Mercurial > touhou
changeset 396:34a91f918e7c
Use Buffer Objects instead of host pointers.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Wed, 06 Feb 2013 21:19:20 +0100 |
parents | 43413d4ff05b |
children | c5ba11ede097 |
files | pytouhou/ui/gamerunner.py pytouhou/ui/renderer.pyx |
diffstat | 2 files changed, 24 insertions(+), 7 deletions(-) [+] |
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--- a/pytouhou/ui/gamerunner.py +++ b/pytouhou/ui/gamerunner.py @@ -17,7 +17,7 @@ import traceback from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable, glHint, glEnableClientState, glViewport, glScissor, - glLoadMatrixf, + glLoadMatrixf, glGenBuffers, glDeleteBuffers, GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE_2D, GL_BLEND, GL_FOG, GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, @@ -31,6 +31,8 @@ from .gamerenderer import GameRenderer from .music import MusicPlayer, SFXPlayer, NullPlayer from .shaders.eosd import GameShader, BackgroundShader +from ctypes import c_uint, byref + logger = get_logger(__name__) @@ -55,6 +57,8 @@ class GameRunner(pyglet.window.Window, G self.background_shader = BackgroundShader() self.interface_shader = self.game_shader + self.vbo = c_uint(0) + if game: self.load_game(game, background, replay) @@ -102,6 +106,8 @@ class GameRunner(pyglet.window.Window, G glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) + else: + glGenBuffers(1, byref(self.vbo)) self.proj = self.perspective(30, float(self.game.width) / float(self.game.height), 101010101./2010101., 101010101./10101.) @@ -122,6 +128,9 @@ class GameRunner(pyglet.window.Window, G else: self.update() + if not self.use_fixed_pipeline: + glDeleteBuffers(1, byref(self.vbo)) + def _event_text_symbol(self, ev): # XXX: Ugly workaround to a pyglet bug on X11
--- a/pytouhou/ui/renderer.pyx +++ b/pytouhou/ui/renderer.pyx @@ -24,9 +24,10 @@ from struct import pack from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer, glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, glBindTexture, glDrawElements, - GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, - GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, - GL_TEXTURE_2D, GL_TRIANGLES) + glBindBuffer, glBufferData, GL_ARRAY_BUFFER, + GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, + GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, + GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES) from .sprite cimport get_sprite_rendering_data from .texture cimport TextureManager @@ -87,11 +88,15 @@ cdef class Renderer: glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), <long> &self.vertex_buffer[0].u) glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), <long> &self.vertex_buffer[0].r) else: - glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <long> &self.vertex_buffer[0].x) + glBindBuffer(GL_ARRAY_BUFFER, self.vbo) + glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), <long> &self.vertex_buffer[0], GL_DYNAMIC_DRAW) + + #TODO: find a way to use offsetof() instead of those ugly hardcoded values. + glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), 0) glEnableVertexAttribArray(0) - glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <long> &self.vertex_buffer[0].u) + glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), 12) glEnableVertexAttribArray(1) - glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <long> &self.vertex_buffer[0].r) + glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), 20) glEnableVertexAttribArray(2) for (texture_key, blendfunc), indices in indices_by_texture.items(): @@ -101,6 +106,9 @@ cdef class Renderer: glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key]) glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices) + if not self.use_fixed_pipeline: + glBindBuffer(GL_ARRAY_BUFFER, 0) + cpdef ortho_2d(self, left, right, bottom, top): mat = Matrix()