, free, realloc from libc.math cimport tan from math import radians from itertools import chain @@ -25,13 +25,12 @@ from pyglet.gl import (glVertexPointer, glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, glBindTexture, glDrawElements, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, - GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, + GL_DYNAMIC_DRAW, GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS) from .sprite cimport get_sprite_rendering_data -from .background import get_background_rendering_data from .texture cimport TextureManager from pytouhou.utils.matrix cimport Matrix from pytouhou.utils.vector import Vector, normalize, cross, dot @@ -44,10 +43,12 @@ cdef class Renderer: def __cinit__(self): # Allocate buffers self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) + self.background_vertex_buffer = <VertexFloat*> malloc(65536 * sizeof(Vertex)) def __dealloc__(self): free(self.vertex_buffer) + free(self.background_vertex_buffer) def __init__(self, resource_loader): @@ -112,25 +113,63 @@ cdef class Renderer: glBindBuffer(GL_ARRAY_BUFFER, 0) - cpdef render_background(self, back): + cpdef render_background(self): + if self.use_fixed_pipeline: + glVertexPointer(3, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].x) + glTexCoordPointer(2, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].u) + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].r) + else: + glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) + + #TODO: find a way to use offsetof() instead of those ugly hardcoded values. + glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(VertexFloat), 0) + glEnableVertexAttribArray(0) + glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(VertexFloat), 12) + glEnableVertexAttribArray(1) + glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(VertexFloat), 20) + glEnableVertexAttribArray(2) + glEnable(GL_DEPTH_TEST) - for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): - if self.use_fixed_pipeline: - glVertexPointer(3, GL_FLOAT, 0, vertices) - glTexCoordPointer(2, GL_FLOAT, 0, uvs) - glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) - else: - glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, vertices) - glEnableVertexAttribArray(0) - glVertexAttribPointer(1, 2, GL_FLOAT, False, 0, uvs) - glEnableVertexAttribArray(1) - glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, 0, colors) - glEnableVertexAttribArray(2) - glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) - glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key]) - glDrawArrays(GL_QUADS, 0, nb_vertices) + glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc]) + glBindTexture(GL_TEXTURE_2D, self.texture_manager[self.texture_key]) + glDrawArrays(GL_QUADS, 0, self.nb_vertices) glDisable(GL_DEPTH_TEST) + if not self.use_fixed_pipeline: + glBindBuffer(GL_ARRAY_BUFFER, 0) + + + cpdef prerender_background(self, background): + cdef float ox, oy, oz, ox2, oy2, oz2 + cdef unsigned short nb_vertices = 0 + cdef VertexFloat* vertex_buffer + + vertex_buffer = self.background_vertex_buffer + + for ox, oy, oz, model_id, model in background.object_instances: + for ox2, oy2, oz2, width_override, height_override, sprite in model: + #TODO: view frustum culling + key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) + (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices + left, right, bottom, top = uvs + r, g, b, a = colors + + vertex_buffer[nb_vertices] = VertexFloat(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a) + vertex_buffer[nb_vertices+1] = VertexFloat(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a) + vertex_buffer[nb_vertices+2] = VertexFloat(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a) + vertex_buffer[nb_vertices+3] = VertexFloat(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a) + + nb_vertices += 4 + + self.texture_key, self.blendfunc = key + self.nb_vertices = nb_vertices + self.background_vertex_buffer = <VertexFloat*> realloc(vertex_buffer, nb_vertices * sizeof(VertexFloat)) + + if not self.use_fixed_pipeline: + glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) + glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(VertexFloat), <long> &self.background_vertex_buffer[0], GL_STATIC_DRAW) + glBindBuffer(GL_ARRAY_BUFFER, 0) + cpdef ortho_2d(self, left, right, bottom, top): mat = Matrix()