Mercurial > touhou
view pytouhou/ui/opengl/renderer.pxd @ 527:db28538cd399
Use Sprite C arrays instead of their tuple representation where it makes sense.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:19:08 +0100 |
parents | c0b3f8709f74 |
children | 63440d1e0717 |
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from cpython cimport PyObject from pytouhou.lib.opengl cimport GLuint from .texture cimport TextureManager, FontManager cdef struct Vertex: short x, y, z, padding float u, v unsigned char r, g, b, a cdef struct PassthroughVertex: short x, y float u, v cdef class Texture: cdef long key cdef GLuint texture, *pointer cdef unsigned short indices[2][65536] cdef class Renderer: cdef TextureManager texture_manager cdef FontManager font_manager cdef Vertex vertex_buffer[MAX_ELEMENTS] cdef long x, y, width, height # For modern GL. cdef GLuint vbo, framebuffer_vbo, framebuffer_ibo cdef bint use_fixed_pipeline #XXX cdef GLuint textures[MAX_TEXTURES] cdef unsigned short *indices[MAX_TEXTURES][2] cdef unsigned short last_indices[2 * MAX_TEXTURES] cdef PyObject *elements[640*3] cdef void render_elements(self, elements) except * cdef void render_quads(self, rects, colors, GLuint texture) except * cdef void render_framebuffer(self, Framebuffer fb) except * cdef class Framebuffer: cdef GLuint fbo, texture, rbo cdef int x, y, width, height cpdef bind(self)