Mercurial > touhou
annotate pytouhou/opengl/gamerenderer.py @ 125:0313ca2c50e9
Small refactoring and massive performance improvements
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 10 Sep 2011 15:04:47 +0200 |
parents | d1c82d43bbf3 |
children | 9d7129ee2c4f |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 import struct |
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16 from itertools import chain |
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17 import ctypes |
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18 |
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19 import pyglet |
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20 from pyglet.gl import * |
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21 |
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22 from pytouhou.opengl.texture import TextureManager |
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23 from pytouhou.opengl.sprite import get_sprite_rendering_data |
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24 from pytouhou.opengl.background import get_background_rendering_data |
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25 |
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26 |
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27 MAX_ELEMENTS = 10000 |
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28 |
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29 |
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30 class GameRenderer(pyglet.window.Window): |
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31 def __init__(self, resource_loader, game=None, background=None): |
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32 pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False) |
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33 self.keys = pyglet.window.key.KeyStateHandler() |
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34 self.push_handlers(self.keys) |
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35 |
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36 self.texture_manager = TextureManager(resource_loader) |
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37 |
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38 self.fps_display = pyglet.clock.ClockDisplay() |
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39 |
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40 self.game = game |
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41 self.background = background |
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42 |
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43 |
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44 def start(self, width=384, height=448): |
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45 self.set_size(width, height) |
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46 |
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47 # Initialize OpenGL |
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48 glMatrixMode(GL_PROJECTION) |
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49 glLoadIdentity() |
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50 gluPerspective(30, float(width)/float(height), |
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51 101010101./2010101., 101010101./10101.) |
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52 |
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53 glEnable(GL_BLEND) |
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54 glEnable(GL_TEXTURE_2D) |
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55 glEnable(GL_FOG) |
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56 glHint(GL_FOG_HINT, GL_NICEST) |
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57 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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58 glEnableClientState(GL_COLOR_ARRAY) |
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59 glEnableClientState(GL_VERTEX_ARRAY) |
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60 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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61 |
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62 # Allocate buffers |
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63 buff = ctypes.c_buffer(MAX_ELEMENTS * 4 * (3 * 4 + 2 * 4 + 4)) |
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64 self.buffers = (buff, |
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65 ctypes.byref(buff, 3 * 4), |
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66 ctypes.byref(buff, 3 * 4 + 2 * 4)) |
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67 |
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68 pyglet.clock.schedule_interval(self.update, 1./120.) |
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69 pyglet.app.run() |
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70 |
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71 |
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72 def on_resize(self, width, height): |
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73 glViewport(0, 0, width, height) |
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74 |
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75 |
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76 def update(self, dt): |
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77 if self.background: |
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78 self.background.update(self.game.game_state.frame) |
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79 if self.game: |
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80 self.game.run_iter(0) #TODO: self.keys... |
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81 |
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82 |
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83 def on_key_press(self, symbol, modifiers): |
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84 if symbol == pyglet.window.key.ESCAPE: |
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85 pyglet.app.exit() |
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86 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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87 elif symbol == pyglet.window.key.F11: |
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88 self.set_fullscreen(not self.fullscreen) |
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89 |
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90 |
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91 def render_elements(self, elements): |
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92 texture_manager = self.texture_manager |
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93 |
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94 pack_data = struct.Struct('fff ff BBBB' * 4).pack_into |
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95 _vertices, _uvs, _colors = self.buffers |
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96 |
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97 nb_vertices = 0 |
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98 indices_by_texture = {} |
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99 |
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100 for element in elements: |
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101 sprite = element._sprite |
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102 if sprite: |
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103 ox, oy = element.x, element.y |
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104 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
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105 rec = indices_by_texture.setdefault(key, [0, []]) |
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106 index = rec[0] |
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107 |
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108 # Pack data in buffer |
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109 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices |
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110 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors |
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111 u1, v1, u2, v2, u3, v3, u4, v4 = uvs |
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112 pack_data(_vertices, nb_vertices * (3 * 4 + 2 * 4 + 4), |
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113 x1 + ox, y1 + oy, z1, |
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114 u1, v1, |
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115 r1, g1, b1, a1, |
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116 |
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117 x2 + ox, y2 + oy, z2, |
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118 u2, v2, |
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119 r2, g2, b2, a2, |
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120 |
125
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121 x3 + ox, y3 + oy, z3, |
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122 u3, v3, |
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123 r3, g3, b3, a3, |
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124 |
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125 x4 + ox, y4 + oy, z4, |
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126 u4, v4, |
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127 r4, g4, b4, a4) |
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128 |
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129 # Add indices |
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130 rec[0] += 4 |
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131 rec[1].extend((index, index + 1, index + 2, index + 3)) |
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132 |
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133 nb_vertices += 4 |
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134 |
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135 glVertexPointer(3, GL_FLOAT, 24, _vertices) |
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136 glTexCoordPointer(2, GL_FLOAT, 24, _uvs) |
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137 glColorPointer(4, GL_UNSIGNED_BYTE, 24, _colors) |
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138 |
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139 for (texture_key, blendfunc), (nb_indices, indices) in indices_by_texture.items(): |
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140 indices = struct.pack(str(nb_indices) + 'H', *indices) |
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141 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
119
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142 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) |
125
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143 glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices) |
108
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144 |
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145 |
119
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146 def on_draw(self): |
108
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147 glClear(GL_DEPTH_BUFFER_BIT) |
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148 |
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149 back = self.background |
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150 game = self.game |
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151 texture_manager = self.texture_manager |
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152 |
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153 if back is not None: |
111
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154 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
108
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155 x, y, z = back.position_interpolator.values |
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156 dx, dy, dz = back.position2_interpolator.values |
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157 |
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158 glFogi(GL_FOG_MODE, GL_LINEAR) |
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159 glFogf(GL_FOG_START, fog_start) |
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160 glFogf(GL_FOG_END, fog_end) |
119
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161 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
108
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162 |
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163 glMatrixMode(GL_MODELVIEW) |
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164 glLoadIdentity() |
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165 # Some explanations on the magic constants: |
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166 # 192. = 384. / 2. = width / 2. |
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167 # 224. = 448. / 2. = height / 2. |
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168 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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169 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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170 gluLookAt(192., 224., - 835.979370 * dz, |
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171 192. + dx, 224. - dy, 0., 0., -1., 0.) |
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172 glTranslatef(-x, -y, -z) |
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173 |
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174 glEnable(GL_DEPTH_TEST) |
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175 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): |
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176 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
119
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177 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) |
108
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178 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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179 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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180 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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181 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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182 glDisable(GL_DEPTH_TEST) |
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183 else: |
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184 glClear(GL_COLOR_BUFFER_BIT) |
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185 |
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186 if game is not None: |
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187 glMatrixMode(GL_MODELVIEW) |
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188 glLoadIdentity() |
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189 # Some explanations on the magic constants: |
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190 # 192. = 384. / 2. = width / 2. |
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191 # 224. = 448. / 2. = height / 2. |
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192 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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193 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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194 gluLookAt(192., 224., - 835.979370, |
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195 192., 224., 0., 0., -1., 0.) |
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196 |
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197 glDisable(GL_FOG) |
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198 self.render_elements(game.enemies) |
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199 self.render_elements(game.game_state.bullets) |
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200 glEnable(GL_FOG) |
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201 |
119
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202 #TODO |
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203 glMatrixMode(GL_MODELVIEW) |
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204 glLoadIdentity() |
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205 gluLookAt(192., 224., 835.979370, |
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206 192, 224., 0., 0., 1., 0.) |
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207 self.fps_display.draw() |
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208 |