Mercurial > touhou
view pytouhou/ui/opengl/framebuffer.pyx @ 588:7a82c4b52b16
Prevent a traceback when we call Window.run without a runner set.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 08 Oct 2014 19:20:15 +0200 |
parents | 6c9d8a3d853f |
children | 23b9418e4b2f |
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# -*- 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 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_DRAW_FRAMEBUFFER, glClear, GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, glViewport, glBlendFunc, GL_ONE, GL_ZERO) 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 and not use_framebuffer_blit: glGenVertexArrays(1, &self.vao) glBindVertexArray(self.vao) self.set_state() glBindVertexArray(0) glBindBuffer(GL_ARRAY_BUFFER, 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) 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) nogil: if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Framebuffer drawing") glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) if use_framebuffer_blit: glBlitFramebuffer(self.x, self.y, self.width, self.height, x, y, x + width, y + height, GL_COLOR_BUFFER_BIT, GL_LINEAR) else: 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()