Mercurial > touhou
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()