Mercurial > touhou
view pytouhou/ui/opengl/background.pyx @ 524:7f016dfbdfb1
Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:15:40 +0100 |
parents | b18f0bd30ad0 |
children | dacdcca59b66 |
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# -*- 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_TRIANGLES, GL_UNSIGNED_SHORT, GL_ELEMENT_ARRAY_BUFFER) from .sprite cimport get_sprite_rendering_data cdef class BackgroundRenderer: def __dealloc__(self): if self.vertex_buffer != NULL: free(self.vertex_buffer) if self.indices != NULL: free(self.indices) def __init__(self, use_fixed_pipeline): self.use_fixed_pipeline = use_fixed_pipeline if not use_fixed_pipeline: glGenBuffers(1, &self.vbo) glGenBuffers(1, &self.ibo) cdef void render_background(self): if self.use_fixed_pipeline: indices = self.indices 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: glBindBuffer(GL_ARRAY_BUFFER, self.vbo) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo) indices = NULL #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) glEnable(GL_DEPTH_TEST) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glBindTexture(GL_TEXTURE_2D, self.texture) glDrawElements(GL_TRIANGLES, self.nb_indices, GL_UNSIGNED_SHORT, indices) glDisable(GL_DEPTH_TEST) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) cdef void load(self, background, Renderer renderer): cdef float ox, oy, oz, ox2, oy2, oz2 cdef GLsizei nb_vertices = 0, nb_indices = 0 vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex)) 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 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices left, right, bottom, top = uvs r, g, b, a = colors # Pack data vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a) vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a) vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a) vertex_buffer[nb_vertices+3] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a) # Add indices indices[nb_indices] = nb_vertices indices[nb_indices+1] = nb_vertices + 1 indices[nb_indices+2] = nb_vertices + 2 indices[nb_indices+3] = nb_vertices + 2 indices[nb_indices+4] = nb_vertices + 3 indices[nb_indices+5] = nb_vertices nb_vertices += 4 nb_indices += 6 # 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. self.texture = renderer.textures[key >> 1] self.nb_indices = nb_indices if self.use_fixed_pipeline: self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex)) self.indices = <GLushort*> realloc(indices, nb_indices * sizeof(GLushort)) else: 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)