annotate pytouhou/ui/renderer.pyx @ 311:550ec10cccbc

Fix angle between salves of circle-distributed bullets.
author Thibaut Girka <thib@sitedethib.com>
date Wed, 14 Mar 2012 19:02:45 +0100
parents f3099ebf4f61
children 74471afbac37
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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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18
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19 from struct import pack
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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 .sprite cimport get_sprite_rendering_data
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24 from .texture cimport TextureManager
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26
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27 MAX_ELEMENTS = 640*4*3
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29
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30 cdef class Renderer:
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31 def __cinit__(self):
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32 # Allocate buffers
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33 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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34
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35
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36 def __dealloc__(self):
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37 free(self.vertex_buffer)
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38
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39
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40 def __init__(self, resource_loader):
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41 self.texture_manager = TextureManager(resource_loader)
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42
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43
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44 cpdef render_elements(self, elements):
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45 cdef unsigned short nb_vertices = 0
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46
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47 indices_by_texture = {}
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48
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49 for element in elements:
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50 if nb_vertices >= MAX_ELEMENTS - 4:
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51 break
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52
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53 sprite = element.sprite
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54 if sprite and sprite.visible:
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55 ox, oy = element.x, element.y
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56 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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57 rec = indices_by_texture.setdefault(key, [])
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58
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59 # Pack data in buffer
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60 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices
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61 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors
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62 u1, v1, u2, v2, u3, v3, u4, v4 = uvs
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63 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1)
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64 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2)
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65 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3)
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66 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4)
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67
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68 # Add indices
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69 index = nb_vertices
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70 rec.extend((index, index + 1, index + 2, index + 3))
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71
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72 nb_vertices += 4
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73
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74 for (texture_key, blendfunc), indices in indices_by_texture.items():
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75 glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x)
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76 glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u)
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77 glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r)
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78
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79 nb_indices = len(indices)
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80 indices = pack(str(nb_indices) + 'H', *indices)
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81 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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82 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id)
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83 glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices)
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84
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85
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86 cpdef setup_camera(self, dx, dy, dz):
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87 glMatrixMode(GL_MODELVIEW)
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88 glLoadIdentity()
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89 # Some explanations on the magic constants:
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90 # 192. = 384. / 2. = width / 2.
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91 # 224. = 448. / 2. = height / 2.
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92 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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93 # This is so that objects on the (O, x, y) plane use pixel coordinates
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94 gluLookAt(192., 224., - 835.979370 * dz,
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95 192. + dx, 224. - dy, 0., 0., -1., 0.)
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96