annotate pytouhou/ui/renderer.pyx @ 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>
date Mon, 07 Jan 2013 22:06:02 +0100
parents 690b5faaa0e6
children 9e2cbb2c2c64
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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
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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 glBlendFunc, glBindTexture, glDrawElements,
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26 GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT,
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27 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE,
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28 GL_TEXTURE_2D, GL_TRIANGLES)
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29
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30 from .sprite cimport get_sprite_rendering_data
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31 from .texture cimport TextureManager
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32 from pytouhou.utils.matrix cimport Matrix
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33 from pytouhou.utils.vector import Vector, normalize, cross, dot
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34
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35
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36 MAX_ELEMENTS = 640*4*3
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38
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39 cdef class Renderer:
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40 def __cinit__(self):
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41 # Allocate buffers
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42 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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44
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45 def __dealloc__(self):
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46 free(self.vertex_buffer)
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47
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48
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49 def __init__(self, resource_loader):
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50 self.texture_manager = TextureManager(resource_loader)
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51
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52
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53 cpdef render_elements(self, elements):
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54 cdef unsigned short nb_vertices = 0
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55
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56 indices_by_texture = {}
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57
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58 objects = chain(*[element.objects for element in elements])
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59 for element in objects:
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60 if nb_vertices >= MAX_ELEMENTS - 4:
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61 break
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62
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63 sprite = element.sprite
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64 if sprite and sprite.visible:
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65 ox, oy = element.x, element.y
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66 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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67 rec = indices_by_texture.setdefault(key, [])
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68
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69 # Pack data in buffer
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70 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
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71 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors
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72 u1, v1, u2, v2, u3, v3, u4, v4 = uvs
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73 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1)
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74 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2)
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75 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3)
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76 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4)
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77
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78 # Add indices
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79 index = nb_vertices
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80 rec.extend((index, index + 1, index + 2, index + 2, index + 3, index))
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81
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82 nb_vertices += 4
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83
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84 for (texture_key, blendfunc), indices in indices_by_texture.items():
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85 glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x)
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86 glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u)
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87 glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r)
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88
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89 nb_indices = len(indices)
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90 indices = pack(str(nb_indices) + 'H', *indices)
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91 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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92 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id)
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93 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices)
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94
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95
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96 cpdef ortho_2d(self, left, right, bottom, top):
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97 mat = Matrix()
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98 mat[0][0] = 2 / (right - left)
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99 mat[1][1] = 2 / (top - bottom)
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100 mat[2][2] = -1
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101 mat[3][0] = -(right + left) / (right - left)
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102 mat[3][1] = -(top + bottom) / (top - bottom)
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103 return mat
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104
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105
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106 cpdef look_at(self, eye, center, up):
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107 eye = Vector(eye)
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108 center = Vector(center)
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109 up = Vector(up)
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110
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111 f = normalize(center - eye)
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112 u = normalize(up)
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113 s = normalize(cross(f, u))
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114 u = cross(s, f)
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115
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116 return Matrix([[s[0], u[0], -f[0], 0],
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117 [s[1], u[1], -f[1], 0],
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118 [s[2], u[2], -f[2], 0],
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119 [-dot(s, eye), -dot(u, eye), dot(f, eye), 1]])
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120
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121
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122 cpdef perspective(self, fovy, aspect, z_near, z_far):
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123 top = tan(radians(fovy / 2)) * z_near
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124 bottom = -top
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125 left = -top * aspect
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126 right = top * aspect
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127
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128 mat = Matrix()
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129 mat[0][0] = (2 * z_near) / (right - left)
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130 mat[1][1] = (2 * z_near) / (top - bottom)
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131 mat[2][2] = -(z_far + z_near) / (z_far - z_near)
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132 mat[2][3] = -1
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133 mat[3][2] = -(2 * z_far * z_near) / (z_far - z_near)
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134 mat[3][3] = 0
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135 return mat
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136
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137
222
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138 cpdef setup_camera(self, dx, dy, dz):
370
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139 # Some explanations on the magic constants:
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140 # 192. = 384. / 2. = width / 2.
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141 # 224. = 448. / 2. = height / 2.
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142 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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143 # This is so that objects on the (O, x, y) plane use pixel coordinates
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144 return self.look_at((192., 224., - 835.979370 * dz),
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145 (192. + dx, 224. - dy, 0.), (0., -1., 0.))
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146