annotate pytouhou/ui/gamerenderer.pyx @ 427:0604f4fbbe3c

Move the depth buffer clear outside of scissor, as per apitrace’s advice.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 03 Aug 2013 15:48:51 +0200
parents f4d76d3d6f2a
children 878273a984c4
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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 from libc.stdlib cimport malloc, free
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16 from itertools import chain
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17
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18 from pytouhou.lib.opengl cimport \
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19 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable,
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20 glEnable, glFogi, glFogf, glFogfv,
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21 GL_PROJECTION, GL_MODELVIEW, GL_FOG, GL_FOG_MODE, GL_LINEAR,
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22 GL_FOG_START, GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat)
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23
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24 from pytouhou.utils.matrix cimport Matrix, matrix_to_floats
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25 from pytouhou.utils.maths cimport setup_camera
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84b151962708 Convert pytouhou.ui.gamerenderer back to pure python, it doesn’t use or need any cython feature.
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27 from .renderer import Renderer
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31 class GameRenderer(Renderer):
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32 def __init__(self, resource_loader):
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33 Renderer.__init__(self, resource_loader)
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35
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36 def render(self):
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37 cdef float* fog_data
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38
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39 back = self.background
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40 game = self.game
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41
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42 if self.use_fixed_pipeline:
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43 glMatrixMode(GL_PROJECTION)
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44 glLoadIdentity()
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45
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46 if game is not None and game.spellcard_effect is not None:
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47 if self.use_fixed_pipeline:
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48 glMatrixMode(GL_MODELVIEW)
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49 glLoadMatrixf(matrix_to_floats(self.game_mvp))
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50 glDisable(GL_FOG)
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51 else:
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52 self.game_shader.bind()
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53 self.game_shader.uniform_matrix('mvp', self.game_mvp)
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54
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55 self.render_elements([game.spellcard_effect])
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56 elif back is not None:
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57 x, y, z = back.position_interpolator.values
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58 dx, dy, dz = back.position2_interpolator.values
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59 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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61 # Those two lines may come from the difference between Direct3D and
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62 # OpenGL’s distance handling. The first one seem to calculate fog
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63 # from the eye, while the second does that starting from the near
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64 # plane.
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65 #TODO: investigate, and use a variable to keep the near plane
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66 # distance at a single place.
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67 fog_start -= 101010101./2010101.
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68 fog_end -= 101010101./2010101.
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69
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70 model = Matrix()
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71 model.data[3] = [-x, -y, -z, 1]
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72 view = setup_camera(dx, dy, dz)
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73 mvp = model * view * self.proj
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74
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75 if self.use_fixed_pipeline:
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76 glMatrixMode(GL_MODELVIEW)
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77 glLoadMatrixf(matrix_to_floats(mvp))
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79 glEnable(GL_FOG)
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80 glFogi(GL_FOG_MODE, GL_LINEAR)
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81 glFogf(GL_FOG_START, fog_start)
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82 glFogf(GL_FOG_END, fog_end)
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83
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84 fog_data = <float*>malloc(4 * sizeof(float))
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85 fog_data[0] = fog_r / 255.
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86 fog_data[1] = fog_g / 255.
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87 fog_data[2] = fog_b / 255.
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88 fog_data[3] = 1.
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89 glFogfv(GL_FOG_COLOR, fog_data)
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90 free(fog_data)
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91 else:
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92 self.background_shader.bind()
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93 self.background_shader.uniform_matrix('mvp', mvp)
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94
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95 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start))
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96 self.background_shader.uniform_1('fog_end', fog_end)
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97 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.)
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98
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99 self.background_renderer.render_background()
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100 else:
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101 glClear(GL_COLOR_BUFFER_BIT)
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102
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103 if game is not None:
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104 if self.use_fixed_pipeline:
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105 glMatrixMode(GL_MODELVIEW)
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106 glLoadMatrixf(matrix_to_floats(self.game_mvp))
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107 glDisable(GL_FOG)
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108 else:
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109 self.game_shader.bind()
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110 self.game_shader.uniform_matrix('mvp', self.game_mvp)
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111
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112 self.render_elements(enemy for enemy in game.enemies if enemy.visible)
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113 self.render_elements(game.effects)
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114 self.render_elements(chain(game.players_bullets,
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115 game.lasers_sprites(),
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116 game.players,
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117 game.msg_sprites()))
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118 self.render_elements(chain(game.bullets, game.lasers,
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119 game.cancelled_bullets, game.items,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
120 game.labels))