Mercurial > touhou
annotate pytouhou/ui/renderer.pyx @ 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> |
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date | Thu, 14 Feb 2013 20:07:23 +0100 |
parents | 1c773544eaeb |
children | 9d790ca73c13 |
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 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 |
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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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40 |
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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) |
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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 |
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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): |
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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 |