Mercurial > touhou
view pytouhou/ui/opengl/texture.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 | 3c2f96f1d715 |
children | a6af3ff86612 |
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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 pytouhou.lib.opengl cimport \ (glTexParameteri, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_LINEAR, GL_BGRA, GL_RGBA, GL_RGB, GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_4_4_4_4_REV, GL_UNSIGNED_SHORT_4_4_4_4, glGenTextures, glBindTexture, glTexImage2D, GL_TEXTURE_2D, GLuint, glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup) from pytouhou.lib.sdl cimport load_png, create_rgb_surface from pytouhou.lib.sdl import SDLError from pytouhou.formats.thtx import Texture #TODO: perhaps define that elsewhere? from pytouhou.game.text cimport NativeText from .backend cimport use_debug_group import os from pytouhou.utils.helpers import get_logger logger = get_logger(__name__) cdef class TextureManager: def __init__(self, loader=None, renderer=None, texture_class=None): self.loader = loader self.renderer = renderer self.texture_class = texture_class cdef void load(self, dict anms) except *: if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Texture loading") for anm in sorted(anms.values(), key=is_ascii): if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Loading textures from ANM") for entry in anm: if entry.texture is None: texture = decode_png(self.loader, entry.first_name, entry.secondary_name) elif not isinstance(entry.texture, self.texture_class): texture = entry.texture entry.texture = self.texture_class(load_texture(texture), self.renderer) if use_debug_group: glPopDebugGroup() anms.clear() if use_debug_group: glPopDebugGroup() def is_ascii(anm): return anm[0].first_name.endswith('ascii.png') cdef class FontManager: def __init__(self, fontname, fontsize=16, renderer=None, texture_class=None): self.font = Font(fontname, fontsize) self.renderer = renderer self.texture_class = texture_class cdef void load(self, dict labels) except *: cdef NativeText label if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Text rendering") for i, label in labels.items(): if label.texture is None: try: surface = self.font.render(label.text) except SDLError as e: logger.error(u'Rendering of label “%s” failed: %s', label.text, e) del labels[i] # Prevents it from retrying to render. continue label.width, label.height = surface.surface.w, surface.surface.h if label.align == 'center': label.x -= label.width // 2 elif label.align == 'right': label.x -= label.width else: assert label.align == 'left' texture = Texture(label.width, label.height, -4, surface.pixels) label.texture = self.texture_class(load_texture(texture), self.renderer) if use_debug_group: glPopDebugGroup() cdef decode_png(loader, first_name, secondary_name): image_file = load_png(loader.get_file(os.path.basename(first_name))) width, height = image_file.surface.w, image_file.surface.h # Support only 32 bits RGBA. Paletted surfaces are awful to work with. #TODO: verify it doesn’t blow up on big-endian systems. new_image = create_rgb_surface(width, height, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000) new_image.blit(image_file) if secondary_name: alpha_file = load_png(loader.get_file(os.path.basename(secondary_name))) assert (width == alpha_file.surface.w and height == alpha_file.surface.h) new_alpha_file = create_rgb_surface(width, height, 24) new_alpha_file.blit(alpha_file) new_image.set_alpha(new_alpha_file) return Texture(width, height, -4, new_image.pixels) cdef GLuint load_texture(thtx) except? 65535: cdef GLuint texture cdef long fmt = thtx.fmt if fmt == 1: #format_ = GL_BGRA format_ = GL_RGBA #XXX: should be GL_BGRA type_ = GL_UNSIGNED_BYTE composants = GL_RGBA elif fmt == 3: format_ = GL_RGB type_ = GL_UNSIGNED_SHORT_5_6_5 composants = GL_RGB elif fmt == 5: #format_ = GL_BGRA format_ = GL_RGBA #XXX: should be GL_BGRA #type_ = GL_UNSIGNED_SHORT_4_4_4_4_REV type_ = GL_UNSIGNED_SHORT_4_4_4_4 #XXX: should be GL_UNSIGNED_SHORT_4_4_4_4_REV composants = GL_RGBA elif fmt == 7: format_ = GL_LUMINANCE type_ = GL_UNSIGNED_BYTE composants = GL_LUMINANCE elif fmt == -4: #XXX: non-standard format_ = GL_RGBA type_ = GL_UNSIGNED_BYTE composants = GL_RGBA else: raise Exception('Unknown texture type') glGenTextures(1, &texture) glBindTexture(GL_TEXTURE_2D, 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, composants, thtx.width, thtx.height, 0, format_, type_, <char*>thtx.data) return texture