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
line wrap: on
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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