Mercurial > touhou
annotate pytouhou/ui/gamerenderer.pyx @ 242:1d3c8c7473a2
Implement auxiliary animations of enemies like magic circles, and interruptions from ecl.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 02 Jan 2012 15:46:29 +0100 |
parents | 98c64ffcbdff |
children | 6bd565019f9a |
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 |
201 | 16 from itertools import chain |
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17 |
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18 from pyglet.gl import * |
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19 |
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20 from .renderer cimport Renderer |
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21 from .background cimport get_background_rendering_data |
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22 |
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23 |
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24 |
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25 cdef class GameRenderer(Renderer): |
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26 cdef public game |
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27 cdef public background |
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28 |
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29 |
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30 def __init__(self, resource_loader, game=None, background=None): |
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31 Renderer.__init__(self, resource_loader) |
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32 |
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33 self.game = game |
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34 self.background = background |
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35 |
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36 |
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37 def render(self): |
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38 glClear(GL_DEPTH_BUFFER_BIT) |
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39 |
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40 back = self.background |
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41 game = self.game |
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42 texture_manager = self.texture_manager |
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43 |
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Don’t try to render effect if there is no game.
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44 if game is not None and game.effect is not None: |
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45 self.setup_camera(0, 0, 1) |
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46 |
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47 glDisable(GL_FOG) |
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48 self.render_elements([game.effect]) |
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49 glEnable(GL_FOG) |
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50 elif back is not None: |
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51 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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52 x, y, z = back.position_interpolator.values |
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53 dx, dy, dz = back.position2_interpolator.values |
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54 |
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55 glFogi(GL_FOG_MODE, GL_LINEAR) |
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56 glFogf(GL_FOG_START, fog_start) |
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57 glFogf(GL_FOG_END, fog_end) |
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58 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
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59 |
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60 self.setup_camera(dx, dy, dz) |
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61 glTranslatef(-x, -y, -z) |
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62 |
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63 glEnable(GL_DEPTH_TEST) |
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64 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): |
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65 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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66 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) |
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67 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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68 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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69 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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70 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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71 glDisable(GL_DEPTH_TEST) |
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72 else: |
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73 glClear(GL_COLOR_BUFFER_BIT) |
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74 |
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75 if game is not None: |
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76 self.setup_camera(0, 0, 1) |
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77 |
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78 glDisable(GL_FOG) |
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79 self.render_elements(chain(*(enemy.objects() for enemy in game.enemies))) |
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80 self.render_elements(game.enemies) |
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81 self.render_elements(game.effects) |
201 | 82 self.render_elements(chain(game.players_bullets, |
83 game.players, | |
84 *(player.objects() for player in game.players))) | |
85 self.render_elements(chain(game.bullets, game.cancelled_bullets, game.items)) | |
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86 #TODO: display item indicators |
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87 glEnable(GL_FOG) |
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88 |