Mercurial > touhou
view pytouhou/ui/renderer.pyx @ 422:52829ebe2561
Refactor window management in its own class.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 16 Jul 2013 21:07:15 +0200 |
parents | 5fe6cd6ceb48 |
children | d8630c086926 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## 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 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 .sprite cimport get_sprite_rendering_data from .texture cimport TextureManager MAX_ELEMENTS = 640*4*3 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) cpdef render_elements(self, elements): cdef unsigned short nb_vertices = 0 indices_by_texture = {} objects = chain(*[element.objects for element in elements]) for element in objects: if nb_vertices >= MAX_ELEMENTS - 4: break sprite = element.sprite if sprite and sprite.visible: ox, oy = element.x, element.y key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) rec = indices_by_texture.setdefault(key, []) # Pack data in buffer (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices left, right, bottom, top = uvs r, g, b, a = colors self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a) self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a) # Add indices index = nb_vertices rec.extend((index, index + 1, index + 2, index + 2, index + 3, index)) nb_vertices += 4 if nb_vertices == 0: 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) else: glBindBuffer(GL_ARRAY_BUFFER, self.vbo) glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), <long> &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) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), 12) glEnableVertexAttribArray(1) glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), 20) glEnableVertexAttribArray(2) for (texture_key, blendfunc), indices in indices_by_texture.items(): nb_indices = len(indices) indices = pack(str(nb_indices) + 'H', *indices) 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) 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)