view pytouhou/ui/opengl/background.pyx @ 792:11bc22bad1bf

python: Replace the image crate with png We weren’t using any of its features anyway, so the png crate is exactly what we need, without the many heavy dependencies of image. https://github.com/image-rs/image-png/pull/670 will eventually make it even faster to build.
author Link Mauve <linkmauve@linkmauve.fr>
date Sat, 17 Jan 2026 22:22:25 +0100
parents a6af3ff86612
children
line wrap: on
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# -*- 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_TEXTURE_2D, glGenBuffers, glEnable,
          glDisable, GL_DEPTH_TEST, glDrawElements, GL_UNSIGNED_SHORT,
          GL_ELEMENT_ARRAY_BUFFER, glDeleteBuffers, glGenVertexArrays,
          glDeleteVertexArrays, glBindVertexArray, glPushDebugGroup,
          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


cdef class BackgroundRenderer:
    def __dealloc__(self):
        if is_legacy:
            if self.vertex_buffer != NULL:
                free(self.vertex_buffer)
        else:
            glDeleteBuffers(1, &self.vbo)
            glDeleteBuffers(1, &self.ibo)

            if use_vao:
                glDeleteVertexArrays(1, &self.vao)


    def __init__(self):
        if not is_legacy:
            if use_debug_group:
                glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background creation")

            glGenBuffers(1, &self.vbo)
            glGenBuffers(1, &self.ibo)

            if use_vao:
                glGenVertexArrays(1, &self.vao)
                glBindVertexArray(self.vao)
                self.set_state()
                glBindVertexArray(0)

            if use_debug_group:
                glPopDebugGroup()


    cdef void set_state(self) nogil:
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo)

        #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)


    cdef void render_background(self) nogil:
        if use_debug_group:
            glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background drawing")

        if is_legacy:
            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:
            if use_vao:
                glBindVertexArray(self.vao)
            else:
                self.set_state()

        glEnable(GL_DEPTH_TEST)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glBindTexture(GL_TEXTURE_2D, self.texture)
        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:
            if use_vao:
                glBindVertexArray(0)
            else:
                glBindBuffer(GL_ARRAY_BUFFER, 0)
                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

        if use_debug_group:
            glPopDebugGroup()


    cdef bint load(self, background, GLuint[MAX_TEXTURES] textures) except True:
        cdef float ox, oy, oz, ox2, oy2, oz2
        cdef GLsizei nb_vertices = 0, nb_indices = 0

        vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex))

        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:
                #TODO: view frustum culling
                data = get_sprite_rendering_data(sprite)
                key = data.key

                x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = data.pos[0], data.pos[1], data.pos[2], data.pos[3], data.pos[4], data.pos[5], data.pos[6], data.pos[7], data.pos[8], data.pos[9], data.pos[10], data.pos[11]
                r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3]

                # 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(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)

                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

        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.

        if is_legacy:
            self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex))
            self.nb_vertices = nb_vertices
        else:
            if use_debug_group:
                glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background uploading")

            glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
            glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), vertex_buffer, GL_STATIC_DRAW)
            glBindBuffer(GL_ARRAY_BUFFER, 0)

            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo)
            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()