Mercurial > touhou
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
line source
# -*- 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()