Mercurial > touhou
diff pytouhou/ui/background.pyx @ 423:d8630c086926
Replace Pyglet with our own Cython OpenGL wrapper.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 16 Jul 2013 21:07:15 +0200 |
parents | |
children | 5d7bb2fd74f7 |
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new file mode 100644 --- /dev/null +++ b/pytouhou/ui/background.pyx @@ -0,0 +1,101 @@ +# -*- encoding: utf-8 -*- +## +## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> +## +## This program is free software; you can redistribute it and/or modify +## it under the terms of the GNU General Public License as published +## by the Free Software Foundation; version 3 only. +## +## This program is distributed in the hope that it will be useful, +## but WITHOUT ANY WARRANTY; without even the implied warranty of +## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +## GNU General Public License for more details. +## + +from libc.stdlib cimport malloc, free, realloc + +from pytouhou.lib.opengl cimport \ + (glVertexPointer, glTexCoordPointer, glColorPointer, + glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, + glBindTexture, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, + GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_FLOAT, GL_SRC_ALPHA, + GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, glGenBuffers, + glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS) + +from .sprite cimport get_sprite_rendering_data + + +cdef class BackgroundRenderer: + def __cinit__(self): + # Allocate buffers + self.vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex)) + + + def __dealloc__(self): + free(self.vertex_buffer) + + + def __init__(self, texture_manager, use_fixed_pipeline): + self.texture_manager = texture_manager + self.use_fixed_pipeline = use_fixed_pipeline + + if not use_fixed_pipeline: + glGenBuffers(1, &self.vbo) + + + cpdef render_background(self): + if self.use_fixed_pipeline: + 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: + glBindBuffer(GL_ARRAY_BUFFER, self.vbo) + + #TODO: find a way to use offsetof() instead of those ugly hardcoded values. + glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(Vertex), <void*>0) + glEnableVertexAttribArray(0) + glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) + glEnableVertexAttribArray(1) + glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) + glEnableVertexAttribArray(2) + + glEnable(GL_DEPTH_TEST) + 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(self, background): + cdef float ox, oy, oz, ox2, oy2, oz2 + cdef unsigned short nb_vertices = 0 + cdef Vertex* vertex_buffer + + vertex_buffer = self.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] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a) + vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a) + vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a) + vertex_buffer[nb_vertices+3] = Vertex(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.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex)) + + if not self.use_fixed_pipeline: + glBindBuffer(GL_ARRAY_BUFFER, self.vbo) + glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_STATIC_DRAW) + glBindBuffer(GL_ARRAY_BUFFER, 0)