Mercurial > touhou
changeset 449:d56536ef28e8
Improve render_elements’ speed a lot, and fix it in some corner cases. Thanks liori!
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Sat, 03 Aug 2013 15:49:11 +0200 |
parents | 3bc37791f0a2 |
children | 2a352118c55a |
files | pytouhou/ui/background.pyx pytouhou/ui/renderer.pxd pytouhou/ui/renderer.pyx pytouhou/ui/sprite.pyx pytouhou/ui/texture.pyx setup.py |
diffstat | 6 files changed, 88 insertions(+), 42 deletions(-) [+] |
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--- a/pytouhou/ui/background.pyx +++ b/pytouhou/ui/background.pyx @@ -90,7 +90,8 @@ cdef class BackgroundRenderer: nb_vertices += 4 - self.texture, self.blendfunc = key + self.texture = key % MAX_TEXTURES + self.blendfunc = key // MAX_TEXTURES self.nb_vertices = nb_vertices self.vertex_buffer = <Vertex*> realloc(vertex_buffer, nb_vertices * sizeof(Vertex))
--- a/pytouhou/ui/renderer.pxd +++ b/pytouhou/ui/renderer.pxd @@ -1,3 +1,5 @@ +from cpython cimport PyObject + cdef struct Vertex: int x, y, z float u, v @@ -9,4 +11,8 @@ cdef class Renderer: cdef unsigned int vbo cdef Vertex *vertex_buffer + cdef unsigned short *indices[2][MAX_TEXTURES] + cdef unsigned short last_indices[2 * MAX_TEXTURES] + cdef PyObject *elements[640*3] + cpdef render_elements(self, elements)
--- a/pytouhou/ui/renderer.pyx +++ b/pytouhou/ui/renderer.pyx @@ -13,9 +13,7 @@ ## from libc.stdlib cimport malloc, free -from itertools import chain - -from struct import pack +from libc.string cimport memset from pytouhou.lib.opengl cimport \ (glVertexPointer, glTexCoordPointer, glColorPointer, @@ -26,16 +24,32 @@ from pytouhou.lib.opengl cimport \ GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, glGenBuffers) +from pytouhou.game.element cimport Element from .sprite cimport get_sprite_rendering_data from .texture import TextureManager -MAX_ELEMENTS = 640*4*3 +DEF MAX_ELEMENTS = 640*4*3 + + +cdef long find_objects(Renderer self, object elements): + # Don’t type element as Element, or else the overriding of objects won’t work. + cdef Element obj + cdef long i = 0 + for element in elements: + for obj in element.objects: + sprite = obj.sprite + if sprite and sprite.visible: + # warning: no reference is preserved on the object—assuming the object will not die accidentally + self.elements[i] = <PyObject*>obj + i += 1 + if i >= 640*3-4: + return i + return i cdef class Renderer: def __cinit__(self): - # Allocate buffers self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) @@ -44,42 +58,63 @@ cdef class Renderer: def __init__(self, resource_loader): - self.texture_manager = TextureManager(resource_loader) + self.texture_manager = TextureManager(resource_loader, self) if not self.use_fixed_pipeline: glGenBuffers(1, &self.vbo) - cpdef render_elements(self, elements): - cdef unsigned short nb_vertices = 0, nb_indices, *new_indices + def add_texture(self, int texture): + for i in xrange(2): + self.indices[i][texture] = <unsigned short*> malloc(65536 * sizeof(unsigned short)) + - indices_by_texture = {} + def remove_texture(self, int texture): + for i in xrange(2): + free(self.indices[i][texture]) + - objects = chain(*[element.objects for element in elements]) - for element in objects: - if nb_vertices >= MAX_ELEMENTS - 4: - break + cpdef render_elements(self, elements): + cdef int key + cdef int 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 + nb_vertices = 0 + memset(self.last_indices, 0, sizeof(self.last_indices)) + + nb_elements = find_objects(self, elements) + for element_idx in xrange(nb_elements): + element = <object>self.elements[element_idx] sprite = element.sprite - if sprite and sprite.visible: - ox, oy = element.x, element.y - key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) - rec = indices_by_texture.setdefault(key, []) + ox, oy = element.x, element.y + key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) + + blendfunc = key // MAX_TEXTURES + texture = key % MAX_TEXTURES + + rec = self.indices[blendfunc][texture] + next_indice = self.last_indices[key] - # Pack data in buffer - 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) + # Pack data in buffer + 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) - # Add indices - index = nb_vertices - rec.extend((index, index + 1, index + 2, index + 2, index + 3, index)) + # Add indices + rec[next_indice] = nb_vertices + rec[next_indice+1] = nb_vertices + 1 + rec[next_indice+2] = nb_vertices + 2 + rec[next_indice+3] = nb_vertices + 2 + rec[next_indice+4] = nb_vertices + 3 + rec[next_indice+5] = nb_vertices + self.last_indices[key] += 6 - nb_vertices += 4 + nb_vertices += 4 if nb_vertices == 0: return @@ -100,18 +135,17 @@ cdef class Renderer: glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) glEnableVertexAttribArray(2) - for (texture, blendfunc), indices in indices_by_texture.items(): + for key in xrange(2 * MAX_TEXTURES): + nb_indices = self.last_indices[key] + if not nb_indices: + continue - #TODO: find a more elegent way. - nb_indices = len(indices) - new_indices = <unsigned short*> malloc(nb_indices * sizeof(unsigned short)) - for i in xrange(nb_indices): - new_indices[i] = indices[i] + blendfunc = key // MAX_TEXTURES + texture = key % MAX_TEXTURES glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) glBindTexture(GL_TEXTURE_2D, texture) - glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, new_indices) - free(new_indices) + glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[blendfunc][texture]) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0)
--- a/pytouhou/ui/sprite.pyx +++ b/pytouhou/ui/sprite.pyx @@ -67,7 +67,7 @@ cpdef object get_sprite_rendering_data(S ty * y_1 + toy, (ty + th) * y_1 + toy) - key = sprite.anm.texture, sprite.blendfunc + key = MAX_TEXTURES * sprite.blendfunc + <long>sprite.anm.texture r, g, b = sprite.color values = tuple([x for x in vertmat.data[:12]]), uvs, (r, g, b, sprite.alpha) sprite._rendering_data = key, values
--- a/pytouhou/ui/texture.pyx +++ b/pytouhou/ui/texture.pyx @@ -29,21 +29,25 @@ class TextureId(int): def __del__(self): cdef GLuint texture = self glDeleteTextures(1, &texture) + self.renderer.remove_texture(self) class TextureManager(object): - def __init__(self, loader=None): + def __init__(self, loader=None, renderer=None): self.loader = loader + self.renderer = renderer def load(self, anm_list): - for anm in anm_list: + for anm in sorted(anm_list, key=lambda x: x[0].first_name.endswith('ascii.png')): for entry in anm: if not hasattr(entry, 'texture'): texture = decode_png(self.loader, entry.first_name, entry.secondary_name) entry.texture = load_texture(texture) elif not isinstance(entry.texture, TextureId): entry.texture = load_texture(entry.texture) + self.renderer.add_texture(entry.texture) + entry.texture.renderer = self.renderer cdef decode_png(loader, first_name, secondary_name):
--- a/setup.py +++ b/setup.py @@ -64,6 +64,7 @@ setup(name='PyTouhou', packages=packages, ext_modules=cythonize(extensions, nthreads=4, compiler_directives={'infer_types': True, - 'infer_types.verbose': True}), + 'infer_types.verbose': True}, + compile_time_env={'MAX_TEXTURES': 1024}), scripts=['eosd', 'anmviewer'], **extra)