view pytouhou/ui/opengl/background.pyx @ 612:73f134f84c7f

Request a RGB888 context, since SDL2’s default of RGB332 sucks. On X11/GLX, it will select the first config available, that is the best one, while on EGL it will iterate over them to select the one closest to what the application requested. Of course, anything lower than RGB888 looks bad and we really don’t want that.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 26 Mar 2015 20:20:37 +0100
parents a6a191e371c7
children a6af3ff86612
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 void load(self, background, GLuint[MAX_TEXTURES] textures) except *:
        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()