Mercurial > touhou
diff pytouhou/ui/renderer.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 | 5fe6cd6ceb48 |
children | 5d7bb2fd74f7 |
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--- a/pytouhou/ui/renderer.pyx +++ b/pytouhou/ui/renderer.pyx @@ -12,21 +12,19 @@ ## GNU General Public License for more details. ## -from libc.stdlib cimport malloc, free, realloc +from libc.stdlib cimport malloc, free from itertools import chain -import ctypes - from struct import pack -from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer, - glVertexAttribPointer, glEnableVertexAttribArray, - glBlendFunc, glBindTexture, glDrawElements, - glBindBuffer, glBufferData, GL_ARRAY_BUFFER, - 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 pytouhou.lib.opengl cimport \ + (glVertexPointer, glTexCoordPointer, glColorPointer, + glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, + glBindTexture, glDrawElements, glBindBuffer, glBufferData, + GL_ARRAY_BUFFER, GL_DYNAMIC_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, + glGenBuffers) from .sprite cimport get_sprite_rendering_data from .texture cimport TextureManager @@ -39,20 +37,21 @@ 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): self.texture_manager = TextureManager(resource_loader) + if not self.use_fixed_pipeline: + glGenBuffers(1, &self.vbo) + cpdef render_elements(self, elements): - cdef unsigned short nb_vertices = 0 + cdef unsigned short nb_vertices = 0, nb_indices, *new_indices indices_by_texture = {} @@ -86,85 +85,33 @@ cdef class Renderer: return if self.use_fixed_pipeline: - glVertexPointer(3, GL_INT, sizeof(Vertex), <long> &self.vertex_buffer[0].x) - glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), <long> &self.vertex_buffer[0].u) - glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), <long> &self.vertex_buffer[0].r) + glVertexPointer(3, GL_INT, 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) - glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), <long> &self.vertex_buffer[0], GL_DYNAMIC_DRAW) + glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. - glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), 0) + glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0) glEnableVertexAttribArray(0) - glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), 12) + glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) glEnableVertexAttribArray(1) - glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), 20) + glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) glEnableVertexAttribArray(2) for (texture_key, blendfunc), indices in indices_by_texture.items(): + + #TODO: find a more elegent way. nb_indices = len(indices) - indices = pack(str(nb_indices) + 'H', *indices) + new_indices = <unsigned short*> malloc(nb_indices * sizeof(unsigned short)) + for i in xrange(nb_indices): + new_indices[i] = indices[i] + glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key]) - glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices) + glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, new_indices) + free(new_indices) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0) - - - 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) - 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)