Mercurial > touhou
changeset 518:75ae628522c9
Use shorts instead of ints for vertex position, reducing the size of a vertex to 20 bytes from 24.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Sat, 07 Dec 2013 14:15:43 +0100 |
parents | dec43940f092 |
children | b18f0bd30ad0 |
files | pytouhou/lib/opengl.pxd pytouhou/ui/opengl/renderer.pxd pytouhou/ui/opengl/renderer.pyx |
diffstat | 3 files changed, 23 insertions(+), 23 deletions(-) [+] |
line wrap: on
line diff
--- a/pytouhou/lib/opengl.pxd +++ b/pytouhou/lib/opengl.pxd @@ -36,7 +36,7 @@ cdef extern from 'GL/gl.h' nogil: GL_DYNAMIC_DRAW GL_UNSIGNED_BYTE GL_UNSIGNED_SHORT - GL_INT + GL_SHORT GL_FLOAT GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
--- a/pytouhou/ui/opengl/renderer.pxd +++ b/pytouhou/ui/opengl/renderer.pxd @@ -3,13 +3,13 @@ from pytouhou.lib.opengl cimport GLuint from .texture cimport TextureManager, FontManager cdef struct Vertex: - int x, y, z + short x, y, z, padding float u, v unsigned char r, g, b, a cdef struct PassthroughVertex: - int x, y + short x, y float u, v
--- a/pytouhou/ui/opengl/renderer.pyx +++ b/pytouhou/ui/opengl/renderer.pyx @@ -21,7 +21,7 @@ from pytouhou.lib.opengl cimport \ glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, glBindTexture, glDrawElements, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, - GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA, + GL_UNSIGNED_SHORT, GL_SHORT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO, GL_TEXTURE_2D, GL_TRIANGLES, glGenBuffers, glBindFramebuffer, glViewport, glDeleteBuffers, glGenTextures, glTexParameteri, glTexImage2D, glGenRenderbuffers, @@ -108,7 +108,7 @@ cdef class Renderer: cdef void render_elements(self, elements): cdef int key - cdef int x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, ox, oy + cdef short x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, ox, oy cdef float left, right, bottom, top cdef unsigned char r, g, b, a @@ -135,10 +135,10 @@ cdef class Renderer: x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices left, right, bottom, top = uvs r, g, b, a = colors - self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a) - self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a) - self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a) - self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a) + self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, 0, left, bottom, r, g, b, a) + self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, 0, right, bottom, r, g, b, a) + self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, 0, right, top, r, g, b, a) + self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, 0, left, top, r, g, b, a) # Add indices rec[next_indice] = nb_vertices @@ -152,7 +152,7 @@ cdef class Renderer: nb_vertices += 4 if self.use_fixed_pipeline: - glVertexPointer(3, GL_INT, sizeof(Vertex), &self.vertex_buffer[0].x) + glVertexPointer(3, GL_SHORT, 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: @@ -160,11 +160,11 @@ cdef class Renderer: glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &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), <void*>0) + glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) glEnableVertexAttribArray(0) - glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) + glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) glEnableVertexAttribArray(1) - glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) + glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) glEnableVertexAttribArray(2) # Don’t change the state when it’s not needed. @@ -206,13 +206,13 @@ cdef class Renderer: for i, r in enumerate(rects): c1, c2, c3, c4 = colors[i] - buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, c1.r, c1.g, c1.b, c1.a) - buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 1, 0, c2.r, c2.g, c2.b, c2.a) - buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 1, 1, c3.r, c3.g, c3.b, c3.a) - buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) + buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, 0, c1.r, c1.g, c1.b, c1.a) + buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 0, 1, 0, c2.r, c2.g, c2.b, c2.a) + buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 0, 1, 1, c3.r, c3.g, c3.b, c3.a) + buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) if self.use_fixed_pipeline: - glVertexPointer(3, GL_INT, sizeof(Vertex), &buf[0].x) + glVertexPointer(3, GL_SHORT, sizeof(Vertex), &buf[0].x) glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &buf[0].u) glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &buf[0].r) else: @@ -220,11 +220,11 @@ cdef class Renderer: glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. - glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0) + glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) glEnableVertexAttribArray(0) - glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) + glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) glEnableVertexAttribArray(1) - glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) + glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) glEnableVertexAttribArray(2) glBindTexture(GL_TEXTURE_2D, texture) @@ -249,9 +249,9 @@ cdef class Renderer: glBindBuffer(GL_ARRAY_BUFFER, self.framebuffer_vbo) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. - glVertexAttribPointer(0, 2, GL_INT, False, sizeof(PassthroughVertex), <void*>0) + glVertexAttribPointer(0, 2, GL_SHORT, False, sizeof(PassthroughVertex), <void*>0) glEnableVertexAttribArray(0) - glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>8) + glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>4) glEnableVertexAttribArray(1) buf[0] = PassthroughVertex(fb.x, fb.y, 0, 1)