Mercurial > touhou
annotate pytouhou/ui/gamerenderer.py @ 392:45e1a9a37e66
When merging RGB and alpha data, get the C arrays only at the start of the loop.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 07 Jan 2013 22:06:02 +0100 |
parents | 84b151962708 |
children | 9e2cbb2c2c64 |
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 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, |
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19 glDisable, glEnable, glFogi, glFogf, glFogfv, |
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20 glBlendFunc, glBindTexture, glVertexPointer, |
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21 glTexCoordPointer, glColorPointer, glDrawArrays, |
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22 GL_DEPTH_BUFFER_BIT, GL_PROJECTION, GL_MODELVIEW, |
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23 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, |
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24 GL_FOG_END, GL_FOG_COLOR, GL_DEPTH_TEST, GL_SRC_ALPHA, |
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, |
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26 GL_UNSIGNED_BYTE, GL_FLOAT, GL_QUADS, |
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27 GL_COLOR_BUFFER_BIT, GLfloat) |
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28 |
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29 from pytouhou.utils.matrix import Matrix |
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30 |
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31 from .renderer import Renderer |
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32 from .background import get_background_rendering_data |
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33 |
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34 |
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35 |
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36 class GameRenderer(Renderer): |
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37 __slots__ = ('game', 'background') |
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38 |
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39 def __init__(self, resource_loader, game=None, background=None): |
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40 Renderer.__init__(self, resource_loader) |
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41 if game: |
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42 self.load_game(game, background) |
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43 |
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44 |
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45 def load_game(self, game=None, background=None): |
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46 self.game = game |
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47 self.background = background |
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48 |
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49 if game: |
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50 # Preload textures |
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51 self.texture_manager.preload(game.resource_loader.instanced_anms.values()) |
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52 |
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53 |
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54 def render(self): |
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55 glClear(GL_DEPTH_BUFFER_BIT) |
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56 |
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57 back = self.background |
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58 game = self.game |
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59 texture_manager = self.texture_manager |
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60 |
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61 if self.use_fixed_pipeline: |
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62 glMatrixMode(GL_PROJECTION) |
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63 glLoadIdentity() |
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64 |
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65 if game is not None and game.spellcard_effect is not None: |
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66 if self.use_fixed_pipeline: |
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67 glMatrixMode(GL_MODELVIEW) |
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68 glLoadMatrixf(self.game_mvp.get_c_data()) |
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69 glDisable(GL_FOG) |
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70 else: |
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71 self.game_shader.bind() |
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72 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) |
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73 |
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74 self.render_elements([game.spellcard_effect]) |
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75 elif back is not None: |
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76 if self.use_fixed_pipeline: |
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77 glEnable(GL_FOG) |
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78 else: |
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79 self.background_shader.bind() |
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80 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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81 x, y, z = back.position_interpolator.values |
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82 dx, dy, dz = back.position2_interpolator.values |
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83 |
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84 glFogi(GL_FOG_MODE, GL_LINEAR) |
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85 glFogf(GL_FOG_START, fog_start) |
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86 glFogf(GL_FOG_END, fog_end) |
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87 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
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88 |
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89 model = Matrix() |
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90 model.data[3] = [-x, -y, -z, 1] |
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91 view = self.setup_camera(dx, dy, dz) |
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92 model_view = model * view |
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93 model_view_projection = model * view * self.proj |
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94 |
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95 if self.use_fixed_pipeline: |
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96 glMatrixMode(GL_MODELVIEW) |
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97 glLoadMatrixf(model_view_projection.get_c_data()) |
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98 else: |
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99 self.background_shader.uniform_matrixf('model_view', model_view.get_c_data()) |
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100 self.background_shader.uniform_matrixf('projection', self.proj.get_c_data()) |
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101 |
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102 glEnable(GL_DEPTH_TEST) |
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103 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): |
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104 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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105 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) |
108
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106 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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107 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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108 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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109 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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110 glDisable(GL_DEPTH_TEST) |
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111 else: |
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112 glClear(GL_COLOR_BUFFER_BIT) |
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113 |
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114 if game is not None: |
370
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115 if self.use_fixed_pipeline: |
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116 glMatrixMode(GL_MODELVIEW) |
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117 glLoadMatrixf(self.game_mvp.get_c_data()) |
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118 glDisable(GL_FOG) |
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119 else: |
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120 self.game_shader.bind() |
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121 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) |
108
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122 |
304
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123 self.render_elements(enemy for enemy in game.enemies if enemy.visible) |
166
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Better enemy death, with animation and (hopefully) correct flags handling.
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124 self.render_elements(game.effects) |
201 | 125 self.render_elements(chain(game.players_bullets, |
294
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126 game.lasers_sprites(), |
201 | 127 game.players, |
384
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128 game.msg_sprites())) |
315
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129 self.render_elements(chain(game.bullets, game.lasers, |
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130 game.cancelled_bullets, game.items, |
384
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131 game.labels)) |
108
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132 |