diff pytouhou/opengl/gamerenderer.pyx @ 131:fab7ad2f0d8b

Use Cython, improve performances!
author Thibaut Girka <thib@sitedethib.com>
date Sun, 11 Sep 2011 02:02:59 +0200
parents pytouhou/opengl/gamerenderer.py@11ab06f4c4c6
children 982b21222602
line wrap: on
line diff
copy from pytouhou/opengl/gamerenderer.py
copy to pytouhou/opengl/gamerenderer.pyx
--- a/pytouhou/opengl/gamerenderer.py
+++ b/pytouhou/opengl/gamerenderer.pyx
@@ -12,116 +12,55 @@
 ## GNU General Public License for more details.
 ##
 
-import struct
-from itertools import chain
+from libc.stdlib cimport malloc, free
+
 import ctypes
 
-import pyglet
+import struct
+
 from pyglet.gl import *
 
 from pytouhou.opengl.texture import TextureManager
-from pytouhou.opengl.sprite import get_sprite_rendering_data
+from pytouhou.opengl.sprite cimport get_sprite_rendering_data
 from pytouhou.opengl.background import get_background_rendering_data
 
 
 MAX_ELEMENTS = 10000
 
 
-class GameRenderer(pyglet.window.Window):
+cdef struct Vertex:
+    float x, y, z
+    float u, v
+    unsigned char r, g, b, a
+
+
+cdef class GameRenderer:
+    cdef public texture_manager
+    cdef public game
+    cdef public background
+
+    cdef Vertex *vertex_buffer
+
+
+    def __cinit__(self, resource_loader, game=None, background=None):
+        # Allocate buffers
+        self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
+
+
+    def __dealloc__(self):
+        free(self.vertex_buffer)
+
+
     def __init__(self, resource_loader, game=None, background=None):
-        pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False)
-        self.keys = pyglet.window.key.KeyStateHandler()
-        self.push_handlers(self.keys)
-
         self.texture_manager = TextureManager(resource_loader)
 
-        self.fps_display = pyglet.clock.ClockDisplay()
-
         self.game = game
         self.background = background
 
 
-    def start(self, width=384, height=448):
-        self.set_size(width, height)
-
-        # Initialize OpenGL
-        glMatrixMode(GL_PROJECTION)
-        glLoadIdentity()
-        gluPerspective(30, float(width)/float(height),
-                       101010101./2010101., 101010101./10101.)
-
-        glEnable(GL_BLEND)
-        glEnable(GL_TEXTURE_2D)
-        glEnable(GL_FOG)
-        glHint(GL_FOG_HINT, GL_NICEST)
-        glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
-        glEnableClientState(GL_COLOR_ARRAY)
-        glEnableClientState(GL_VERTEX_ARRAY)
-        glEnableClientState(GL_TEXTURE_COORD_ARRAY)
-
-        # Allocate buffers
-        buff = ctypes.c_buffer(MAX_ELEMENTS * 4 * (3 * 4 + 2 * 4 + 4))
-        self.buffers = (buff,
-                        ctypes.byref(buff, 3 * 4),
-                        ctypes.byref(buff, 3 * 4 + 2 * 4))
-
-        # Use our own loop to ensure 60 (for now, 120) fps
-        pyglet.clock.set_fps_limit(120)
-        while not self.has_exit:
-            pyglet.clock.tick()
-            self.dispatch_events()
-            self.update()
-            self.on_draw()
-            self.flip()
-
-
-    def on_resize(self, width, height):
-        glViewport(0, 0, width, height)
-
+    cdef render_elements(self, elements):
+        cdef unsigned short nb_vertices = 0
 
-    def on_key_press(self, symbol, modifiers):
-        if symbol == pyglet.window.key.ESCAPE:
-            self.has_exit = True
-        # XXX: Fullscreen will be enabled the day pyglet stops sucking
-        elif symbol == pyglet.window.key.F11:
-            self.set_fullscreen(not self.fullscreen)
-
-
-    def update(self):
-        if self.background:
-            self.background.update(self.game.game_state.frame)
-        if self.game:
-            #TODO: allow user settings
-            keystate = 0
-            if self.keys[pyglet.window.key.W]:
-                keystate |= 1
-            if self.keys[pyglet.window.key.X]:
-                keystate |= 2
-            #TODO: on some configurations, LSHIFT is Shift_L when pressed
-            # and ISO_Prev_Group when released, confusing the hell out of pyglet
-            # and leading to a always-on LSHIFT...
-            if self.keys[pyglet.window.key.LSHIFT]:
-                keystate |= 4
-            if self.keys[pyglet.window.key.UP]:
-                keystate |= 16
-            if self.keys[pyglet.window.key.DOWN]:
-                keystate |= 32
-            if self.keys[pyglet.window.key.LEFT]:
-                keystate |= 64
-            if self.keys[pyglet.window.key.RIGHT]:
-                keystate |= 128
-            if self.keys[pyglet.window.key.LCTRL]:
-                keystate |= 256
-            self.game.run_iter(keystate) #TODO: self.keys...
-
-
-    def render_elements(self, elements):
-        texture_manager = self.texture_manager
-
-        pack_data = struct.Struct('fff ff BBBB' * 4).pack_into
-        _vertices, _uvs, _colors = self.buffers
-
-        nb_vertices = 0
         indices_by_texture = {}
 
         for element in elements:
@@ -135,22 +74,10 @@ class GameRenderer(pyglet.window.Window)
                 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
                 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors
                 u1, v1, u2, v2, u3, v3, u4, v4 = uvs
-                pack_data(_vertices, nb_vertices * (3 * 4 + 2 * 4 + 4),
-                                            x1 + ox, y1 + oy, z1,
-                                            u1, v1,
-                                            r1, g1, b1, a1,
-
-                                            x2 + ox, y2 + oy, z2,
-                                            u2, v2,
-                                            r2, g2, b2, a2,
-
-                                            x3 + ox, y3 + oy, z3,
-                                            u3, v3,
-                                            r3, g3, b3, a3,
-
-                                            x4 + ox, y4 + oy, z4,
-                                            u4, v4,
-                                            r4, g4, b4, a4)
+                self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1)
+                self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2)
+                self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3)
+                self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4)
 
                 # Add indices
                 index = nb_vertices
@@ -158,19 +85,19 @@ class GameRenderer(pyglet.window.Window)
 
                 nb_vertices += 4
 
-        glVertexPointer(3, GL_FLOAT, 24, _vertices)
-        glTexCoordPointer(2, GL_FLOAT, 24, _uvs)
-        glColorPointer(4, GL_UNSIGNED_BYTE, 24, _colors)
+        glVertexPointer(3, GL_FLOAT, 24, <long> &self.vertex_buffer[0].x)
+        glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u)
+        glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r)
 
         for (texture_key, blendfunc), indices in indices_by_texture.items():
             nb_indices = len(indices)
             indices = struct.pack(str(nb_indices) + 'H', *indices)
             glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
-            glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id)
+            glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id)
             glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices)
 
 
-    def on_draw(self):
+    def render(self):
         glClear(GL_DEPTH_BUFFER_BIT)
 
         back = self.background
@@ -227,10 +154,3 @@ class GameRenderer(pyglet.window.Window)
             self.render_elements(game.players)
             glEnable(GL_FOG)
 
-        #TODO
-        glMatrixMode(GL_MODELVIEW)
-        glLoadIdentity()
-        gluLookAt(192., 224., 835.979370,
-                  192, 224., 0., 0., 1., 0.)
-        self.fps_display.draw()
-