# This file was automatically generated from renpy/gl/gldraw.pyx # Modifications will be automatically overwritten. #cython: profile=False #@PydevCodeAnalysisIgnore # Copyright 2004-2019 Tom Rothamel # # Permission is hereby granted, free of charge, to any person # obtaining a copy of this software and associated documentation files # (the "Software"), to deal in the Software without restriction, # including without limitation the rights to use, copy, modify, merge, # publish, distribute, sublicense, and/or sell copies of the Software, # and to permit persons to whom the Software is furnished to do so, # subject to the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. from __future__ import print_function DEF ANGLE = True from libc.stdlib cimport malloc, free from sdl2 cimport * from gl cimport * from pygame_sdl2 cimport * import_pygame_sdl2() import renpy import pygame_sdl2 as pygame import os import os.path import weakref import array import time import math cimport renpy.display.render as render cimport gltexture import gltexture cdef extern from "glcompat.h": GLenum glewInit() GLubyte *glewGetErrorString(GLenum) GLboolean glewIsSupported(char *) enum: GLEW_OK cdef extern from "eglsupport.h": int egl_available() char *egl_init(SDL_Window *, int) void egl_swap() void egl_quit() # EGL is a flag we check to see if we have EGL on this platform. cdef bint EGL EGL = egl_available() # Cache various externals, so we can use them more efficiently. cdef int DISSOLVE, IMAGEDISSOLVE, PIXELLATE, FLATTEN DISSOLVE = renpy.display.render.DISSOLVE IMAGEDISSOLVE = renpy.display.render.IMAGEDISSOLVE PIXELLATE = renpy.display.render.PIXELLATE FLATTEN = renpy.display.render.FLATTEN cdef object IDENTITY IDENTITY = renpy.display.render.IDENTITY # Should we try to vsync? vsync = True # A list of frame end times, used for the same purpose. frame_times = [ ] cdef class GLDraw: def __init__(self, allow_fixed=True): # Did we do the first-time init? self.did_init = False # The GL environment to use. self.environ = None # The GL render-to-texture to use. self.rtt = None # The screen. self.window = None # The virtual size of the screen, as requested by the game. self.virtual_size = None # The physical size of the window we got. self.physical_size = None # Is the mouse currently visible? self.mouse_old_visible = None # The (x, y) and texture of the software mouse. self.mouse_info = (0, 0, None) # This is used to cache the surface->texture operation. self.texture_cache = weakref.WeakKeyDictionary() # The time of the last redraw. self.last_redraw_time = 0 # The time between redraws. self.redraw_period = .2 # Info. self.info = { "resizable" : True, "additive" : True } if not ANGLE: self.info["renderer"] = "gl" else: self.info["renderer"] = "angle" # Old value of fullscreen. self.old_fullscreen = None # We don't use a fullscreen surface, so this needs to be set # to None at all times. self.fullscreen_surface = None # The display info, from pygame. self.display_info = None # Should we use the fast (but incorrect) dissolve mode? self.fast_dissolve = False # renpy.android # Should we allow the fixed-function environment? self.allow_fixed = allow_fixed # Did we do the texture test at least once? self.did_texture_test = False # Did we do a render_to_texture? self.did_render_to_texture = False # The DPI scale factor. self.dpi_scale = renpy.display.interface.dpi_scale # The number of frames to draw fast if the screen needs to be # updated. self.fast_redraw_frames = 0 # The queue of textures that might need to be made ready. self.ready_texture_queue = weakref.WeakSet() def get_texture_size(self): """ Returns the amount of memory locked up in textures. """ return gltexture.total_texture_size, gltexture.texture_count def set_mode(self, virtual_size, physical_size, fullscreen): """ This changes the video mode. It also initializes OpenGL, if it can. It returns True if it was successful, or False if OpenGL isn't working for some reason. """ global vsync cdef char *egl_error if not renpy.config.gl_enable: renpy.display.log.write("GL Disabled.") return False if self.did_init: self.kill_textures() if renpy.android: fullscreen = False # Refresh fullscreen status (e.g. user pressed Esc. in browser) main_window = pygame.display.get_window() self.old_fullscreen = main_window is not None and bool(main_window.get_window_flags() & (pygame.WINDOW_FULLSCREEN_DESKTOP|pygame.WINDOW_FULLSCREEN)) if fullscreen != self.old_fullscreen: self.did_init = False if renpy.windows and (self.old_fullscreen is not None): renpy.display.interface.kill_textures_and_surfaces() pygame.display.quit() pygame.display.init() if self.display_info is None: self.display_info = renpy.display.get_info() self.old_fullscreen = fullscreen renpy.display.interface.post_init() renpy.display.log.write("") self.virtual_size = virtual_size vwidth, vheight = virtual_size pwidth, pheight = physical_size if pwidth is None: pwidth = vwidth pheight = vheight virtual_ar = 1.0 * vwidth / vheight pwidth *= self.dpi_scale pheight *= self.dpi_scale window_args = { } info = renpy.display.get_info() old_surface = pygame.display.get_surface() if old_surface is not None: maximized = old_surface.get_flags() & pygame.WINDOW_MAXIMIZED else: maximized = False visible_w = info.current_w visible_h = info.current_h if renpy.windows and renpy.windows <= (6, 1): visible_h -= 102 bounds = pygame.display.get_display_bounds(0) renpy.display.log.write("primary display bounds: %r", bounds) head_full_w = bounds[2] head_w = bounds[2] - 102 head_h = bounds[3] - 102 # Figure out the default window size. bound_w = min(vwidth, visible_w, head_w) bound_h = min(vwidth, visible_h, head_h) if (not renpy.mobile) and (not maximized): pwidth = min(visible_w, pwidth) pheight = min(visible_h, pheight) # The first time through. if not self.did_init: pwidth = min(pwidth, head_w) pheight = min(pheight, head_h) pwidth, pheight = min(pheight * virtual_ar, pwidth), min(pwidth / virtual_ar, pheight) pwidth = int(round(pwidth)) pheight = int(round(pheight)) pwidth = max(pwidth, 256) pheight = max(pheight, 256) # Handle swap control. target_framerate = renpy.game.preferences.gl_framerate refresh_rate = info.refresh_rate if not refresh_rate: refresh_rate = 60 if target_framerate is None: sync_frames = 1 else: sync_frames = int(round(1.0 * refresh_rate) / target_framerate) if sync_frames < 1: sync_frames = 1 if renpy.game.preferences.gl_tearing: sync_frames = -sync_frames vsync = int(os.environ.get("RENPY_GL_VSYNC", sync_frames)) renpy.display.interface.frame_duration = 1.0 * abs(vsync) / refresh_rate renpy.display.log.write("swap interval: %r frames", vsync) # Set the display mode. if ANGLE: opengl = 0 resizable = pygame.RESIZABLE elif EGL: opengl = 0 resizable = 0 elif renpy.android: opengl = pygame.OPENGL resizable = 0 pwidth = 0 pheight = 0 elif renpy.ios: opengl = pygame.OPENGL | pygame.WINDOW_ALLOW_HIGHDPI resizable = pygame.RESIZABLE pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MAJOR_VERSION, 2); pygame.display.gl_set_attribute(pygame.GL_CONTEXT_MINOR_VERSION, 0); pwidth = 0 pheight = 0 else: opengl = pygame.OPENGL if self.dpi_scale == 1.0: opengl |= pygame.WINDOW_ALLOW_HIGHDPI if renpy.config.gl_resize: resizable = pygame.RESIZABLE else: resizable = 0 if opengl: pygame.display.gl_set_attribute(pygame.GL_SWAP_CONTROL, vsync) pygame.display.gl_set_attribute(pygame.GL_ALPHA_SIZE, 8) self.window = None if (self.window is None) and fullscreen: try: renpy.display.log.write("Fullscreen mode.") self.window = pygame.display.set_mode((0, 0), pygame.WINDOW_FULLSCREEN_DESKTOP | resizable | opengl | pygame.DOUBLEBUF) except pygame.error as e: renpy.display.log.write("Opening in fullscreen failed: %r", e) self.window = None if self.window is None: try: renpy.display.log.write("Windowed mode.") self.window = pygame.display.set_mode((pwidth, pheight), resizable | opengl | pygame.DOUBLEBUF, **window_args) except pygame.error, e: renpy.display.log.write("Could not get pygame screen: %r", e) return False # Use EGL to get the OpenGL ES 2 context, if necessary. if EGL: # This ensures the display is shown. pygame.display.flip() egl_error = egl_init(PyWindow_AsWindow(None), vsync) if egl_error is not NULL: renpy.display.log.write("Initializing EGL: %s" % egl_error) return False # Get the size of the created screen. pwidth, pheight = self.window.get_size() self.physical_size = (pwidth, pheight) self.drawable_size = pygame.display.get_drawable_size() renpy.display.log.write("Screen sizes: virtual=%r physical=%r drawable=%r" % (self.virtual_size, self.physical_size, self.drawable_size)) if renpy.config.adjust_view_size is not None: view_width, view_height = renpy.config.adjust_view_size(pwidth, pheight) else: # Figure out the virtual box, which includes padding around # the borders. physical_ar = 1.0 * pwidth / pheight ratio = min(1.0 * pwidth / vwidth, 1.0 * pheight / vheight) view_width = max(int(vwidth * ratio), 1) view_height = max(int(vheight * ratio), 1) px_padding = pwidth - view_width py_padding = pheight - view_height x_padding = px_padding * vwidth / view_width y_padding = py_padding * vheight / view_height # The position of the physical screen, in virtual pixels # (x, y, w, h). Since the physical screen will always contain # the virtual screen, the corners are often off the virtual # screen. self.virtual_box = ( -x_padding / 2.0, -y_padding / 2.0, vwidth + x_padding, vheight + y_padding) # The location of the virtual screen on the physical screen, in # physical pixels. (May not be 100% accurate, but it's good # enough for screenshots.) self.physical_box = ( int(px_padding / 2), int(py_padding / 2), pwidth - int(px_padding), pheight - int(py_padding), ) # Scale from the rtt size to the virtual size. if renpy.config.use_drawable_resolution: self.draw_per_virt = (1.0 * self.drawable_size[0] / pwidth) * (1.0 * view_width / vwidth) else: self.draw_per_virt = 1.0 self.virt_to_draw = Matrix2D(self.draw_per_virt, 0, 0, self.draw_per_virt) self.draw_to_virt = Matrix2D(1.0 / self.draw_per_virt, 0, 0, 1.0 / self.draw_per_virt) if not self.did_init: if not self.init(): return False if "RENPY_FAIL_" + self.info["renderer"].upper() in os.environ: return False self.did_init = True # Set some default settings. glEnable(GL_BLEND) glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) # Prepare a mouse display. self.mouse_old_visible = None self.environ.init() self.rtt.init() if self.window.get_flags() & pygame.WINDOW_MAXIMIZED: self.info["max_window_size"] = self.window.get_size() else: self.info["max_window_size"] = ( int(round(min(bound_h * virtual_ar, bound_w))), int(round(min(bound_w / virtual_ar, bound_h))), ) return True def quit(self): """ This shuts down the module and all use of the GL context. """ self.kill_textures() if self.rtt: self.rtt.deinit() if self.environ: self.environ.deinit() if not self.old_fullscreen: renpy.display.gl_size = self.physical_size gltexture.dealloc_textures() self.old_fullscreen = None def init(self): """ This does the first-time initialization of OpenGL, deciding which subsystems to use. """ if not EGL: # Init glew. err = glewInit() if err != GLEW_OK: renpy.display.log.write("Glew init failed: %s" % glewGetErrorString(err)) return False # Log the GL version. renderer = glGetString(GL_RENDERER) version = glGetString(GL_VERSION) renpy.display.log.write("Vendor: %r", str( glGetString(GL_VENDOR))) renpy.display.log.write("Renderer: %r", renderer) renpy.display.log.write("Version: %r", version) renpy.display.log.write("Display Info: %s", self.display_info) allow_shader = True allow_fixed = self.allow_fixed if not allow_shader: renpy.display.log.write("Shaders are blacklisted.") if not allow_fixed: renpy.display.log.write("Fixed-function is blacklisted.") if not allow_shader and not allow_fixed: renpy.display.log.write("GL is totally blacklisted.") return False if EGL: gltexture.use_gles() elif renpy.android or renpy.ios: self.redraw_period = 1.0 gltexture.use_gles() elif renpy.emscripten: # give back control to browser regularly self.redraw_period = 0.1 # WebGL is GLES gltexture.use_gles() else: gltexture.use_gl() extensions_string = glGetString(GL_EXTENSIONS) extensions = set(extensions_string.split(" ")) renpy.display.log.write("Extensions:") for i in sorted(extensions): renpy.display.log.write(" %s", i) def use_subsystem(module, envvar, envval, *req_ext): """ Decides if we should used a particular subsystem, based on environment variables and/or extensions. If the `envvar` environment variable exists, this will return true iff its value is `envval`. Otherwise, this will return true if all of the required extensions are present, and false otherwise. """ if module is None: return False value = os.environ.get(envvar, "") if value: if value == envval: return True else: return False for i in req_ext: if i not in extensions: return False return True # Count the number of texture units. cdef GLint texture_units = 0 glGetIntegerv(GL_MAX_TEXTURE_UNITS, &texture_units) renpy.display.log.write("Number of texture units: %d", texture_units) # Pick a texture environment subsystem. if EGL or renpy.android or renpy.ios or renpy.emscripten or (allow_shader and use_subsystem( glenviron_shader, "RENPY_GL_ENVIRON", "shader", "GL_ARB_vertex_shader", "GL_ARB_fragment_shader")): try: renpy.display.log.write("Using shader environment.") self.environ = glenviron_shader.ShaderEnviron() self.info["environ"] = "shader" self.environ.init() except Exception, e: renpy.display.log.write("Initializing shader environment failed:") renpy.display.log.exception() self.environ = None if self.environ is None: if allow_fixed and use_subsystem( glenviron_fixed, "RENPY_GL_ENVIRON", "fixed", "GL_ARB_texture_env_crossbar", "GL_ARB_texture_env_combine"): renpy.display.log.write("Using fixed-function environment (clause 1).") self.environ = glenviron_fixed.FixedFunctionEnviron() self.info["environ"] = "fixed" self.environ.init() elif allow_fixed and use_subsystem( glenviron_fixed, "RENPY_GL_ENVIRON", "fixed", "GL_NV_texture_env_combine4"): renpy.display.log.write("Using fixed-function environment (clause 2).") self.environ = glenviron_fixed.FixedFunctionEnviron() self.info["environ"] = "fixed" self.environ.init() elif use_subsystem( glenviron_limited, "RENPY_GL_ENVIRON", "limited", "RENPY_bogus_extension"): renpy.display.log.write("Using limited environment.") self.environ = glenviron_limited.LimitedEnviron() self.info["environ"] = "limited" self.environ.init() else: renpy.display.log.write("Can't find a workable environment.") return False # Pick a Render-to-texture method. use_fbo = renpy.ios or renpy.android or renpy.emscripten or EGL or use_subsystem( glrtt_fbo, "RENPY_GL_RTT", "fbo", "GL_ARB_framebuffer_object") if use_fbo: renpy.display.log.write("Using FBO RTT.") self.rtt = glrtt_fbo.FboRtt() self.info["rtt"] = "fbo" self.rtt.init() elif glrtt_copy: renpy.display.log.write("Using copy RTT.") self.rtt = glrtt_copy.CopyRtt() self.info["rtt"] = "copy" self.rtt.init() else: renpy.display.log.write("Can't find a workable rtt.") return False renpy.display.log.write("Using {0} renderer.".format(self.info["renderer"])) # Figure out the sizes of texture that render properly. if not self.did_texture_test: rv = gltexture.test_texture_sizes(self.environ, self) else: rv = True self.rtt.deinit() self.environ.deinit() if not rv: return False self.did_texture_test = True # Do additional setup needed. renpy.display.pgrender.set_rgba_masks() return True def can_block(self): """ Returns True if we can block to wait for input, False if the screen needs to be immediately redrawn. """ powersave = renpy.game.preferences.gl_powersave if not powersave: return False return not self.fast_redraw_frames def should_redraw(self, needs_redraw, first_pass, can_block): """ Redraw whenever the screen needs it, but at least once every .2 seconds. We rely on VSYNC to slow down our maximum draw speed. """ rv = False if needs_redraw: rv = True elif first_pass: rv = True else: # Redraw if the mouse moves. mx, my, tex = self.mouse_info if tex and (mx, my) != pygame.mouse.get_pos(): rv = True # Handle fast redraw. if rv: self.fast_redraw_frames = renpy.config.fast_redraw_frames elif self.fast_redraw_frames > 0: self.fast_redraw_frames -= 1 rv = True if time.time() > self.last_redraw_time + self.redraw_period: rv = True # Store the redraw time. if rv or (not can_block): self.last_redraw_time = time.time() return True else: return False def mutated_surface(self, surf): if surf in self.texture_cache: del self.texture_cache[surf] def load_texture(self, surf, transient=False): """ Loads a texture into memory. """ # Turn a surface into a texture grid. rv = self.texture_cache.get(surf, None) if rv is None: rv = gltexture.texture_grid_from_surface(surf, transient) self.texture_cache[surf] = rv self.ready_texture_queue.add(rv) return rv def ready_one_texture(self): """ Call from the main thread to make a single texture ready. """ while True: try: tex = self.ready_texture_queue.pop() except KeyError: return False if not tex.ready: tex.make_ready(False) return True return False def solid_texture(self, w, h, color): surf = renpy.display.pgrender.surface((w + 4, h + 4), True) surf.fill(color) surf = surf.subsurface((2, 2, w, h)) return self.load_texture(surf) # private def clip_mode_screen(self): """ This does two things. First, it shuts down clipping, and clears the cache so it will be reset by the next call to set_clip. Then it flags that we are in the screen clip mode, which control how coordinates are mapped to the scissor box. """ self.clip_cache = None self.clip_rtt_box = None self.environ.unset_clip(self) # private def clip_mode_rtt(self, x, y, w, h): """ The same thing, except the screen is projected in RTT mode. """ self.clip_cache = None self.clip_rtt_box = (x, y, w, h) self.environ.unset_clip(self) # private cpdef set_clip(GLDraw self, tuple clip): if self.clip_cache == clip: return self.clip_cache = clip self.environ.set_clip(clip, self) def draw_screen(self, surftree, fullscreen_video, flip=True): """ Draws the screen. """ renpy.plog(1, "start draw_screen") if renpy.config.use_drawable_resolution: reverse = self.virt_to_draw else: reverse = IDENTITY surftree.is_opaque() self.draw_render_textures(surftree, 0) xmul = 1.0 * self.drawable_size[0] / self.physical_size[0] ymul = 1.0 * self.drawable_size[1] / self.physical_size[1] if reverse != IDENTITY: xsize = xmul * self.physical_box[2] ysize = ymul * self.physical_box[3] else: xsize = self.virtual_size[0] ysize = self.virtual_size[1] self.environ.viewport(xmul * self.physical_box[0], ymul * self.physical_box[1], xmul * self.physical_box[2], ymul * self.physical_box[3]) self.environ.ortho(0, xsize, ysize, 0, -1.0, 1.0) self.clip_mode_screen() clear_r, clear_g, clear_b = renpy.color.Color(renpy.config.gl_clear_color).rgb glClearColor(clear_r, clear_g, clear_b, 1.0) glClear(GL_COLOR_BUFFER_BIT) self.default_clip = (0, 0, xsize, ysize) clip = self.default_clip if renpy.display.video.fullscreen: surf = renpy.display.video.render_movie("movie", self.virtual_size[0], self.virtual_size[1]) if surf is not None: self.draw_transformed(surf, clip, 0, 0, 1.0, 1.0, reverse, renpy.config.nearest_neighbor, False) else: flip = False else: self.draw_transformed(surftree, clip, 0, 0, 1.0, 1.0, reverse, renpy.config.nearest_neighbor, False) if flip: self.draw_mouse() start = time.time() renpy.plog(1, "flip") if EGL: egl_swap() else: pygame.display.flip() end = time.time() if vsync: # When the window is covered, we can get into a state where no # drawing occurs and everything goes fast. Detect that and # sleep. frame_times.append(end) if len(frame_times) > 10: frame_times.pop(0) # If we're running at over 1000 fps, vsync is broken. if (frame_times[-1] - frame_times[0] < .001 * 10): time.sleep(1.0 / 120.0) renpy.plog(1, "after broken vsync sleep") gltexture.cleanup() cpdef int draw_render_textures(GLDraw self, what, bint non_aligned) except 1: """ This is responsible for rendering things to textures, as necessary. """ cdef render.Render rend cdef bint render_what if not isinstance(what, render.Render): return 0 rend = what render_what = False if (rend.xclipping or rend.yclipping) and non_aligned: if rend.forward.xdy != 0 or rend.forward.ydx != 0: render_what = True non_aligned = False first = True if rend.forward: non_aligned |= (rend.forward.xdy != 0) non_aligned |= (rend.forward.ydy != 0) for child, cxo, cyo, focus, main in rend.visible_children: self.draw_render_textures(child, non_aligned) if rend.operation == DISSOLVE: if not self.fast_dissolve: child.render_to_texture(what.operation_alpha) elif rend.operation == IMAGEDISSOLVE: child.render_to_texture(first or what.operation_alpha) first = False elif rend.operation == PIXELLATE: p = rend.operation_parameter pc = child while p > 1: p /= 2 pc = self.get_half(pc) elif rend.operation == FLATTEN: child.render_to_texture(True) if render_what: what.render_to_texture(True) cpdef int draw_transformed( GLDraw self, object what, tuple clip, double xo, double yo, double alpha, double over, Matrix reverse, bint nearest, bint subpixel) except 1: cdef render.Render rend cdef double cxo, cyo, tcxo, tcyo cdef Matrix child_reverse if not isinstance(what, render.Render): if isinstance(what, gltexture.TextureGrid): if (not subpixel) and reverse.is_unit_aligned(): xo = round(xo) yo = round(yo) self.set_clip(clip) gltexture.blit( what, xo, yo, reverse, alpha, over, self.environ, nearest) return 0 if isinstance(what, pygame.Surface): tex = self.load_texture(what) self.draw_transformed(tex, clip, xo, yo, alpha, over, reverse, nearest, subpixel) return 0 raise Exception("Unknown drawing type. " + repr(what)) rend = what if rend.text_input: renpy.display.interface.text_rect = rend.screen_rect(xo, yo, reverse) # Other draw modes. if rend.operation == DISSOLVE: if self.fast_dissolve: # This is a fast version of dissolve that's used on # GLES systems. The semantics are different than that # of dissolve on Ren'Py proper. self.draw_transformed(rend.children[0][0], clip, xo, yo, alpha, over, reverse, nearest, subpixel) self.draw_transformed(rend.children[1][0], clip, xo, yo, alpha * what.operation_complete, over, reverse, nearest, subpixel) else: self.set_clip(clip) gltexture.blend( rend.children[0][0].render_to_texture(what.operation_alpha), rend.children[1][0].render_to_texture(what.operation_alpha), xo, yo, reverse * self.draw_to_virt, alpha, over, rend.operation_complete, self.environ, nearest) return 0 elif rend.operation == IMAGEDISSOLVE: self.set_clip(clip) gltexture.imageblend( rend.children[0][0].render_to_texture(True), rend.children[1][0].render_to_texture(what.operation_alpha), rend.children[2][0].render_to_texture(what.operation_alpha), xo, yo, reverse * self.draw_to_virt, alpha, over, rend.operation_complete, rend.operation_parameter, self.environ, nearest) return 0 elif rend.operation == PIXELLATE: self.set_clip(clip) p = rend.operation_parameter pc = rend.children[0][0] while p > 1: p /= 2 pc = self.get_half(pc) reverse *= Matrix2D(1.0 * what.width / pc.width, 0, 0, 1.0 * what.height / pc.height) gltexture.blit( pc, xo, yo, reverse, alpha, over, self.environ, True) return 0 elif rend.operation == FLATTEN: self.set_clip(clip) gltexture.blit( rend.children[0][0].render_to_texture(True), xo, yo, reverse * self.draw_to_virt, alpha, over, self.environ, nearest) return 0 # Compute clipping. if rend.xclipping or rend.yclipping: # Non-aligned clipping uses RTT. if reverse.ydx != 0 or reverse.xdy != 0: tex = what.render_to_texture(True) self.draw_transformed(tex, clip, xo, yo, alpha, over, reverse * self.draw_to_virt, nearest, subpixel) return 0 minx, miny, maxx, maxy = clip # Figure out the transformed width and height of this # surface. tw, th = reverse.transform(what.width, what.height) if rend.xclipping: minx = max(minx, min(xo, xo + tw)) maxx = min(maxx, max(xo, xo + tw)) if rend.yclipping: miny = max(miny, min(yo, yo + th)) maxy = min(maxy, max(yo, yo + th)) clip = (minx, miny, maxx, maxy) alpha = alpha * rend.alpha over = over * rend.over if rend.nearest is not None: nearest = rend.nearest # If our alpha has hit 0, don't do anything. if alpha <= 0.003: # (1 / 256) return 0 if rend.reverse is not None and rend.reverse is not IDENTITY: child_reverse = reverse * rend.reverse else: child_reverse = reverse for child, cx, cy, focus, main in rend.visible_children: # The type of cx and cy depends on if this is a subpixel blit or not. if type(cx) is float: subpixel = True cxo = cx cyo = cy tcxo = reverse.xdx * cxo + reverse.xdy * cyo tcyo = reverse.ydx * cxo + reverse.ydy * cyo self.draw_transformed(child, clip, xo + tcxo, yo + tcyo, alpha, over, child_reverse, nearest, subpixel) return 0 def render_to_texture(self, what, alpha): width = int(math.ceil(what.width * self.draw_per_virt)) height = int(math.ceil(what.height * self.draw_per_virt)) def draw_func(x, y, w, h): self.clip_mode_rtt(x, y, w, h) if alpha: glClearColor(0.0, 0.0, 0.0, 0.0) else: glClearColor(0.0, 0.0, 0.0, 1.0) glClear(GL_COLOR_BUFFER_BIT) self.default_clip = (0, 0, width, height) clip = self.default_clip self.draw_transformed(what, clip, 0, 0, 1.0, 1.0, self.virt_to_draw, renpy.config.nearest_neighbor, False) if isinstance(what, render.Render): what.is_opaque() rv = gltexture.texture_grid_from_drawing(width, height, draw_func, self.rtt, self.environ) self.did_render_to_texture = True return rv def is_pixel_opaque(self, what, x, y): """ Returns true if the pixel is not 100% transparent. """ if x < 0 or y < 0 or x >= what.width or y >= what.height: return 0 what = what.subsurface((x, y, 1, 1)) reverse = IDENTITY alpha_holder = [ 0 ] def draw_func(x, y, w, h): self.environ.viewport(0, 0, 1, 1) self.environ.ortho(0, 1, 0, 1, -1, 1) self.clip_mode_rtt(0, 0, 1, 1) clip = (0, 0, 1, 1) glClearColor(0.0, 0.0, 0.0, 0.0) glClear(GL_COLOR_BUFFER_BIT) self.draw_transformed(what, clip, 0, 0, 1.0, 1.0, reverse, renpy.config.nearest_neighbor, False) cdef unsigned char pixel[4] glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel) alpha_holder[0] = (pixel[3]) self.did_render_to_texture = False # We need to render a second time if a render-to-texture occurs, as it # has overwritten the buffer we're drawing to. for _i in range(2): gltexture.texture_grid_from_drawing(1, 1, draw_func, self.rtt, self.environ) if not self.did_render_to_texture: break what.kill() return alpha_holder[0] def get_half(self, what): """ Gets a texture grid that's half the size of what.. """ # Used to work around a bug in cython where self was not getting # the right type when being assigned to the closure. cdef GLDraw draw = self if what.half_cache: return what.half_cache reverse = Matrix2D(0.5, 0, 0, .5) width = max(what.width / 2, 1) height = max(what.height / 2, 1) def draw_func(x, y, w, h): glClearColor(0.0, 0.0, 0.0, 1.0) glClear(GL_COLOR_BUFFER_BIT) draw.clip_mode_rtt(x, y, w, h) clip = (0, 0, width, height) draw.draw_transformed(what, clip, 0, 0, 1.0, 1.0, reverse, renpy.config.nearest_neighbor, False) if isinstance(what, render.Render): what.is_opaque() rv = gltexture.texture_grid_from_drawing(width, height, draw_func, self.rtt, self.environ) what.half_cache = rv return rv def translate_point(self, x, y): """ Translates (x, y) from physical to virtual coordinates. """ # Screen sizes. pw, ph = self.physical_size vw, vh = self.virtual_size vx, vy, vbw, vbh = self.virtual_box # Translate to fractional screen. x = 1.0 * x / pw y = 1.0 * y / ph # Translate to virtual size. x = vx + vbw * x y = vy + vbh * y x = int(x) y = int(y) x = max(0, x) x = min(vw, x) y = max(0, y) y = min(vh, y) return x, y def untranslate_point(self, x, y): """ Untranslates (x, y) from virtual to physical coordinates. """ # Screen sizes. pw, ph = self.physical_size vx, vy, vbw, vbh = self.virtual_box # Translate from virtual to fractional screen. x = ( x - vx ) / vbw y = ( y - vy ) / vbh # Translate from fractional screen to physical. x = x * pw y = y * ph x = int(x) y = int(y) return x, y def update_mouse(self): # The draw routine updates the mouse. There's no need to # redraw it event-by-event. return def mouse_event(self, ev): x, y = getattr(ev, 'pos', pygame.mouse.get_pos()) return self.translate_point(x, y) def get_mouse_pos(self): x, y = pygame.mouse.get_pos() return self.translate_point(x, y) def set_mouse_pos(self, x, y): x, y = self.untranslate_point(x, y) pygame.mouse.set_pos([x, y]) # Private. def draw_mouse(self): hardware, mx, my, tex = renpy.game.interface.get_mouse_info() self.mouse_info = (mx, my, tex) if self.mouse_old_visible != hardware: pygame.mouse.set_visible(hardware) self.mouse_old_visible = hardware if not tex: return x, y = pygame.mouse.get_pos() x -= mx y -= my pw, ph = self.physical_size pbx, pby, pbw, pbh = self.physical_box xmul = 1.0 * self.drawable_size[0] / self.physical_size[0] ymul = 1.0 * self.drawable_size[1] / self.physical_size[1] self.environ.viewport(0, 0, xmul * pw, ymul * ph) self.environ.ortho(0, pw, ph, 0, -1.0, 1.0) self.clip_mode_screen() self.set_clip((-pbx, -pby, pw, ph)) gltexture.blit( tex, x, y, IDENTITY, 1.0, 1.0, self.environ, False) def screenshot(self, surftree, fullscreen_video): cdef unsigned char *pixels cdef SDL_Surface *surf cdef unsigned char *raw_pixels cdef unsigned char *rpp cdef int x, y, pitch # A surface the size of the framebuffer. full = renpy.display.pgrender.surface_unscaled(self.drawable_size, False) surf = PySurface_AsSurface(full) # Create an array that can hold densely-packed pixels. raw_pixels = malloc(surf.w * surf.h * 4) # Draw the last screen to the back buffer. if surftree is not None: self.draw_screen(surftree, fullscreen_video, flip=False) glFinish() # Read the pixels. glReadPixels( 0, 0, surf.w, surf.h, GL_RGBA, GL_UNSIGNED_BYTE, raw_pixels) # Copy the pixels from raw_pixels to the surface. pixels = surf.pixels pitch = surf.pitch rpp = raw_pixels with nogil: for y from 0 <= y < surf.h: for x from 0 <= x < (surf.w * 4): pixels[x] = rpp[x] pixels += pitch rpp += surf.w * 4 free(raw_pixels) px, py, pw, ph = self.physical_box xmul = self.drawable_size[0] / self.physical_size[0] ymul = self.drawable_size[1] / self.physical_size[1] # Crop and flip it, since it's upside down. rv = full.subsurface((px * xmul, py * ymul, pw * xmul, ph * ymul)) rv = renpy.display.pgrender.flip_unscaled(rv, False, True) return rv def kill_textures(self): self.texture_cache.clear() gltexture.dealloc_textures() def event_peek_sleep(self): pass def get_physical_size(self): x, y = self.physical_size x = int(x / self.dpi_scale) y = int(y / self.dpi_scale) return (x, y) class Rtt(object): """ Subclasses of this class handle rendering to a texture. """ def init(self): return def deinit(self): return def render(self, texture, x, y, w, h, draw_func): """ This function is called to trigger a rendering to a texture. `x`, `y`, `w`, and `h` specify the location and dimensions of the sub-image to render to the texture. `draw_func` is called to render the texture. """ raise Exception("Not implemented.") def get_size_limit(self, dimension): """ Get the maximum size of a texture. """ raise Exception("Not implemented.") cdef class Environ(object): cdef void blit(self): """ Set up a normal blit environment. The texture to be blitted should be TEXTURE0. """ cdef void blend(self, double fraction): """ Set up an environment that blends from TEXTURE0 to TEXTURE1. `fraction` is the fraction of the blend complete. """ cdef void imageblend(self, double fraction, int ramp): """ Setup an environment that does an imageblend from TEXTURE1 to TEXTURE2. The controlling image is TEXTURE0. `fraction` is the fraction of the blend complete. `ramp` is the length of the ramp. """ cdef void set_vertex(self, float *vertices): """ Sets the array of vertices to be shown. Vertices should be an packed array of 2`n` floats. """ cdef void set_texture(self, int unit, float *coords): """ Sets the array of texture coordinates for unit `unit`. """ cdef void set_color(self, double r, double g, double b, double a): """ Sets the color to be shown. """ cdef void set_clip(self, tuple clip_box, GLDraw draw): """ Sets the clipping rectangle. """ cdef void unset_clip(self, GLDraw draw): """ Removes the clipping rectangle. """ cdef void ortho(self, double left, double right, double bottom, double top, double near, double far): """ Enables orthographic projection. `left`, `right`, `top`, `bottom` are the coordinates of the various sides of the viewport. `top` and `bottom` are the depth limits. """ cdef void viewport(self, int x, int y, int w, int h): """ Sets the GL viewport. """ # These imports need to be down at the bottom, after the Rtt and Environ # classes have been created. try: import glrtt_copy except: glrtt_copy = None # Copy doesn't work on iOS. if renpy.ios: glrtt_copy = None try: import glrtt_fbo except ImportError: glrtt_fbo = None try: import glenviron_fixed except ImportError: glenviron_fixed = None try: import glenviron_shader except ImportError: glenviron_shader = None try: import glenviron_limited except ImportError: glenviron_limited = None