annotate pytouhou/ui/gamerenderer.pyx @ 507:507d446dc6cf

Divide the damages inflicted by the number of players.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 17 Nov 2013 17:36:47 +0100
parents bfea9e9a6845
children 2e8ceaa85d5c
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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
220c122f428c Batch more sprites!
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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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1c891c71cf22 Cythonize pytouhou.game.text.
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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 from .renderer cimport Texture
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28
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29 from collections import namedtuple
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30 Rect = namedtuple('Rect', 'x y w h')
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31 Color = namedtuple('Color', 'r g b a')
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34 cdef class GameRenderer(Renderer):
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35 def __init__(self, resource_loader, use_fixed_pipeline):
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36 self.use_fixed_pipeline = use_fixed_pipeline #XXX
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37
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38 Renderer.__init__(self, resource_loader)
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6bd565019f9a Preload textures to avoid slowdowns during gameplay
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39
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40 if not self.use_fixed_pipeline:
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41 self.game_shader = GameShader()
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42 self.background_shader = BackgroundShader()
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43 self.interface_shader = self.game_shader
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44 self.passthrough_shader = PassthroughShader()
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45
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46 self.framebuffer = Framebuffer(0, 0, 640, 480)
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48
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49 cdef void load_background(self, background):
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50 if background is not None:
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51 self.background_renderer = BackgroundRenderer(self.use_fixed_pipeline)
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52 self.background_renderer.load(background)
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53 else:
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54 self.background_renderer = None
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55
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56
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57 cdef void start(self, common):
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58 self.proj = perspective(30, float(common.width) / float(common.height),
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59 101010101./2010101., 101010101./10101.)
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60 game_view = setup_camera(0, 0, 1)
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61 self.game_mvp = game_view * self.proj
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62 self.interface_mvp = ortho_2d(0., float(common.interface.width),
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63 float(common.interface.height), 0.)
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64
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65
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66 cdef void render(self, Game game):
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67 if not self.use_fixed_pipeline:
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68 self.framebuffer.bind()
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69
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70 self.render_game(game)
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71 self.render_text(game.texts + game.native_texts)
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72 self.render_interface(game.interface, game.boss)
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73
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74 if not self.use_fixed_pipeline:
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75 self.passthrough_shader.bind()
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76 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp)
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77 self.render_framebuffer(self.framebuffer)
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79
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80 cdef void render_game(self, Game game):
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81 cdef long game_x, game_y
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82 cdef float x, y, z, dx, dy, dz, fog_data[4], fog_start, fog_end
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83 cdef unsigned char fog_r, fog_g, fog_b
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84 cdef Matrix mvp
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85
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86 game_x, game_y = game.interface.game_pos
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87 glViewport(game_x, game_y, game.width, game.height)
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88 glClear(GL_DEPTH_BUFFER_BIT)
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89 glScissor(game_x, game_y, game.width, game.height)
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90 glEnable(GL_SCISSOR_TEST)
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91
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92 if self.use_fixed_pipeline:
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93 glMatrixMode(GL_PROJECTION)
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94 glLoadIdentity()
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95
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96 if game is not None and game.spellcard_effect is not None:
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97 if self.use_fixed_pipeline:
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98 glMatrixMode(GL_MODELVIEW)
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99 glLoadMatrixf(self.game_mvp.data)
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100 glDisable(GL_FOG)
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101 else:
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102 self.game_shader.bind()
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103 self.game_shader.uniform_matrix('mvp', self.game_mvp)
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104
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105 self.render_elements([game.spellcard_effect])
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106 elif self.background_renderer is not None:
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107 back = self.background_renderer.background
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108 x, y, z = back.position_interpolator.values
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109 dx, dy, dz = back.position2_interpolator.values
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110 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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111
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112 # Those two lines may come from the difference between Direct3D and
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113 # OpenGL’s distance handling. The first one seem to calculate fog
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114 # from the eye, while the second does that starting from the near
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115 # plane.
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116 #TODO: investigate, and use a variable to keep the near plane
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117 # distance at a single place.
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118 fog_start -= 101010101./2010101.
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diff changeset
119 fog_end -= 101010101./2010101.
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parents: 399
diff changeset
120
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
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parents: 398
diff changeset
121 model = Matrix()
435
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122 model.data[12] = -x
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123 model.data[13] = -y
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diff changeset
124 model.data[14] = -z
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
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parents: 406
diff changeset
125 view = setup_camera(dx, dy, dz)
424
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126 mvp = model * view * self.proj
108
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parents:
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127
399
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parents: 398
diff changeset
128 if self.use_fixed_pipeline:
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
129 glMatrixMode(GL_MODELVIEW)
435
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130 glLoadMatrixf(mvp.data)
370
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diff changeset
131
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
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132 glEnable(GL_FOG)
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parents: 399
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133 glFogi(GL_FOG_MODE, GL_LINEAR)
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parents: 399
diff changeset
134 glFogf(GL_FOG_START, fog_start)
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parents: 399
diff changeset
135 glFogf(GL_FOG_END, fog_end)
424
f4d76d3d6f2a Make the Shader class use cython too.
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diff changeset
136
423
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diff changeset
137 fog_data[0] = fog_r / 255.
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diff changeset
138 fog_data[1] = fog_g / 255.
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diff changeset
139 fog_data[2] = fog_b / 255.
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diff changeset
140 fog_data[3] = 1.
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diff changeset
141 glFogfv(GL_FOG_COLOR, fog_data)
370
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142 else:
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
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parents: 398
diff changeset
143 self.background_shader.bind()
424
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diff changeset
144 self.background_shader.uniform_matrix('mvp', mvp)
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
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diff changeset
145
424
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diff changeset
146 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start))
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diff changeset
147 self.background_shader.uniform_1('fog_end', fog_end)
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diff changeset
148 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.)
108
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parents:
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149
423
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diff changeset
150 self.background_renderer.render_background()
108
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parents:
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151 else:
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parents:
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152 glClear(GL_COLOR_BUFFER_BIT)
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parents:
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153
2a03940deea3 Move everything graphical to pytouhou.opengl!
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154 if game is not None:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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diff changeset
155 if self.use_fixed_pipeline:
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parents: 345
diff changeset
156 glMatrixMode(GL_MODELVIEW)
458
1b56d62250ab Make pytouhou.ui.{window,shader,game{runner,renderer}} extension types.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 435
diff changeset
157 glLoadMatrixf(self.game_mvp.data)
370
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parents: 345
diff changeset
158 glDisable(GL_FOG)
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diff changeset
159 else:
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diff changeset
160 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
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diff changeset
161 self.game_shader.uniform_matrix('mvp', self.game_mvp)
108
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parents:
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162
459
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diff changeset
163 self.render_elements([enemy for enemy in game.enemies if enemy.visible])
166
dcf32488a2c9 Better enemy death, with animation and (hopefully) correct flags handling.
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parents: 164
diff changeset
164 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
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parents: 199
diff changeset
165 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
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parents: 286
diff changeset
166 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
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parents: 199
diff changeset
167 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
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parents: 383
diff changeset
168 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
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parents: 306
diff changeset
169 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
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parents: 306
diff changeset
170 game.cancelled_bullets, game.items,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
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parents: 383
diff changeset
171 game.labels))
459
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diff changeset
172
468
feecdb4a8928 Add “except *” to cdef void functions, and type some more.
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parents: 464
diff changeset
173 if game.msg_runner is not None:
459
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parents: 458
diff changeset
174 rect = Rect(48, 368, 288, 48)
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diff changeset
175 color1 = Color(0, 0, 0, 192)
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diff changeset
176 color2 = Color(0, 0, 0, 128)
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parents: 458
diff changeset
177 self.render_quads([rect], [(color1, color1, color2, color2)], 0)
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diff changeset
178
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diff changeset
179 glDisable(GL_SCISSOR_TEST)
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diff changeset
180
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
181
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diff changeset
182 cdef void render_text(self, texts):
473
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
183 cdef NativeText label
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
184
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
185 if self.font_manager is None:
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diff changeset
186 return
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diff changeset
187
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diff changeset
188 labels = [label for label in texts if label is not None]
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parents: 458
diff changeset
189 self.font_manager.load(labels)
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parents: 458
diff changeset
190
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diff changeset
191 black = Color(0, 0, 0, 255)
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diff changeset
192
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diff changeset
193 for label in labels:
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parents: 458
diff changeset
194 if label is None:
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parents: 458
diff changeset
195 continue
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parents: 458
diff changeset
196
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diff changeset
197 rect = Rect(label.x, label.y, label.width, label.height)
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parents: 458
diff changeset
198 gradient = [Color(*color, a=label.alpha) for color in label.gradient]
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parents: 458
diff changeset
199
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
200 if label.shadow:
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
201 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height)
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parents: 458
diff changeset
202 shadow = [black._replace(a=label.alpha)] * 4
505
bfea9e9a6845 Manage the texture-specific indices in the Texture, and some more renderer optimisations.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 503
diff changeset
203 self.render_quads([shadow_rect, rect], [shadow, gradient], (<Texture>label.texture).texture)
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
204 else:
505
bfea9e9a6845 Manage the texture-specific indices in the Texture, and some more renderer optimisations.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 503
diff changeset
205 self.render_quads([rect], [gradient], (<Texture>label.texture).texture)
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
206
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
207
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diff changeset
208 cdef void render_interface(self, interface, game_boss):
473
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
209 cdef GlyphCollection label
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
210
459
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diff changeset
211 elements = []
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diff changeset
212
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diff changeset
213 if self.use_fixed_pipeline:
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parents: 458
diff changeset
214 glMatrixMode(GL_MODELVIEW)
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parents: 458
diff changeset
215 glLoadMatrixf(self.interface_mvp.data)
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parents: 458
diff changeset
216 glDisable(GL_FOG)
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diff changeset
217 else:
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diff changeset
218 self.interface_shader.bind()
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diff changeset
219 self.interface_shader.uniform_matrix('mvp', self.interface_mvp)
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parents: 458
diff changeset
220 glViewport(0, 0, interface.width, interface.height)
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parents: 458
diff changeset
221
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diff changeset
222 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
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diff changeset
223 labels = interface.labels.values()
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diff changeset
224
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diff changeset
225 if items:
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diff changeset
226 # Redraw all the interface
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diff changeset
227 elements.extend(items)
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diff changeset
228 else:
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diff changeset
229 # Redraw only changed labels
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diff changeset
230 labels = [label for label in labels if label.changed]
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diff changeset
231
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diff changeset
232 elements.extend(interface.level_start)
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diff changeset
233
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diff changeset
234 if game_boss is not None:
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diff changeset
235 elements.extend(interface.boss_items)
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diff changeset
236
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diff changeset
237 elements.extend(labels)
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diff changeset
238 self.render_elements(elements)
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diff changeset
239 for label in labels:
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diff changeset
240 label.changed = False