view pytouhou/ui/opengl/background.pyx @ 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>
date Mon, 05 Sep 2022 17:53:36 +0200
parents a6af3ff86612
children
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
##
## 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, realloc

from pytouhou.lib.opengl cimport \
         (glVertexPointer, glTexCoordPointer, glColorPointer,
          glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc,
          glBindTexture, glBindBuffer, glBufferData, GL_ARRAY_BUFFER,
          GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_FLOAT, GL_SRC_ALPHA,
          GL_ONE_MINUS_SRC_ALPHA, GL_TEXTURE_2D, glGenBuffers, glEnable,
          glDisable, GL_DEPTH_TEST, glDrawElements, GL_UNSIGNED_SHORT,
          GL_ELEMENT_ARRAY_BUFFER, glDeleteBuffers, glGenVertexArrays,
          glDeleteVertexArrays, glBindVertexArray, glPushDebugGroup,
          GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, glDrawArrays)

from .sprite cimport get_sprite_rendering_data
from .backend cimport primitive_mode, is_legacy, use_debug_group, use_vao, use_primitive_restart


cdef class BackgroundRenderer:
    def __dealloc__(self):
        if is_legacy:
            if self.vertex_buffer != NULL:
                free(self.vertex_buffer)
        else:
            glDeleteBuffers(1, &self.vbo)
            glDeleteBuffers(1, &self.ibo)

            if use_vao:
                glDeleteVertexArrays(1, &self.vao)


    def __init__(self):
        if not is_legacy:
            if use_debug_group:
                glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background creation")

            glGenBuffers(1, &self.vbo)
            glGenBuffers(1, &self.ibo)

            if use_vao:
                glGenVertexArrays(1, &self.vao)
                glBindVertexArray(self.vao)
                self.set_state()
                glBindVertexArray(0)

            if use_debug_group:
                glPopDebugGroup()


    cdef void set_state(self) nogil:
        glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo)

        #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
        glVertexAttribPointer(0, 3, GL_FLOAT, 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)


    cdef void render_background(self) nogil:
        if use_debug_group:
            glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background drawing")

        if is_legacy:
            glVertexPointer(3, GL_FLOAT, 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:
            if use_vao:
                glBindVertexArray(self.vao)
            else:
                self.set_state()

        glEnable(GL_DEPTH_TEST)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glBindTexture(GL_TEXTURE_2D, self.texture)
        if is_legacy:
            glDrawArrays(primitive_mode, 0, self.nb_vertices)
        else:
            glDrawElements(primitive_mode, self.nb_indices, GL_UNSIGNED_SHORT, NULL)
        glDisable(GL_DEPTH_TEST)

        if not is_legacy:
            if use_vao:
                glBindVertexArray(0)
            else:
                glBindBuffer(GL_ARRAY_BUFFER, 0)
                glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

        if use_debug_group:
            glPopDebugGroup()


    cdef bint load(self, background, GLuint[MAX_TEXTURES] textures) except True:
        cdef float ox, oy, oz, ox2, oy2, oz2
        cdef GLsizei nb_vertices = 0, nb_indices = 0

        vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex))

        if not is_legacy:
            indices = <GLushort*> malloc(65536 * sizeof(GLushort))

        for ox, oy, oz, model_id, model in background.object_instances:
            for ox2, oy2, oz2, width_override, height_override, sprite in model:
                #TODO: view frustum culling
                data = get_sprite_rendering_data(sprite)
                key = data.key

                x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = data.pos[0], data.pos[1], data.pos[2], data.pos[3], data.pos[4], data.pos[5], data.pos[6], data.pos[7], data.pos[8], data.pos[9], data.pos[10], data.pos[11]
                r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3]

                # Pack data
                vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, data.left, data.bottom, r, g, b, a)
                vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, data.right, data.bottom, r, g, b, a)
                vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, data.right, data.top, r, g, b, a)
                vertex_buffer[nb_vertices+3] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, data.left, data.top, r, g, b, a)

                if not is_legacy:
                    # Add indices
                    if use_primitive_restart:
                        indices[nb_indices] = nb_vertices
                        indices[nb_indices+1] = nb_vertices + 1
                        indices[nb_indices+2] = nb_vertices + 3
                        indices[nb_indices+3] = nb_vertices + 2
                        indices[nb_indices+4] = 0xFFFF
                    else:
                        indices[nb_indices] = nb_vertices
                        indices[nb_indices+1] = nb_vertices + 1
                        indices[nb_indices+2] = nb_vertices + 3
                        indices[nb_indices+3] = nb_vertices + 1
                        indices[nb_indices+4] = nb_vertices + 2
                        indices[nb_indices+5] = nb_vertices + 3

                    nb_indices += 5 if use_primitive_restart else 6

                nb_vertices += 4

        self.texture = textures[key >> 1]

        # We only need to keep the rendered vertices and indices in memory,
        # either in RAM or in VRAM, they will never change until we implement
        # background animation.

        if is_legacy:
            self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex))
            self.nb_vertices = nb_vertices
        else:
            if use_debug_group:
                glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Background uploading")

            glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
            glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), vertex_buffer, GL_STATIC_DRAW)
            glBindBuffer(GL_ARRAY_BUFFER, 0)

            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo)
            glBufferData(GL_ELEMENT_ARRAY_BUFFER, nb_indices * sizeof(GLushort), indices, GL_STATIC_DRAW)
            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)

            self.nb_indices = nb_indices

            if use_debug_group:
                glPopDebugGroup()