annotate pytouhou/opengl/gamerenderer.pyx @ 184:54eb6b254b7b

When touched, drop the items at the right place, and add precisions about particles.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 26 Oct 2011 02:38:50 -0700
parents c0183515a0a3
children 46793ccfedca
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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
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17 import ctypes
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19 import struct
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20
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21 from pyglet.gl import *
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22
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23 from pytouhou.opengl.texture import TextureManager
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24 from pytouhou.opengl.sprite cimport get_sprite_rendering_data
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25 from pytouhou.opengl.background import get_background_rendering_data
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28 MAX_ELEMENTS = 10000
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31 cdef struct Vertex:
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32 int x, y, z
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33 float u, v
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34 unsigned char r, g, b, a
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35
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36
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37 cdef class GameRenderer:
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38 cdef public texture_manager
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39 cdef public game
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40 cdef public background
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41
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42 cdef Vertex *vertex_buffer
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43
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44
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45 def __cinit__(self, resource_loader, game=None, background=None):
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46 # Allocate buffers
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47 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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49
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50 def __dealloc__(self):
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51 free(self.vertex_buffer)
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52
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53
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54 def __init__(self, resource_loader, game=None, background=None):
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55 self.texture_manager = TextureManager(resource_loader)
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56
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57 self.game = game
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58 self.background = background
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61 cdef render_elements(self, elements):
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62 cdef unsigned short nb_vertices = 0
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63
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64 indices_by_texture = {}
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65
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66 for element in elements:
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67 sprite = element._sprite
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68 if sprite:
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69 ox, oy = element.x, element.y
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70 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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71 rec = indices_by_texture.setdefault(key, [])
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72
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73 # Pack data in buffer
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74 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
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75 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors
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76 u1, v1, u2, v2, u3, v3, u4, v4 = uvs
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77 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1)
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78 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2)
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79 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3)
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80 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4)
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81
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82 # Add indices
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83 index = nb_vertices
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84 rec.extend((index, index + 1, index + 2, index + 3))
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85
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86 nb_vertices += 4
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87
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88 for (texture_key, blendfunc), indices in indices_by_texture.items():
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89 glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x)
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90 glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u)
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91 glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r)
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92
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93 nb_indices = len(indices)
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94 indices = struct.pack(str(nb_indices) + 'H', *indices)
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95 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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96 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id)
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97 glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices)
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99
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100 def render(self):
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101 glClear(GL_DEPTH_BUFFER_BIT)
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102
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103 back = self.background
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104 game = self.game
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105 texture_manager = self.texture_manager
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106
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107 if back is not None:
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108 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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109 x, y, z = back.position_interpolator.values
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110 dx, dy, dz = back.position2_interpolator.values
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111
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112 glFogi(GL_FOG_MODE, GL_LINEAR)
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113 glFogf(GL_FOG_START, fog_start)
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114 glFogf(GL_FOG_END, fog_end)
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115 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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116
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117 glMatrixMode(GL_MODELVIEW)
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118 glLoadIdentity()
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119 # Some explanations on the magic constants:
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120 # 192. = 384. / 2. = width / 2.
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121 # 224. = 448. / 2. = height / 2.
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122 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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123 # This is so that objects on the (O, x, y) plane use pixel coordinates
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124 gluLookAt(192., 224., - 835.979370 * dz,
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125 192. + dx, 224. - dy, 0., 0., -1., 0.)
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126 glTranslatef(-x, -y, -z)
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127
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128 glEnable(GL_DEPTH_TEST)
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129 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back):
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130 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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131 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id)
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132 glVertexPointer(3, GL_FLOAT, 0, vertices)
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133 glTexCoordPointer(2, GL_FLOAT, 0, uvs)
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134 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
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135 glDrawArrays(GL_QUADS, 0, nb_vertices)
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136 glDisable(GL_DEPTH_TEST)
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137 else:
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138 glClear(GL_COLOR_BUFFER_BIT)
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139
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140 if game is not None:
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141 glMatrixMode(GL_MODELVIEW)
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142 glLoadIdentity()
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143 # Some explanations on the magic constants:
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144 # 192. = 384. / 2. = width / 2.
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145 # 224. = 448. / 2. = height / 2.
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146 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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147 # This is so that objects on the (O, x, y) plane use pixel coordinates
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148 gluLookAt(192., 224., - 835.979370,
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149 192., 224., 0., 0., -1., 0.)
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150
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151 glDisable(GL_FOG)
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152 self.render_elements(game.enemies)
166
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153 self.render_elements(game.effects)
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154 self.render_elements(game.players)
151
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155 self.render_elements(game.bullets)
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156 self.render_elements(game.cancelled_bullets)
164
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157 self.render_elements(game.players_bullets)
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158 self.render_elements(game.items)
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159 #TODO: display item indicators
108
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160 glEnable(GL_FOG)
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161