diff pytouhou/ui/background.pyx @ 423:d8630c086926

Replace Pyglet with our own Cython OpenGL wrapper.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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)