Mercurial > touhou
view pytouhou/ui/opengl/backend.pyx @ 556:c34b23e29d16
Make the OpenGL flavor and version options work.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 30 May 2014 16:40:36 +0200 |
parents | 98380e4a0ee5 |
children | 0f2af7552462 |
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from pytouhou.lib cimport sdl from pytouhou.lib.sdl cimport 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) GameRenderer = None def init(options): global flavor, version, major, minor, double_buffer, is_legacy, GameRenderer flavor_name = options['flavor'] assert flavor_name in ('core', 'es', 'compatibility', 'legacy') flavor = (sdl.GL_CONTEXT_PROFILE_CORE if flavor_name == 'core' else sdl.GL_CONTEXT_PROFILE_ES if flavor_name == 'es' else sdl.GL_CONTEXT_PROFILE_COMPATIBILITY) 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_name == 'legacy' #TODO: check for framebuffer/renderbuffer support. from pytouhou.ui.opengl.gamerenderer import GameRenderer def create_window(title, x, y, width, height): sdl.gl_set_attribute(sdl.GL_CONTEXT_PROFILE_MASK, flavor) sdl.gl_set_attribute(sdl.GL_CONTEXT_MAJOR_VERSION, major) sdl.gl_set_attribute(sdl.GL_CONTEXT_MINOR_VERSION, minor) sdl.gl_set_attribute(sdl.GL_DEPTH_SIZE, 24) if double_buffer >= 0: sdl.gl_set_attribute(sdl.GL_DOUBLEBUFFER, double_buffer) flags = sdl.WINDOW_SHOWN | sdl.WINDOW_OPENGL #TODO: legacy can support one of the framebuffer extensions. if not is_legacy: flags |= sdl.WINDOW_RESIZABLE window = Window(title, x, y, width, height, flags) window.gl_create_context() # 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) return window