Mercurial > touhou
view pytouhou/ui/opengl/renderer.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 | c0b3f8709f74 |
children | dacdcca59b66 |
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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 libc.stdlib cimport malloc, free from libc.string cimport memset from os.path import join from pytouhou.lib.opengl cimport \ (glVertexPointer, glTexCoordPointer, glColorPointer, glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, glBindTexture, glDrawElements, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, GL_SHORT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO, GL_TEXTURE_2D, GL_TRIANGLES, glGenBuffers, glBindFramebuffer, glViewport, glDeleteBuffers, glGenTextures, glTexParameteri, glTexImage2D, glGenRenderbuffers, glBindRenderbuffer, glRenderbufferStorage, glGenFramebuffers, glFramebufferTexture2D, glFramebufferRenderbuffer, glCheckFramebufferStatus, GL_FRAMEBUFFER, GL_TEXTURE_MIN_FILTER, GL_LINEAR, GL_TEXTURE_MAG_FILTER, GL_RGBA, GL_RENDERBUFFER, GL_DEPTH_COMPONENT, GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, GL_FRAMEBUFFER_COMPLETE, glClear, GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GLuint, glDeleteTextures, GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW) from pytouhou.lib.sdl import SDLError from pytouhou.game.element cimport Element from .sprite cimport get_sprite_rendering_data from pytouhou.utils.helpers import get_logger logger = get_logger(__name__) cdef class Texture: def __cinit__(self, GLuint texture, Renderer renderer): self.texture = texture # Find an unused key in the textures array. for key in xrange(MAX_TEXTURES): if renderer.textures[key] == 0: break else: raise MemoryError('Too many textures currently loaded, consider increasing MAX_TEXTURES (currently %d).' % MAX_TEXTURES) self.key = key self.pointer = &renderer.textures[key] self.pointer[0] = texture for i in xrange(2): renderer.indices[key][i] = self.indices[i] def __dealloc__(self): if self.texture: glDeleteTextures(1, &self.texture) if self.pointer != NULL: self.pointer[0] = 0 # The dangling pointers in renderer.indices doesn’t matter, since we # won’t use them if no texture is loaded in that slot. cdef long find_objects(Renderer self, object elements) except -1: # Don’t type element as Element, or else the overriding of objects won’t work. cdef Element obj cdef long i = 0 for element in elements: for obj in element.objects: sprite = obj.sprite if sprite and sprite.visible: # warning: no reference is preserved on the object—assuming the object will not die accidentally self.elements[i] = <PyObject*>obj i += 1 if i >= 640*3-4: return i return i cdef class Renderer: def __dealloc__(self): if not self.use_fixed_pipeline: glDeleteBuffers(1, &self.framebuffer_vbo) glDeleteBuffers(1, &self.vbo) def __init__(self, resource_loader): # Only used in modern GL. cdef unsigned short framebuffer_indices[6] self.texture_manager = TextureManager(resource_loader, self, Texture) font_name = join(resource_loader.game_dir, 'font.ttf') try: self.font_manager = FontManager(font_name, 16, self, Texture) except SDLError: self.font_manager = None logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name) if not self.use_fixed_pipeline: framebuffer_indices[:] = [0, 1, 2, 2, 3, 0] glGenBuffers(1, &self.vbo) glGenBuffers(1, &self.framebuffer_vbo) glGenBuffers(1, &self.framebuffer_ibo) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.framebuffer_ibo) glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(framebuffer_indices), framebuffer_indices, GL_STATIC_DRAW) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) cdef void render_elements(self, elements): cdef int key cdef short x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, ox, oy cdef float left, right, bottom, top cdef unsigned char r, g, b, a nb_elements = find_objects(self, elements) if not nb_elements: return nb_vertices = 0 memset(self.last_indices, 0, sizeof(self.last_indices)) for element_idx in xrange(nb_elements): element = <object>self.elements[element_idx] sprite = element.sprite ox, oy = element.x, element.y key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) blendfunc = key & 1 texture = key >> 1 rec = self.indices[texture][blendfunc] next_indice = self.last_indices[key] # Pack data in buffer x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices left, right, bottom, top = uvs r, g, b, a = colors self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, 0, left, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, 0, right, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, 0, right, top, r, g, b, a) self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, 0, left, top, r, g, b, a) # Add indices rec[next_indice] = nb_vertices rec[next_indice+1] = nb_vertices + 1 rec[next_indice+2] = nb_vertices + 2 rec[next_indice+3] = nb_vertices + 2 rec[next_indice+4] = nb_vertices + 3 rec[next_indice+5] = nb_vertices self.last_indices[key] += 6 nb_vertices += 4 if self.use_fixed_pipeline: glVertexPointer(3, GL_SHORT, 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) glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) glEnableVertexAttribArray(1) glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) glEnableVertexAttribArray(2) # Don’t change the state when it’s not needed. previous_blendfunc = -1 previous_texture = -1 for key in xrange(2 * MAX_TEXTURES): nb_indices = self.last_indices[key] if not nb_indices: continue blendfunc = key & 1 texture = key >> 1 if blendfunc != previous_blendfunc: glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) if texture != previous_texture: glBindTexture(GL_TEXTURE_2D, self.textures[texture]) glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[texture][blendfunc]) previous_blendfunc = blendfunc previous_texture = texture glBindTexture(GL_TEXTURE_2D, 0) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0) cdef void render_quads(self, rects, colors, GLuint texture): # There is nothing that batch more than two quads on the same texture, currently. cdef Vertex buf[8] cdef unsigned short indices[12] indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] length = len(rects) assert length == len(colors) for i, r in enumerate(rects): c1, c2, c3, c4 = colors[i] buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, 0, c1.r, c1.g, c1.b, c1.a) buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 0, 1, 0, c2.r, c2.g, c2.b, c2.a) buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 0, 1, 1, c3.r, c3.g, c3.b, c3.a) buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) if self.use_fixed_pipeline: glVertexPointer(3, GL_SHORT, sizeof(Vertex), &buf[0].x) glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &buf[0].u) glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &buf[0].r) else: glBindBuffer(GL_ARRAY_BUFFER, self.vbo) glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) glEnableVertexAttribArray(1) glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) glEnableVertexAttribArray(2) glBindTexture(GL_TEXTURE_2D, texture) glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0) cdef void render_framebuffer(self, Framebuffer fb): cdef PassthroughVertex[4] buf assert not self.use_fixed_pipeline glBindFramebuffer(GL_FRAMEBUFFER, 0) glViewport(self.x, self.y, self.width, self.height) glBlendFunc(GL_ONE, GL_ZERO) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glBindBuffer(GL_ARRAY_BUFFER, self.framebuffer_vbo) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.framebuffer_ibo) #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) buf[0] = PassthroughVertex(fb.x, fb.y, 0, 1) buf[1] = PassthroughVertex(fb.x + fb.width, fb.y, 1, 1) buf[2] = PassthroughVertex(fb.x + fb.width, fb.y + fb.height, 1, 0) buf[3] = PassthroughVertex(fb.x, fb.y + fb.height, 0, 0) glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PassthroughVertex), buf, GL_DYNAMIC_DRAW) glBindTexture(GL_TEXTURE_2D, fb.texture) glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL) glBindTexture(GL_TEXTURE_2D, 0) glBindBuffer(GL_ARRAY_BUFFER, 0) glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) cdef class Framebuffer: def __init__(self, int x, int y, int width, int height): self.x = x self.y = y self.width = width self.height = height 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) glGenRenderbuffers(1, &self.rbo) glBindRenderbuffer(GL_RENDERBUFFER, self.rbo) glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height) glBindRenderbuffer(GL_RENDERBUFFER, 0) 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) cpdef bind(self): glBindFramebuffer(GL_FRAMEBUFFER, self.fbo)