Mercurial > touhou
view python/src/glide/mod.rs @ 772:7492d384d122 default tip
Rust: Add a Glide renderer (2D only for now)
This is an experiment for a Rust renderer, iterating over the Python data using
pyo3. It requires --feature=glide to be passed to cargo build, doesn’t support
NPOT textures, text rendering, the background, or even msg faces, some of that
may come in a future changeset.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 05 Sep 2022 17:53:36 +0200 |
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use pyo3::prelude::*; use pyo3::types::{PyList, PyDict, PySequence}; use pyo3::exceptions::PyTypeError; use std::collections::{HashMap, BTreeMap}; use image::GenericImageView; mod gr; #[inline(always)] fn pixel_to_rgb332(pixel: [u8; 4]) -> [u8; 1] { [(pixel[0] & 0xe0) | ((pixel[1] >> 3) & 0x1c) | (pixel[2] >> 6)] } #[inline(always)] fn pixel_to_argb8332(pixel: [u8; 4]) -> [u8; 2] { [(pixel[0] & 0xe0) | ((pixel[1] >> 3) & 0x1c) | (pixel[2] >> 6), pixel[3]] } #[inline(always)] fn pixel_to_argb4444(pixel: [u8; 4]) -> [u8; 2] { [(pixel[1] & 0xf0) | (pixel[2] >> 4), (pixel[3] & 0xf0) | (pixel[0] >> 4)] } #[inline(always)] fn pixel_to_argb1555(pixel: [u8; 4]) -> [u8; 2] { [((pixel[1] << 2) & 0xe0) | (pixel[2] >> 3), (pixel[3] & 0x80) | ((pixel[0] >> 1) & 0x7c) | (pixel[1] >> 6)] } #[inline(always)] fn pixel_to_rgb565(pixel: [u8; 4]) -> [u8; 2] { [((pixel[1] << 3) & 0xe0) | (pixel[2] >> 3), (pixel[0] & 0xf8) | (pixel[1] >> 5)] } fn merge_alpha(rgb: &image::DynamicImage, alpha: &image::DynamicImage) -> Vec<u8> { let alpha = match alpha.grayscale() { image::DynamicImage::ImageLuma8(img) => img, foo => panic!("TODO {:?} {:?}", alpha, foo), }; rgb .pixels() .zip(alpha.pixels()) .map(|((_x, _y, rgb), alpha)| pixel_to_argb4444([rgb[0], rgb[1], rgb[2], alpha[0]])) .flatten() .collect::<Vec<_>>() } #[derive(Debug)] struct TextureManager { tmu: u32, next_tex_location: u32, max_tex_location: u32, textures: BTreeMap<u32, gr::TextureFormat>, } impl TextureManager { fn new(tmu: u32) -> TextureManager { let next_tex_location = gr::tex_min_address(tmu); let max_tex_location = gr::tex_max_address(tmu); let textures = BTreeMap::new(); TextureManager { tmu, next_tex_location, max_tex_location, textures, } } fn download(&mut self, tex: &gr::TexInfo) -> PyResult<u32> { let location = self.next_tex_location; let size = gr::tex_calc_mem_required(tex.small_lod, tex.large_lod, tex.aspect, tex.format); if location + size > self.max_tex_location { return Err(PyTypeError::new_err("Out of memory")); } gr::tex_download_mip_map(self.tmu, location, gr::EvenOdd::Both, tex); self.next_tex_location += size; self.textures.insert(location, tex.format); Ok(location) } fn get(&self, address: u32) -> gr::TexInfo { if let Some(&format) = self.textures.get(&address) { gr::TexInfo::new(256, 256, format) } else { unreachable!("Not uploaded texture at address 0x{:08x}!", address); } } } #[pyclass] struct GameRenderer { #[pyo3(get, set)] size: (u32, u32, u32, u32), texture_manager: TextureManager, } #[pymethods] impl GameRenderer { #[new] fn new() -> GameRenderer { let size = (0, 0, 0, 0); let texture_manager = TextureManager::new(0); GameRenderer { size, texture_manager, } } fn start(&self, common: PyObject) { gr::color_combine_function(gr::ColorCombineFnc::TextureTimesItrgb); gr::alpha_blend_function(gr::Blend::SrcAlpha, gr::Blend::OneMinusSrcAlpha, gr::Blend::One, gr::Blend::Zero); gr::alpha_source(gr::AlphaSource::TextureAlphaTimesIteratedAlpha); gr::tex_combine_function(0, gr::TextureCombineFnc::Decal); } fn load_textures(&mut self, py: Python, anms: HashMap<String, Vec<PyObject>>) -> PyResult<()> { for (filename, anm) in anms { for anm in anm { let png_rgb: String = anm.getattr(py, "first_name")?.extract(py)?; let png_alpha: Option<String> = anm.getattr(py, "secondary_name")?.extract(py)?; let (_, png_rgb) = png_rgb.rsplit_once('/').unwrap(); use std::path::PathBuf; let texture_address = if let Some(png_alpha) = png_alpha { let (_, png_alpha) = png_alpha.rsplit_once('/').unwrap(); //image::load_from_memory_with_format(b"", image::ImageFormat::Png).unwrap(); let rgb = image::open(["/", "tmp", "touhou", png_rgb].iter().collect::<PathBuf>()).unwrap(); let alpha = image::open(["/", "tmp", "touhou", png_alpha].iter().collect::<PathBuf>()).unwrap(); assert_eq!(rgb.dimensions(), alpha.dimensions()); let (width, height) = rgb.dimensions(); let rgba = merge_alpha(&rgb, &alpha); let tex = gr::TexInfo::with_data(width, height, gr::TextureFormat::Argb4444, &rgba); self.texture_manager.download(&tex)? } else { //image::load_from_memory_with_format(b"", image::ImageFormat::Png).unwrap(); let rgb = image::open(["/", "tmp", "touhou", png_rgb].iter().collect::<PathBuf>()).unwrap(); let (width, height) = rgb.dimensions(); let rgb = rgb.pixels() .map(|(x, y, rgb)| pixel_to_rgb565([rgb[0], rgb[1], rgb[2], 0xff])) .flatten() .collect::<Vec<_>>(); let tex = gr::TexInfo::with_data(width, height, gr::TextureFormat::Rgb565, &rgb); self.texture_manager.download(&tex)? }; anm.setattr(py, "texture", texture_address)?; let texture: u32 = anm.getattr(py, "texture")?.extract(py)?; } } Ok(()) } fn load_background(&self, background: PyObject) { println!("TODO: GameRenderer::load_background({background})"); } fn render_elements(&self, py: Python, elements: &PyList, shift: (f32, f32)) -> PyResult<()> { let module = py.import("pytouhou.ui.glide.sprite")?; let get_sprite_rendering_data = module.getattr("get_sprite_rendering_data")?; let mut prev_texture = u32::MAX; for element in elements.iter() { /* // TODO: only for enemies. let visible: bool = element.getattr("visible")?.extract()?; if !visible { continue; } */ let x: f32 = element.getattr("x")?.extract()?; let y: f32 = element.getattr("y")?.extract()?; let sprite = element.getattr("sprite")?; if !sprite.is_none() { let (pos, mut texcoords, color): ([f32; 12], [f32; 4], u32) = get_sprite_rendering_data.call1((sprite,))?.extract()?; for coord in &mut texcoords { *coord *= 256.0; } let anm = sprite.getattr("anm")?; let texture = anm.getattr("texture")?.extract()?; if texture != prev_texture { let tex = self.texture_manager.get(texture); gr::tex_source(0, texture, gr::EvenOdd::Both, &tex); prev_texture = texture; } draw_triangle(x + shift.0, y + shift.1, pos, texcoords, color); } } Ok(()) } fn render(&self, py: Python, game: PyObject) -> PyResult<()> { gr::buffer_clear(0x000000ff, 0xff, 0xffff); for things in ["enemies", "effects", "players_bullets"/*, "lasers_sprites()"*/, "players"/*, "msg_sprites()"*/, "bullets", "lasers", "cancelled_bullets", "items", "labels"] { let things = game.getattr(py, things)?; let things: &PyList = things.extract(py)?; self.render_elements(py, things, (32.0, 16.0))?; } let interface = game.getattr(py, "interface")?; let boss = game.getattr(py, "boss")?; self.render_interface(py, interface, !boss.is_none(py))?; Ok(()) } fn render_interface(&self, py: Python, interface: PyObject, boss: bool) -> PyResult<()> { let items = interface.getattr(py, "items")?; let items: &PyList = items.extract(py)?; self.render_elements(py, items, (0.0, 0.0))?; /* // TODO: figure out why this doesn’t render alphanumeric characters. let labels = interface.getattr(py, "labels")?; let labels: &PyDict = labels.extract(py)?; self.render_elements(py, labels.values(), (0.0, 0.0))?; */ if boss { let items = interface.getattr(py, "boss_items")?; let items: &PyList = items.extract(py)?; self.render_elements(py, items, (0.0, 0.0))?; } Ok(()) } } fn draw_triangle(ox: f32, oy: f32, pos: [f32; 12], texcoords: [f32; 4], color: u32) { let a = gr::Vertex::new(ox + pos[0], oy + pos[4], texcoords[0], texcoords[2], color); let b = gr::Vertex::new(ox + pos[1], oy + pos[5], texcoords[1], texcoords[2], color); let c = gr::Vertex::new(ox + pos[2], oy + pos[6], texcoords[1], texcoords[3], color); let d = gr::Vertex::new(ox + pos[3], oy + pos[7], texcoords[0], texcoords[3], color); gr::draw_triangle(&a, &b, &c); gr::draw_triangle(&a, &c, &d); } #[pyfunction] fn init(options: HashMap<String, String>) { gr::glide_init(); gr::sst_select(0); } #[pyfunction] fn shutdown() { gr::glide_shutdown(); } #[pyfunction] fn create_window(title: &str, posx: u32, posy: u32, width: u32, height: u32, frameskip: u32) { gr::sst_win_open(640, 480, 60); } #[pyfunction] fn buffer_swap() { gr::buffer_swap(1); } pub fn module(py: Python) -> PyResult<&PyModule> { let m = PyModule::new(py, "glide")?; m.add_class::<GameRenderer>()?; m.add_function(wrap_pyfunction!(init, m)?)?; m.add_function(wrap_pyfunction!(shutdown, m)?)?; m.add_function(wrap_pyfunction!(create_window, m)?)?; m.add_function(wrap_pyfunction!(buffer_swap, m)?)?; Ok(&m) }