annotate pytouhou/ui/gamerenderer.py @ 401:3ce4065840e9

Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 14 Feb 2013 20:07:23 +0100
parents 1c773544eaeb
children 705870483559
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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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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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74 # Those two lines may come from the difference between Direct3D and
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75 # OpenGL’s distance handling. The first one seem to calculate fog
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76 # from the eye, while the second does that starting from the near
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77 # plane.
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78 #TODO: investigate, and use a variable to keep the near plane
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79 # distance at a single place.
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80 fog_start -= 101010101./2010101.
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81 fog_end -= 101010101./2010101.
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82
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83 model = Matrix()
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84 model.data[3] = [-x, -y, -z, 1]
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85 view = self.setup_camera(dx, dy, dz)
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86 model_view_projection = model * view * self.proj
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87 mvp = model_view_projection.get_c_data()
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89 if self.use_fixed_pipeline:
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90 glMatrixMode(GL_MODELVIEW)
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91 glLoadMatrixf(mvp)
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93 glEnable(GL_FOG)
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94 glFogi(GL_FOG_MODE, GL_LINEAR)
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95 glFogf(GL_FOG_START, fog_start)
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96 glFogf(GL_FOG_END, fog_end)
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97 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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98 else:
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99 self.background_shader.bind()
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100 self.background_shader.uniform_matrixf('mvp', mvp)
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101
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102 self.background_shader.uniformf('fog_scale', 1. / (fog_end - fog_start))
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103 self.background_shader.uniformf('fog_end', fog_end)
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104 self.background_shader.uniformf('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.)
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105
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106 self.render_background()
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107 else:
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108 glClear(GL_COLOR_BUFFER_BIT)
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109
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110 if game is not None:
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111 if self.use_fixed_pipeline:
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112 glMatrixMode(GL_MODELVIEW)
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113 glLoadMatrixf(self.game_mvp.get_c_data())
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114 glDisable(GL_FOG)
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115 else:
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116 self.game_shader.bind()
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117 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data())
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diff changeset
118
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents: 294
diff changeset
119 self.render_elements(enemy for enemy in game.enemies if enemy.visible)
166
dcf32488a2c9 Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 164
diff changeset
120 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
121 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 286
diff changeset
122 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
123 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
124 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
125 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
126 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
127 game.labels))