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
line wrap: on
line diff
--- 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()