annotate pytouhou/ui/renderer.pyx @ 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 9d790ca73c13
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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, realloc
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16 from libc.math cimport tan
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17 from math import radians
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18 from itertools import chain
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19
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20 import ctypes
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21
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22 from struct import pack
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23
383
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24 from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer,
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25 glVertexAttribPointer, glEnableVertexAttribArray,
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26 glBlendFunc, glBindTexture, glDrawElements,
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27 glBindBuffer, glBufferData, GL_ARRAY_BUFFER,
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28 GL_DYNAMIC_DRAW, GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT,
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29 GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
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30 GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES,
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31 glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS)
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32
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33 from .sprite cimport get_sprite_rendering_data
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34 from .texture cimport TextureManager
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35 from pytouhou.utils.matrix cimport Matrix
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36 from pytouhou.utils.vector import Vector, normalize, cross, dot
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37
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38
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39 MAX_ELEMENTS = 640*4*3
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41
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42 cdef class Renderer:
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43 def __cinit__(self):
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44 # Allocate buffers
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45 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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46 self.background_vertex_buffer = <VertexFloat*> malloc(65536 * sizeof(Vertex))
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47
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48
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49 def __dealloc__(self):
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50 free(self.vertex_buffer)
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51 free(self.background_vertex_buffer)
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52
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53
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54 def __init__(self, resource_loader):
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55 self.texture_manager = TextureManager(resource_loader)
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56
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57
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58 cpdef render_elements(self, elements):
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59 cdef unsigned short nb_vertices = 0
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60
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61 indices_by_texture = {}
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62
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63 objects = chain(*[element.objects for element in elements])
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64 for element in objects:
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65 if nb_vertices >= MAX_ELEMENTS - 4:
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66 break
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67
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68 sprite = element.sprite
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69 if sprite and sprite.visible:
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70 ox, oy = element.x, element.y
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71 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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72 rec = indices_by_texture.setdefault(key, [])
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73
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74 # Pack data in buffer
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75 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
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76 left, right, bottom, top = uvs
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77 r, g, b, a = colors
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78 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a)
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79 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a)
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80 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a)
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81 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a)
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82
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83 # Add indices
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84 index = nb_vertices
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85 rec.extend((index, index + 1, index + 2, index + 2, index + 3, index))
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86
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87 nb_vertices += 4
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88
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89 if self.use_fixed_pipeline:
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90 glVertexPointer(3, GL_INT, sizeof(Vertex), <long> &self.vertex_buffer[0].x)
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91 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), <long> &self.vertex_buffer[0].u)
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92 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), <long> &self.vertex_buffer[0].r)
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93 else:
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94 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
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95 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), <long> &self.vertex_buffer[0], GL_DYNAMIC_DRAW)
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96
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97 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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98 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), 0)
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99 glEnableVertexAttribArray(0)
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100 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), 12)
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101 glEnableVertexAttribArray(1)
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102 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), 20)
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103 glEnableVertexAttribArray(2)
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104
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105 for (texture_key, blendfunc), indices in indices_by_texture.items():
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106 nb_indices = len(indices)
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107 indices = pack(str(nb_indices) + 'H', *indices)
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108 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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109 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key])
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110 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices)
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111
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112 if not self.use_fixed_pipeline:
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113 glBindBuffer(GL_ARRAY_BUFFER, 0)
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114
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115
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116 cpdef render_background(self):
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117 if self.use_fixed_pipeline:
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118 glVertexPointer(3, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].x)
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119 glTexCoordPointer(2, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].u)
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120 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].r)
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121 else:
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122 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo)
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123
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124 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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125 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(VertexFloat), 0)
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126 glEnableVertexAttribArray(0)
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127 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(VertexFloat), 12)
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128 glEnableVertexAttribArray(1)
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129 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(VertexFloat), 20)
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130 glEnableVertexAttribArray(2)
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131
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132 glEnable(GL_DEPTH_TEST)
399
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133 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc])
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134 glBindTexture(GL_TEXTURE_2D, self.texture_manager[self.texture_key])
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135 glDrawArrays(GL_QUADS, 0, self.nb_vertices)
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136 glDisable(GL_DEPTH_TEST)
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137
399
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138 if not self.use_fixed_pipeline:
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139 glBindBuffer(GL_ARRAY_BUFFER, 0)
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140
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141
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142 cpdef prerender_background(self, background):
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143 cdef float ox, oy, oz, ox2, oy2, oz2
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144 cdef unsigned short nb_vertices = 0
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145 cdef VertexFloat* vertex_buffer
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146
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147 vertex_buffer = self.background_vertex_buffer
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148
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149 for ox, oy, oz, model_id, model in background.object_instances:
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150 for ox2, oy2, oz2, width_override, height_override, sprite in model:
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151 #TODO: view frustum culling
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152 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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153 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
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154 left, right, bottom, top = uvs
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155 r, g, b, a = colors
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156
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157 vertex_buffer[nb_vertices] = VertexFloat(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a)
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158 vertex_buffer[nb_vertices+1] = VertexFloat(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a)
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159 vertex_buffer[nb_vertices+2] = VertexFloat(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a)
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160 vertex_buffer[nb_vertices+3] = VertexFloat(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a)
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161
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162 nb_vertices += 4
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163
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164 self.texture_key, self.blendfunc = key
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165 self.nb_vertices = nb_vertices
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166 self.background_vertex_buffer = <VertexFloat*> realloc(vertex_buffer, nb_vertices * sizeof(VertexFloat))
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167
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168 if not self.use_fixed_pipeline:
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169 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo)
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170 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(VertexFloat), <long> &self.background_vertex_buffer[0], GL_STATIC_DRAW)
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171 glBindBuffer(GL_ARRAY_BUFFER, 0)
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172
398
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173
370
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174 cpdef ortho_2d(self, left, right, bottom, top):
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175 mat = Matrix()
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176 mat[0][0] = 2 / (right - left)
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177 mat[1][1] = 2 / (top - bottom)
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178 mat[2][2] = -1
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179 mat[3][0] = -(right + left) / (right - left)
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180 mat[3][1] = -(top + bottom) / (top - bottom)
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181 return mat
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182
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183
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184 cpdef look_at(self, eye, center, up):
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185 eye = Vector(eye)
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186 center = Vector(center)
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187 up = Vector(up)
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188
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189 f = normalize(center - eye)
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190 u = normalize(up)
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191 s = normalize(cross(f, u))
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192 u = cross(s, f)
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193
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194 return Matrix([[s[0], u[0], -f[0], 0],
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195 [s[1], u[1], -f[1], 0],
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196 [s[2], u[2], -f[2], 0],
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197 [-dot(s, eye), -dot(u, eye), dot(f, eye), 1]])
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198
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199
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200 cpdef perspective(self, fovy, aspect, z_near, z_far):
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201 top = tan(radians(fovy / 2)) * z_near
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202 bottom = -top
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203 left = -top * aspect
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204 right = top * aspect
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205
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206 mat = Matrix()
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207 mat[0][0] = (2 * z_near) / (right - left)
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208 mat[1][1] = (2 * z_near) / (top - bottom)
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209 mat[2][2] = -(z_far + z_near) / (z_far - z_near)
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210 mat[2][3] = -1
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211 mat[3][2] = -(2 * z_far * z_near) / (z_far - z_near)
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212 mat[3][3] = 0
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213 return mat
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214
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215
222
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216 cpdef setup_camera(self, dx, dy, dz):
370
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217 # Some explanations on the magic constants:
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218 # 192. = 384. / 2. = width / 2.
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219 # 224. = 448. / 2. = height / 2.
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220 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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221 # This is so that objects on the (O, x, y) plane use pixel coordinates
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222 return self.look_at((192., 224., - 835.979370 * dz),
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223 (192. + dx, 224. - dy, 0.), (0., -1., 0.))
222
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224