Mercurial > touhou
view pytouhou/ui/opengl/framebuffer.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 | 1b31169dc344 |
children | a6af3ff86612 |
line wrap: on
line source
# -*- encoding: utf-8 -*- ## ## Copyright (C) 2014 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 free from pytouhou.lib.opengl cimport \ (glPushDebugGroup, glPopDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glGenTextures, glDeleteTextures, glBindTexture, glTexParameteri, glTexImage2D, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_LINEAR, GL_RGBA, GL_UNSIGNED_BYTE, glGenRenderbuffers, glDeleteRenderbuffers, glBindRenderbuffer, glRenderbufferStorage, GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, glGenFramebuffers, glDeleteFramebuffers, glBindFramebuffer, glFramebufferTexture2D, glFramebufferRenderbuffer, glCheckFramebufferStatus, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_COMPLETE, glGenBuffers, glDeleteBuffers, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, GL_STATIC_DRAW, glGenVertexArrays, glDeleteVertexArrays, glBindVertexArray, glVertexAttribPointer, GL_SHORT, GL_FLOAT, glEnableVertexAttribArray, glDrawArrays, GL_TRIANGLE_STRIP, glBlitFramebuffer, GL_READ_FRAMEBUFFER, glClear, GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, glViewport, glBlendFunc, GL_ONE, GL_ZERO) from pytouhou.utils.maths cimport ortho_2d from .shaders.eosd import PassthroughShader from .backend cimport use_debug_group, use_vao, use_framebuffer_blit cdef class Framebuffer: def __init__(self, int x, int y, int width, int height): if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Framebuffer creation") # This texture will receive the game area in native resolution. glGenTextures(1, &self.texture) glBindTexture(GL_TEXTURE_2D, self.texture) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL) glBindTexture(GL_TEXTURE_2D, 0) # We need a depth buffer, but don’t care about retrieving it. glGenRenderbuffers(1, &self.rbo) glBindRenderbuffer(GL_RENDERBUFFER, self.rbo) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height) glBindRenderbuffer(GL_RENDERBUFFER, 0) # The framebuffer is there as a rendering target. glGenFramebuffers(1, &self.fbo) glBindFramebuffer(GL_FRAMEBUFFER, self.fbo) glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.texture, 0) glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, self.rbo) assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE glBindFramebuffer(GL_FRAMEBUFFER, 0) if not use_framebuffer_blit: # We’ll use only those vertices, everytime. self.buf[0] = PassthroughVertex(x, y, 0, 1) self.buf[1] = PassthroughVertex(x + width, y, 1, 1) self.buf[2] = PassthroughVertex(x, y + height, 0, 0) self.buf[3] = PassthroughVertex(x + width, y + height, 1, 0) # Now we upload those vertices into a static vbo. glGenBuffers(1, &self.vbo) glBindBuffer(GL_ARRAY_BUFFER, self.vbo) glBufferData(GL_ARRAY_BUFFER, sizeof(self.buf), self.buf, GL_STATIC_DRAW) # As a performance optimisation, if supported, store the rendering state into a vao. if use_vao: glGenVertexArrays(1, &self.vao) glBindVertexArray(self.vao) self.set_state() glBindVertexArray(0) glBindBuffer(GL_ARRAY_BUFFER, 0) # And finally the shader we’ll use to display everything. self.shader = PassthroughShader() self.mvp = ortho_2d(0., float(width), float(height), 0.) else: self.x = x self.y = y self.width = width self.height = height if use_debug_group: glPopDebugGroup() def __dealloc__(self): if not use_framebuffer_blit: glDeleteBuffers(1, &self.vbo) if use_vao: glDeleteVertexArrays(1, &self.vao) if self.mvp != NULL: free(self.mvp) glDeleteTextures(1, &self.texture) glDeleteRenderbuffers(1, &self.rbo) glDeleteFramebuffers(1, &self.fbo) cpdef bind(self): glBindFramebuffer(GL_FRAMEBUFFER, self.fbo) cdef void set_state(self) nogil: glBindBuffer(GL_ARRAY_BUFFER, self.vbo) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. glVertexAttribPointer(0, 2, GL_SHORT, False, sizeof(PassthroughVertex), <void*>0) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>4) glEnableVertexAttribArray(1) cdef void render(self, int x, int y, int width, int height) except *: if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Framebuffer drawing") glBindFramebuffer(GL_FRAMEBUFFER, 0) glClear(GL_COLOR_BUFFER_BIT) if use_framebuffer_blit: glBindFramebuffer(GL_READ_FRAMEBUFFER, self.fbo) glBlitFramebuffer(self.x, self.y, self.width, self.height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR) else: self.shader.bind() self.shader.uniform_matrix('mvp', self.mvp) glViewport(x, y, width, height) glBlendFunc(GL_ONE, GL_ZERO) if use_vao: glBindVertexArray(self.vao) else: self.set_state() glBindTexture(GL_TEXTURE_2D, self.texture) glDrawArrays(GL_TRIANGLE_STRIP, 0, 4) glBindTexture(GL_TEXTURE_2D, 0) if use_vao: glBindVertexArray(0) else: glBindBuffer(GL_ARRAY_BUFFER, 0) if use_debug_group: glPopDebugGroup()