view pytouhou/ui/renderer.pyx @ 413:6d7dbcb31d95

Let the gc do its work, don’t keep useless references.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 12 Jun 2013 18:32:35 +0200
parents 5fe6cd6ceb48
children d8630c086926
line wrap: on
line source

# -*- 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)