changeset 519:b18f0bd30ad0

Optimise background rendering.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 07 Dec 2013 22:16:38 +0100
parents 75ae628522c9
children c0b3f8709f74
files pytouhou/lib/opengl.pxd pytouhou/ui/opengl/background.pxd pytouhou/ui/opengl/background.pyx pytouhou/ui/opengl/gamerenderer.pxd pytouhou/ui/opengl/gamerenderer.pyx
diffstat 5 files changed, 55 insertions(+), 25 deletions(-) [+]
line wrap: on
line diff
--- a/pytouhou/lib/opengl.pxd
+++ b/pytouhou/lib/opengl.pxd
@@ -20,6 +20,7 @@ IF USE_GLEW:
 
 cdef extern from 'GL/gl.h' nogil:
     ctypedef unsigned int GLuint
+    ctypedef unsigned short GLushort
     ctypedef int GLint
     ctypedef float GLfloat
     ctypedef float GLclampf
@@ -32,6 +33,7 @@ cdef extern from 'GL/gl.h' nogil:
 
     ctypedef enum GLenum:
         GL_ARRAY_BUFFER
+        GL_ELEMENT_ARRAY_BUFFER
         GL_STATIC_DRAW
         GL_DYNAMIC_DRAW
         GL_UNSIGNED_BYTE
--- a/pytouhou/ui/opengl/background.pxd
+++ b/pytouhou/ui/opengl/background.pxd
@@ -1,4 +1,4 @@
-from pytouhou.lib.opengl cimport GLuint
+from pytouhou.lib.opengl cimport GLuint, GLushort, GLsizei
 from .renderer cimport Renderer
 
 cdef struct Vertex:
@@ -9,10 +9,15 @@ cdef struct Vertex:
 
 cdef class BackgroundRenderer:
     cdef GLuint texture
-    cdef unsigned short blendfunc, nb_vertices
+    cdef GLsizei nb_indices
+    cdef unsigned int use_fixed_pipeline
+
+    # For modern GL.
+    cdef GLuint vbo, ibo
+
+    # For fixed pipeline.
     cdef Vertex *vertex_buffer
-    cdef unsigned int use_fixed_pipeline, vbo
-    cdef object background
+    cdef GLushort *indices
 
     cdef void render_background(self) except *
     cdef void load(self, background, Renderer renderer) except *
--- a/pytouhou/ui/opengl/background.pyx
+++ b/pytouhou/ui/opengl/background.pyx
@@ -19,20 +19,19 @@ from pytouhou.lib.opengl cimport \
           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_ONE, GL_TEXTURE_2D, glGenBuffers,
-          glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS)
+          GL_ONE_MINUS_SRC_ALPHA, GL_TEXTURE_2D, glGenBuffers, glEnable,
+          glDisable, GL_DEPTH_TEST, glDrawElements, GL_TRIANGLES,
+          GL_UNSIGNED_SHORT, GL_ELEMENT_ARRAY_BUFFER)
 
 from .sprite cimport get_sprite_rendering_data
 
 
 cdef class BackgroundRenderer:
-    def __cinit__(self):
-        # Allocate buffers
-        self.vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex))
-
-
     def __dealloc__(self):
-        free(self.vertex_buffer)
+        if self.vertex_buffer != NULL:
+            free(self.vertex_buffer)
+        if self.indices != NULL:
+            free(self.indices)
 
 
     def __init__(self, use_fixed_pipeline):
@@ -40,15 +39,19 @@ cdef class BackgroundRenderer:
 
         if not use_fixed_pipeline:
             glGenBuffers(1, &self.vbo)
+            glGenBuffers(1, &self.ibo)
 
 
     cdef void render_background(self):
         if self.use_fixed_pipeline:
+            indices = self.indices
             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:
             glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
+            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.ibo)
+            indices = NULL
 
             #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
             glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(Vertex), <void*>0)
@@ -59,23 +62,22 @@ cdef class BackgroundRenderer:
             glEnableVertexAttribArray(2)
 
         glEnable(GL_DEPTH_TEST)
-        glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc])
+        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
         glBindTexture(GL_TEXTURE_2D, self.texture)
-        glDrawArrays(GL_QUADS, 0, self.nb_vertices)
+        glDrawElements(GL_TRIANGLES, self.nb_indices, GL_UNSIGNED_SHORT, indices)
         glDisable(GL_DEPTH_TEST)
 
         if not self.use_fixed_pipeline:
             glBindBuffer(GL_ARRAY_BUFFER, 0)
+            glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0)
 
 
     cdef void load(self, background, Renderer renderer):
         cdef float ox, oy, oz, ox2, oy2, oz2
-        cdef unsigned short nb_vertices = 0
-        cdef Vertex* vertex_buffer
+        cdef GLsizei nb_vertices = 0, nb_indices = 0
 
-        self.background = background
-
-        vertex_buffer = self.vertex_buffer
+        vertex_buffer = <Vertex*> malloc(65536 * sizeof(Vertex))
+        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:
@@ -85,19 +87,38 @@ cdef class BackgroundRenderer:
                 left, right, bottom, top = uvs
                 r, g, b, a = colors
 
+                # Pack data
                 vertex_buffer[nb_vertices] = Vertex(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a)
                 vertex_buffer[nb_vertices+1] = Vertex(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a)
                 vertex_buffer[nb_vertices+2] = Vertex(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a)
                 vertex_buffer[nb_vertices+3] = Vertex(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a)
 
+                # Add indices
+                indices[nb_indices] = nb_vertices
+                indices[nb_indices+1] = nb_vertices + 1
+                indices[nb_indices+2] = nb_vertices + 2
+                indices[nb_indices+3] = nb_vertices + 2
+                indices[nb_indices+4] = nb_vertices + 3
+                indices[nb_indices+5] = nb_vertices
+
                 nb_vertices += 4
+                nb_indices += 6
+
+        # 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.
 
         self.texture = renderer.textures[key >> 1]
-        self.blendfunc = key & 1
-        self.nb_vertices = nb_vertices
-        self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex))
+        self.nb_indices = nb_indices
 
-        if not self.use_fixed_pipeline:
+        if self.use_fixed_pipeline:
+            self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex))
+            self.indices = <GLushort*> realloc(indices, nb_indices * sizeof(GLushort))
+        else:
             glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
-            glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_STATIC_DRAW)
+            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)
--- a/pytouhou/ui/opengl/gamerenderer.pxd
+++ b/pytouhou/ui/opengl/gamerenderer.pxd
@@ -9,6 +9,7 @@ cdef class GameRenderer(Renderer):
     cdef Shader game_shader, background_shader, interface_shader, passthrough_shader
     cdef Framebuffer framebuffer
     cdef BackgroundRenderer background_renderer
+    cdef object background
 
     cdef void render_game(self, Game game) except *
     cdef void render_text(self, dict texts) except *
--- a/pytouhou/ui/opengl/gamerenderer.pyx
+++ b/pytouhou/ui/opengl/gamerenderer.pyx
@@ -57,6 +57,7 @@ cdef class GameRenderer(Renderer):
 
 
     def load_background(self, background):
+        self.background = background
         if background is not None:
             self.background_renderer = BackgroundRenderer(self.use_fixed_pipeline)
             self.background_renderer.load(background, self)
@@ -114,7 +115,7 @@ cdef class GameRenderer(Renderer):
 
             self.render_elements([game.spellcard_effect])
         elif self.background_renderer is not None:
-            back = self.background_renderer.background
+            back = self.background
             x, y, z = back.position_interpolator.values
             dx, dy, dz = back.position2_interpolator.values
             fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values