annotate pytouhou/ui/gamerenderer.py @ 399:1c773544eaeb

Make the background use a single vbo and offsets, just like the 2D code.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 12 Feb 2013 19:19:31 +0100
parents 8d252cdb495f
children 3ce4065840e9
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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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16 from itertools import chain
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18 from pyglet.gl import (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf,
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19 glDisable, glEnable, glFogi, glFogf, glFogfv,
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20 GL_DEPTH_BUFFER_BIT, GL_PROJECTION, GL_MODELVIEW,
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21 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START,
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22 GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat)
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24 from pytouhou.utils.matrix import Matrix
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26 from .renderer import Renderer
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30 class GameRenderer(Renderer):
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31 __slots__ = ('game', 'background')
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32
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33 def __init__(self, resource_loader, game=None, background=None):
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34 Renderer.__init__(self, resource_loader)
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35 if game:
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36 self.load_game(game, background)
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39 def load_game(self, game=None, background=None):
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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 if game:
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44 # Preload textures
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45 self.texture_manager.preload(game.resource_loader.instanced_anms.values())
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46 self.prerender_background(background)
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49 def render(self):
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50 glClear(GL_DEPTH_BUFFER_BIT)
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51
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52 back = self.background
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53 game = self.game
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55 if self.use_fixed_pipeline:
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56 glMatrixMode(GL_PROJECTION)
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57 glLoadIdentity()
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58
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59 if game is not None and game.spellcard_effect is not None:
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60 if self.use_fixed_pipeline:
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61 glMatrixMode(GL_MODELVIEW)
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62 glLoadMatrixf(self.game_mvp.get_c_data())
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63 glDisable(GL_FOG)
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64 else:
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65 self.game_shader.bind()
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66 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data())
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67
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68 self.render_elements([game.spellcard_effect])
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69 elif back is not None:
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70 x, y, z = back.position_interpolator.values
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71 dx, dy, dz = back.position2_interpolator.values
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72 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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73
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74 model = Matrix()
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75 model.data[3] = [-x, -y, -z, 1]
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76 view = self.setup_camera(dx, dy, dz)
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77
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78 glFogi(GL_FOG_MODE, GL_LINEAR)
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79 glFogf(GL_FOG_START, fog_start)
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80 glFogf(GL_FOG_END, fog_end)
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81 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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83 if self.use_fixed_pipeline:
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84 glEnable(GL_FOG)
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86 model_view_projection = model * view * self.proj
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87 glMatrixMode(GL_MODELVIEW)
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88 glLoadMatrixf(model_view_projection.get_c_data())
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89 else:
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90 self.background_shader.bind()
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92 model_view = model * view
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93 self.background_shader.uniform_matrixf('model_view', model_view.get_c_data())
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94 self.background_shader.uniform_matrixf('projection', self.proj.get_c_data())
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96 self.render_background()
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97 else:
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98 glClear(GL_COLOR_BUFFER_BIT)
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99
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100 if game is not None:
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101 if self.use_fixed_pipeline:
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102 glMatrixMode(GL_MODELVIEW)
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103 glLoadMatrixf(self.game_mvp.get_c_data())
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104 glDisable(GL_FOG)
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105 else:
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106 self.game_shader.bind()
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107 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data())
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108
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109 self.render_elements(enemy for enemy in game.enemies if enemy.visible)
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110 self.render_elements(game.effects)
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111 self.render_elements(chain(game.players_bullets,
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112 game.lasers_sprites(),
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113 game.players,
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114 game.msg_sprites()))
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115 self.render_elements(chain(game.bullets, game.lasers,
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116 game.cancelled_bullets, game.items,
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117 game.labels))