Mercurial > touhou
view pytouhou/ui/opengl/backend.pyx @ 635:80687f258001
Make sdl.Window inherit from gui.Window, so we can swap implementations.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 14 Apr 2016 21:18:03 +0100 |
parents | a6af3ff86612 |
children | 4fa0a8e7d941 |
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cimport pytouhou.lib.gui as gui from pytouhou.lib.gui import Error as GUIError from .backend_sdl import create_sdl_window from pytouhou.lib.opengl cimport \ (glEnable, glHint, glEnableClientState, GL_TEXTURE_2D, GL_BLEND, GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, epoxy_gl_version, epoxy_is_desktop_gl, epoxy_has_gl_extension, GL_PRIMITIVE_RESTART, glPrimitiveRestartIndex, glPixelStorei, GL_PACK_INVERT_MESA, GL_QUADS, GL_TRIANGLE_STRIP, GL_TRIANGLES) GameRenderer = None def init(options): ''' Initialize the OpenGL module, and raise if something bad prevents it from working. ''' cdef str flavor global profile, major, minor, double_buffer, is_legacy, GameRenderer flavor = options['flavor'] assert flavor in ('core', 'es', 'compatibility', 'legacy') profile = flavor version = str(options['version']) assert len(version) == 3 and version[1] == '.' major = int(version[0]) minor = int(version[2]) maybe_double_buffer = options['double-buffer'] double_buffer = maybe_double_buffer if maybe_double_buffer is not None else -1 is_legacy = flavor == 'legacy' or flavor == 'compatibility' and major < 2 #TODO: check for framebuffer/renderbuffer support. from pytouhou.ui.opengl.gamerenderer import GameRenderer cdef bint discover_features() except True: '''Discover which features are supported by our context.''' global use_debug_group, use_vao, use_primitive_restart, use_framebuffer_blit, use_pack_invert, use_scaled_rendering global primitive_mode global shader_header global is_legacy version = epoxy_gl_version() is_desktop = epoxy_is_desktop_gl() is_legacy = is_legacy or (is_desktop and version < 20) use_debug_group = (is_desktop and version >= 43) or epoxy_has_gl_extension('GL_KHR_debug') use_vao = (is_desktop and version >= 30) or epoxy_has_gl_extension('GL_ARB_vertex_array_object') use_primitive_restart = (is_desktop and version >= 31) use_framebuffer_blit = (is_desktop and version >= 30) use_pack_invert = epoxy_has_gl_extension('GL_MESA_pack_invert') use_scaled_rendering = not is_legacy #TODO: try to use the EXT framebuffer extension. primitive_mode = (GL_QUADS if is_legacy else GL_TRIANGLE_STRIP if use_primitive_restart else GL_TRIANGLES) if not is_legacy: if is_desktop: # gl_FragColor isn’t supported anymore starting with GLSL 4.2. if version >= 42: version = 41 try: glsl_version = {20: 110, 21: 120, 30: 130, 31: 140, 32: 150}[version] except KeyError: assert version >= 33 glsl_version = version * 10 shader_header = ('#version %d\n\n' % glsl_version).encode() else: # The attribute keyword isn’t supported past GLSL ES 3.0. if version >= 30: version = 20 glsl_version = {20: '100', 30: '300 es'}[version] shader_header = ('#version %s\n\nprecision highp float;\n\n' % glsl_version).encode() def create_window(title, x, y, width, height, swap_interval): '''Create a window (using SDL) and an OpenGL context.''' cdef gui.Window window window = create_sdl_window(title, x, y, width, height) window.create_gl_context() discover_features() if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "OpenGL initialisation") # Initialize OpenGL glEnable(GL_BLEND) if is_legacy: glEnable(GL_TEXTURE_2D) glHint(GL_FOG_HINT, GL_NICEST) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) if use_primitive_restart: glEnable(GL_PRIMITIVE_RESTART) glPrimitiveRestartIndex(0xFFFF); if use_pack_invert: glPixelStorei(GL_PACK_INVERT_MESA, True) if use_debug_group: glPopDebugGroup() if swap_interval is not None: try: window.set_swap_interval(swap_interval) except GUIError: # The OpenGL context doesn’t support setting the swap interval, # we’ll probably fallback to SDL_Delay-based clocking. pass return window