Mercurial > touhou
diff pytouhou/ui/opengl/background.pyx @ 611:a6a191e371c7
Add back a GL_QUADS path for legacy applications.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Sun, 21 Dec 2014 19:15:59 +0100 |
parents | 3c2f96f1d715 |
children | a6af3ff86612 |
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--- a/pytouhou/ui/opengl/background.pyx +++ b/pytouhou/ui/opengl/background.pyx @@ -23,7 +23,7 @@ from pytouhou.lib.opengl cimport \ glDisable, GL_DEPTH_TEST, glDrawElements, GL_UNSIGNED_SHORT, GL_ELEMENT_ARRAY_BUFFER, glDeleteBuffers, glGenVertexArrays, glDeleteVertexArrays, glBindVertexArray, glPushDebugGroup, - GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup) + GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, glDrawArrays) from .sprite cimport get_sprite_rendering_data from .backend cimport primitive_mode, is_legacy, use_debug_group, use_vao, use_primitive_restart @@ -34,8 +34,6 @@ cdef class BackgroundRenderer: if is_legacy: if self.vertex_buffer != NULL: free(self.vertex_buffer) - if self.indices != NULL: - free(self.indices) else: glDeleteBuffers(1, &self.vbo) glDeleteBuffers(1, &self.ibo) @@ -80,12 +78,10 @@ cdef class BackgroundRenderer: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background drawing") if is_legacy: - indices = self.indices glVertexPointer(3, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].x) glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) else: - indices = NULL if use_vao: glBindVertexArray(self.vao) else: @@ -94,7 +90,10 @@ cdef class BackgroundRenderer: glEnable(GL_DEPTH_TEST) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glBindTexture(GL_TEXTURE_2D, self.texture) - glDrawElements(primitive_mode, self.nb_indices, GL_UNSIGNED_SHORT, indices) + if is_legacy: + glDrawArrays(primitive_mode, 0, self.nb_vertices) + else: + glDrawElements(primitive_mode, self.nb_indices, GL_UNSIGNED_SHORT, NULL) glDisable(GL_DEPTH_TEST) if not is_legacy: @@ -113,7 +112,9 @@ cdef class BackgroundRenderer: cdef GLsizei nb_vertices = 0, nb_indices = 0 vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex)) - indices = <GLushort*> malloc(65536 * sizeof(GLushort)) + + if not is_legacy: + indices = <GLushort*> malloc(65536 * sizeof(GLushort)) for ox, oy, oz, model_id, model in background.object_instances: for ox2, oy2, oz2, width_override, height_override, sprite in model: @@ -127,37 +128,38 @@ cdef class BackgroundRenderer: # Pack data vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, data.left, data.bottom, r, g, b, a) vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, data.right, data.bottom, r, g, b, a) - vertex_buffer[nb_vertices+2] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, data.left, data.top, r, g, b, a) - vertex_buffer[nb_vertices+3] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, data.right, data.top, r, g, b, a) + vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, data.right, data.top, r, g, b, a) + vertex_buffer[nb_vertices+3] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, data.left, data.top, r, g, b, a) - # Add indices - if use_primitive_restart: - indices[nb_indices] = nb_vertices - indices[nb_indices+1] = nb_vertices + 1 - indices[nb_indices+2] = nb_vertices + 2 - indices[nb_indices+3] = nb_vertices + 3 - indices[nb_indices+4] = 0xFFFF - else: - indices[nb_indices] = nb_vertices - indices[nb_indices+1] = nb_vertices + 1 - indices[nb_indices+2] = nb_vertices + 2 - indices[nb_indices+3] = nb_vertices + 1 - indices[nb_indices+4] = nb_vertices + 2 - indices[nb_indices+5] = nb_vertices + 3 + if not is_legacy: + # Add indices + if use_primitive_restart: + indices[nb_indices] = nb_vertices + indices[nb_indices+1] = nb_vertices + 1 + indices[nb_indices+2] = nb_vertices + 3 + indices[nb_indices+3] = nb_vertices + 2 + indices[nb_indices+4] = 0xFFFF + else: + indices[nb_indices] = nb_vertices + indices[nb_indices+1] = nb_vertices + 1 + indices[nb_indices+2] = nb_vertices + 3 + indices[nb_indices+3] = nb_vertices + 1 + indices[nb_indices+4] = nb_vertices + 2 + indices[nb_indices+5] = nb_vertices + 3 + + nb_indices += 5 if use_primitive_restart else 6 nb_vertices += 4 - nb_indices += 5 if use_primitive_restart else 6 + + self.texture = textures[key >> 1] # We only need to keep the rendered vertices and indices in memory, # either in RAM or in VRAM, they will never change until we implement # background animation. - self.texture = textures[key >> 1] - self.nb_indices = nb_indices - if is_legacy: self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex)) - self.indices = <GLushort*> realloc(indices, nb_indices * sizeof(GLushort)) + self.nb_vertices = nb_vertices else: if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background uploading") @@ -170,5 +172,7 @@ cdef class BackgroundRenderer: glBufferData(GL_ELEMENT_ARRAY_BUFFER, nb_indices * sizeof(GLushort), indices, GL_STATIC_DRAW) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) + self.nb_indices = nb_indices + if use_debug_group: glPopDebugGroup()