Mercurial > touhou
view pytouhou/ui/renderer.pyx @ 462:a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 11 Sep 2013 00:36:50 +0200 |
parents | 6af3854ed826 |
children | 36bc577b2392 |
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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_INT, 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) from pytouhou.lib.sdl import SDLError from pytouhou.game.element cimport Element from .sprite cimport get_sprite_rendering_data from .texture import TextureManager, FontManager from pytouhou.utils.helpers import get_logger logger = get_logger(__name__) DEF MAX_ELEMENTS = 640*4*3 cdef long find_objects(Renderer self, object elements): # 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 __cinit__(self): self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) def __dealloc__(self): free(self.vertex_buffer) if not self.use_fixed_pipeline: glDeleteBuffers(1, &self.framebuffer_vbo) glDeleteBuffers(1, &self.vbo) def __init__(self, resource_loader): self.texture_manager = TextureManager(resource_loader, self) font_name = join(resource_loader.game_dir, 'font.ttf') try: self.font_manager = FontManager(font_name, 16, self) 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: glGenBuffers(1, &self.vbo) glGenBuffers(1, &self.framebuffer_vbo) def add_texture(self, int texture): for i in xrange(2): self.indices[i][texture] = <unsigned short*> malloc(65536 * sizeof(unsigned short)) def remove_texture(self, int texture): for i in xrange(2): free(self.indices[i][texture]) cpdef render_elements(self, elements): cdef int key cdef int 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_vertices = 0 memset(self.last_indices, 0, sizeof(self.last_indices)) nb_elements = find_objects(self, elements) 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 // MAX_TEXTURES texture = key % MAX_TEXTURES rec = self.indices[blendfunc][texture] 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, left, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a) self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, 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 nb_vertices == 0: return if self.use_fixed_pipeline: glVertexPointer(3, GL_INT, 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_INT, 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) for key in xrange(2 * MAX_TEXTURES): nb_indices = self.last_indices[key] if not nb_indices: continue blendfunc = key // MAX_TEXTURES texture = key % MAX_TEXTURES glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) glBindTexture(GL_TEXTURE_2D, texture) glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[blendfunc][texture]) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0) cpdef render_quads(self, rects, colors, 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, c1.r, c1.g, c1.b, c1.a) buf[4*i+1] = Vertex(r.x + r.w, r.y, 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, 1, 1, c3.r, c3.g, c3.b, c3.a) buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) if self.use_fixed_pipeline: glVertexPointer(3, GL_INT, 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_INT, 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) 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) cpdef render_framebuffer(self, Framebuffer fb): cdef PassthroughVertex[4] buf cdef unsigned short indices[6] indices[:] = [0, 1, 2, 2, 3, 0] assert not self.use_fixed_pipeline glBindFramebuffer(GL_FRAMEBUFFER, 0) glViewport(0, 0, 640, 480) glBlendFunc(GL_ONE, GL_ZERO) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glBindBuffer(GL_ARRAY_BUFFER, self.framebuffer_vbo) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. glVertexAttribPointer(0, 2, GL_INT, False, sizeof(PassthroughVertex), <void*>0) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>8) 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, indices) glBindTexture(GL_TEXTURE_2D, 0) glBindBuffer(GL_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)