Mercurial > touhou
annotate pytouhou/ui/gamerenderer.pyx @ 493:26c082870dcf
Use a cached static float[16] instead of a list for default Matrix data.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 05 Oct 2013 22:00:53 +0200 |
parents | 1c891c71cf22 |
children | c622eaf64428 |
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 |
201 | 15 from itertools import chain |
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16 |
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17 from pytouhou.lib.opengl cimport \ |
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18 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable, |
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19 glEnable, glFogi, glFogf, glFogfv, GL_PROJECTION, GL_MODELVIEW, |
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20 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, GL_FOG_END, |
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21 GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat, glViewport, glScissor, |
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22 GL_SCISSOR_TEST, GL_DEPTH_BUFFER_BIT) |
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23 |
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24 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d |
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25 from pytouhou.game.text cimport NativeText, GlyphCollection |
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26 from .shaders.eosd import GameShader, BackgroundShader, PassthroughShader |
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27 |
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28 from collections import namedtuple |
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29 Rect = namedtuple('Rect', 'x y w h') |
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30 Color = namedtuple('Color', 'r g b a') |
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31 |
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32 |
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33 cdef class GameRenderer(Renderer): |
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34 def __init__(self, resource_loader, use_fixed_pipeline): |
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35 self.use_fixed_pipeline = use_fixed_pipeline #XXX |
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36 |
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37 Renderer.__init__(self, resource_loader) |
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38 |
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39 if not self.use_fixed_pipeline: |
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40 self.game_shader = GameShader() |
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41 self.background_shader = BackgroundShader() |
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42 self.interface_shader = self.game_shader |
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43 self.passthrough_shader = PassthroughShader() |
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44 |
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45 self.framebuffer = Framebuffer(0, 0, 640, 480) |
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46 |
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47 |
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48 cdef void load_background(self, background): |
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49 if background is not None: |
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50 self.background_renderer = BackgroundRenderer(self.use_fixed_pipeline) |
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51 self.background_renderer.load(background) |
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52 else: |
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53 self.background_renderer = None |
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54 |
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55 |
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56 cdef void start(self, Game game): |
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57 self.proj = perspective(30, float(game.width) / float(game.height), |
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58 101010101./2010101., 101010101./10101.) |
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59 game_view = setup_camera(0, 0, 1) |
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60 self.game_mvp = game_view * self.proj |
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61 self.interface_mvp = ortho_2d(0., float(game.interface.width), float(game.interface.height), 0.) |
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62 |
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63 |
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64 cdef void render(self, Game game, Window window): |
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65 if not self.use_fixed_pipeline: |
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66 self.framebuffer.bind() |
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67 |
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68 self.render_game(game) |
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69 self.render_text(game.texts + game.native_texts) |
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70 self.render_interface(game.interface, game.boss) |
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71 |
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72 if not self.use_fixed_pipeline: |
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73 self.passthrough_shader.bind() |
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74 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp) |
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75 self.render_framebuffer(self.framebuffer, window) |
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76 |
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77 |
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78 cdef void render_game(self, Game game): |
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79 cdef long game_x, game_y |
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80 cdef float x, y, z, dx, dy, dz, fog_data[4], fog_start, fog_end |
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81 cdef unsigned char fog_r, fog_g, fog_b |
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82 cdef Matrix mvp |
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83 |
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84 game_x, game_y = game.interface.game_pos |
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85 glViewport(game_x, game_y, game.width, game.height) |
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86 glClear(GL_DEPTH_BUFFER_BIT) |
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87 glScissor(game_x, game_y, game.width, game.height) |
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88 glEnable(GL_SCISSOR_TEST) |
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89 |
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90 if self.use_fixed_pipeline: |
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91 glMatrixMode(GL_PROJECTION) |
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92 glLoadIdentity() |
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93 |
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94 if game is not None and game.spellcard_effect is not None: |
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95 if self.use_fixed_pipeline: |
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96 glMatrixMode(GL_MODELVIEW) |
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97 glLoadMatrixf(self.game_mvp.data) |
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98 glDisable(GL_FOG) |
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99 else: |
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100 self.game_shader.bind() |
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101 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
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102 |
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103 self.render_elements([game.spellcard_effect]) |
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104 elif self.background_renderer is not None: |
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105 back = self.background_renderer.background |
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106 x, y, z = back.position_interpolator.values |
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107 dx, dy, dz = back.position2_interpolator.values |
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108 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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109 |
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110 # Those two lines may come from the difference between Direct3D and |
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111 # OpenGL’s distance handling. The first one seem to calculate fog |
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112 # from the eye, while the second does that starting from the near |
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113 # plane. |
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114 #TODO: investigate, and use a variable to keep the near plane |
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115 # distance at a single place. |
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116 fog_start -= 101010101./2010101. |
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117 fog_end -= 101010101./2010101. |
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118 |
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119 model = Matrix() |
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120 model.data[12] = -x |
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121 model.data[13] = -y |
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122 model.data[14] = -z |
412
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123 view = setup_camera(dx, dy, dz) |
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124 mvp = model * view * self.proj |
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125 |
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126 if self.use_fixed_pipeline: |
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127 glMatrixMode(GL_MODELVIEW) |
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128 glLoadMatrixf(mvp.data) |
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129 |
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130 glEnable(GL_FOG) |
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131 glFogi(GL_FOG_MODE, GL_LINEAR) |
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132 glFogf(GL_FOG_START, fog_start) |
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133 glFogf(GL_FOG_END, fog_end) |
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134 |
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135 fog_data[0] = fog_r / 255. |
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136 fog_data[1] = fog_g / 255. |
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137 fog_data[2] = fog_b / 255. |
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138 fog_data[3] = 1. |
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139 glFogfv(GL_FOG_COLOR, fog_data) |
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140 else: |
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141 self.background_shader.bind() |
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142 self.background_shader.uniform_matrix('mvp', mvp) |
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143 |
424
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144 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start)) |
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145 self.background_shader.uniform_1('fog_end', fog_end) |
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146 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) |
108
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147 |
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148 self.background_renderer.render_background() |
108
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149 else: |
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150 glClear(GL_COLOR_BUFFER_BIT) |
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151 |
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152 if game is not None: |
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153 if self.use_fixed_pipeline: |
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154 glMatrixMode(GL_MODELVIEW) |
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155 glLoadMatrixf(self.game_mvp.data) |
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156 glDisable(GL_FOG) |
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157 else: |
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158 self.game_shader.bind() |
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159 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
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160 |
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161 self.render_elements([enemy for enemy in game.enemies if enemy.visible]) |
166
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162 self.render_elements(game.effects) |
201 | 163 self.render_elements(chain(game.players_bullets, |
294
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164 game.lasers_sprites(), |
201 | 165 game.players, |
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166 game.msg_sprites())) |
315
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167 self.render_elements(chain(game.bullets, game.lasers, |
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168 game.cancelled_bullets, game.items, |
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169 game.labels)) |
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170 |
468
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171 if game.msg_runner is not None: |
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172 rect = Rect(48, 368, 288, 48) |
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173 color1 = Color(0, 0, 0, 192) |
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174 color2 = Color(0, 0, 0, 128) |
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175 self.render_quads([rect], [(color1, color1, color2, color2)], 0) |
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176 |
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177 glDisable(GL_SCISSOR_TEST) |
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178 |
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179 |
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180 cdef void render_text(self, texts): |
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181 cdef NativeText label |
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182 |
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183 if self.font_manager is None: |
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184 return |
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185 |
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186 labels = [label for label in texts if label is not None] |
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187 self.font_manager.load(labels) |
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188 |
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189 black = Color(0, 0, 0, 255) |
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190 |
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191 for label in labels: |
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192 if label is None: |
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193 continue |
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194 |
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195 rect = Rect(label.x, label.y, label.width, label.height) |
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196 gradient = [Color(*color, a=label.alpha) for color in label.gradient] |
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197 |
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198 if label.shadow: |
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199 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height) |
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200 shadow = [black._replace(a=label.alpha)] * 4 |
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201 self.render_quads([shadow_rect, rect], [shadow, gradient], label.texture) |
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202 else: |
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203 self.render_quads([rect], [gradient], label.texture) |
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204 |
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205 |
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206 cdef void render_interface(self, interface, game_boss): |
473
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207 cdef GlyphCollection label |
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208 |
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209 elements = [] |
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210 |
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211 if self.use_fixed_pipeline: |
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212 glMatrixMode(GL_MODELVIEW) |
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213 glLoadMatrixf(self.interface_mvp.data) |
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214 glDisable(GL_FOG) |
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215 else: |
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216 self.interface_shader.bind() |
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217 self.interface_shader.uniform_matrix('mvp', self.interface_mvp) |
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218 glViewport(0, 0, interface.width, interface.height) |
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219 |
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220 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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221 labels = interface.labels.values() |
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222 |
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223 if items: |
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224 # Redraw all the interface |
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225 elements.extend(items) |
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226 else: |
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227 # Redraw only changed labels |
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228 labels = [label for label in labels if label.changed] |
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229 |
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230 elements.extend(interface.level_start) |
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231 |
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232 if game_boss is not None: |
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233 elements.extend(interface.boss_items) |
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234 |
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235 elements.extend(labels) |
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236 self.render_elements(elements) |
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237 for label in labels: |
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238 label.changed = False |