Mercurial > touhou
annotate pytouhou/ui/renderer.pyx @ 418:63f59be04a54
Replace Pyglet with SDL2 for window creation and events; disables framerate control/display and sound.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 16 Jul 2013 21:07:15 +0200 |
parents | 5fe6cd6ceb48 |
children | d8630c086926 |
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 from libc.stdlib cimport malloc, free, realloc |
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16 from itertools import chain |
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17 |
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18 import ctypes |
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19 |
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20 from struct import pack |
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21 |
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22 from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer, |
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23 glVertexAttribPointer, glEnableVertexAttribArray, |
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24 glBlendFunc, glBindTexture, glDrawElements, |
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25 glBindBuffer, glBufferData, GL_ARRAY_BUFFER, |
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26 GL_DYNAMIC_DRAW, GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, |
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27 GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, |
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28 GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, |
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29 glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS) |
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30 |
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31 from .sprite cimport get_sprite_rendering_data |
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32 from .texture cimport TextureManager |
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33 |
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34 |
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35 MAX_ELEMENTS = 640*4*3 |
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36 |
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37 |
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38 cdef class Renderer: |
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39 def __cinit__(self): |
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40 # Allocate buffers |
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41 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) |
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42 self.background_vertex_buffer = <VertexFloat*> malloc(65536 * sizeof(Vertex)) |
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43 |
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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 free(self.background_vertex_buffer) |
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48 |
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49 |
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50 def __init__(self, resource_loader): |
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51 self.texture_manager = TextureManager(resource_loader) |
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52 |
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53 |
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54 cpdef render_elements(self, elements): |
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55 cdef unsigned short nb_vertices = 0 |
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56 |
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57 indices_by_texture = {} |
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58 |
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59 objects = chain(*[element.objects for element in elements]) |
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60 for element in objects: |
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61 if nb_vertices >= MAX_ELEMENTS - 4: |
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62 break |
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63 |
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64 sprite = element.sprite |
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65 if sprite and sprite.visible: |
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66 ox, oy = element.x, element.y |
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67 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
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68 rec = indices_by_texture.setdefault(key, []) |
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69 |
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70 # Pack data in buffer |
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71 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices |
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72 left, right, bottom, top = uvs |
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73 r, g, b, a = colors |
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74 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a) |
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75 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a) |
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76 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a) |
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77 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a) |
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78 |
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79 # Add indices |
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80 index = nb_vertices |
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81 rec.extend((index, index + 1, index + 2, index + 2, index + 3, index)) |
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82 |
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83 nb_vertices += 4 |
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84 |
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85 if nb_vertices == 0: |
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86 return |
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87 |
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88 if self.use_fixed_pipeline: |
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89 glVertexPointer(3, GL_INT, sizeof(Vertex), <long> &self.vertex_buffer[0].x) |
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90 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), <long> &self.vertex_buffer[0].u) |
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91 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), <long> &self.vertex_buffer[0].r) |
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92 else: |
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93 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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94 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), <long> &self.vertex_buffer[0], GL_DYNAMIC_DRAW) |
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95 |
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96 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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97 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), 0) |
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98 glEnableVertexAttribArray(0) |
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99 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), 12) |
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100 glEnableVertexAttribArray(1) |
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101 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), 20) |
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102 glEnableVertexAttribArray(2) |
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103 |
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104 for (texture_key, blendfunc), indices in indices_by_texture.items(): |
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105 nb_indices = len(indices) |
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106 indices = pack(str(nb_indices) + 'H', *indices) |
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107 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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108 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key]) |
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109 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices) |
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110 |
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111 if not self.use_fixed_pipeline: |
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112 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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113 |
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Thibaut Girka <thib@sitedethib.com>
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114 |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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115 cpdef render_background(self): |
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116 if self.use_fixed_pipeline: |
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117 glVertexPointer(3, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].x) |
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118 glTexCoordPointer(2, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].u) |
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119 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].r) |
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120 else: |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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121 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) |
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122 |
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123 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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124 glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(VertexFloat), 0) |
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125 glEnableVertexAttribArray(0) |
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126 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(VertexFloat), 12) |
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127 glEnableVertexAttribArray(1) |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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128 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(VertexFloat), 20) |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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129 glEnableVertexAttribArray(2) |
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130 |
398
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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131 glEnable(GL_DEPTH_TEST) |
399
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132 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc]) |
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133 glBindTexture(GL_TEXTURE_2D, self.texture_manager[self.texture_key]) |
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134 glDrawArrays(GL_QUADS, 0, self.nb_vertices) |
398
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135 glDisable(GL_DEPTH_TEST) |
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136 |
399
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137 if not self.use_fixed_pipeline: |
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138 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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139 |
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140 |
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141 cpdef prerender_background(self, background): |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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142 cdef float ox, oy, oz, ox2, oy2, oz2 |
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143 cdef unsigned short nb_vertices = 0 |
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144 cdef VertexFloat* vertex_buffer |
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145 |
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146 vertex_buffer = self.background_vertex_buffer |
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147 |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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148 for ox, oy, oz, model_id, model in background.object_instances: |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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149 for ox2, oy2, oz2, width_override, height_override, sprite in model: |
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150 #TODO: view frustum culling |
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151 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
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152 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices |
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153 left, right, bottom, top = uvs |
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154 r, g, b, a = colors |
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155 |
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156 vertex_buffer[nb_vertices] = VertexFloat(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a) |
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157 vertex_buffer[nb_vertices+1] = VertexFloat(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a) |
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158 vertex_buffer[nb_vertices+2] = VertexFloat(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a) |
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159 vertex_buffer[nb_vertices+3] = VertexFloat(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a) |
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160 |
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161 nb_vertices += 4 |
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162 |
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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163 self.texture_key, self.blendfunc = key |
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164 self.nb_vertices = nb_vertices |
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165 self.background_vertex_buffer = <VertexFloat*> realloc(vertex_buffer, nb_vertices * sizeof(VertexFloat)) |
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166 |
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167 if not self.use_fixed_pipeline: |
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168 glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) |
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169 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(VertexFloat), <long> &self.background_vertex_buffer[0], GL_STATIC_DRAW) |
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170 glBindBuffer(GL_ARRAY_BUFFER, 0) |