annotate pytouhou/ui/gamerenderer.pyx @ 371:6702bc0215dc

Replace GL_QUADS with GL_TRIANGLES, to be GLES compatible.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 27 Jul 2012 18:57:40 +0200
parents 74471afbac37
children 0537af9125a7
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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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16 from itertools import chain
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17
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18 from pyglet.gl import *
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20 from pytouhou.utils.matrix import Matrix
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21
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22 from .renderer cimport Renderer
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23 from .background cimport get_background_rendering_data
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27 cdef class GameRenderer(Renderer):
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28 cdef public game
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29 cdef public background
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30
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31
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32 def __init__(self, resource_loader, game=None, background=None):
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33 Renderer.__init__(self, resource_loader)
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34 if game:
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35 self.load_game(game, background)
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37
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38 cpdef load_game(self, game=None, background=None):
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39 self.game = game
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40 self.background = background
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41
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42 if game:
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43 # Preload textures
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44 self.texture_manager.preload(game.resource_loader.instanced_anms.values())
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46
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47 def render(self):
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48 glClear(GL_DEPTH_BUFFER_BIT)
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49
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50 back = self.background
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51 game = self.game
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52 texture_manager = self.texture_manager
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53
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54 if self.use_fixed_pipeline:
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55 glMatrixMode(GL_PROJECTION)
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56 glLoadIdentity()
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57
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58 if game is not None and game.spellcard_effect is not None:
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59 if self.use_fixed_pipeline:
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60 glMatrixMode(GL_MODELVIEW)
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61 glLoadMatrixf(self.game_mvp.get_c_data())
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62 glDisable(GL_FOG)
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63 else:
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64 self.game_shader.bind()
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65 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data())
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66
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67 self.render_elements([game.spellcard_effect])
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68 elif back is not None:
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69 if self.use_fixed_pipeline:
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70 glEnable(GL_FOG)
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71 else:
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72 self.background_shader.bind()
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73 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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74 x, y, z = back.position_interpolator.values
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75 dx, dy, dz = back.position2_interpolator.values
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76
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77 glFogi(GL_FOG_MODE, GL_LINEAR)
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78 glFogf(GL_FOG_START, fog_start)
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79 glFogf(GL_FOG_END, fog_end)
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80 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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81
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82 model = Matrix()
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83 model.data[3] = [-x, -y, -z, 1]
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84 view = self.setup_camera(dx, dy, dz)
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85 model_view = model * view
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86 model_view_projection = model * view * self.proj
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87
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88 if self.use_fixed_pipeline:
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89 glMatrixMode(GL_MODELVIEW)
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90 glLoadMatrixf(model_view_projection.get_c_data())
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91 else:
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92 self.background_shader.uniform_matrixf('model_view', model_view.get_c_data())
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93 self.background_shader.uniform_matrixf('projection', self.proj.get_c_data())
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94
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95 glEnable(GL_DEPTH_TEST)
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96 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back):
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97 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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98 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id)
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99 glVertexPointer(3, GL_FLOAT, 0, vertices)
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100 glTexCoordPointer(2, GL_FLOAT, 0, uvs)
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101 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
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102 glDrawArrays(GL_QUADS, 0, nb_vertices)
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103 glDisable(GL_DEPTH_TEST)
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104 else:
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105 glClear(GL_COLOR_BUFFER_BIT)
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106
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107 if game is not None:
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108 if self.use_fixed_pipeline:
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109 glMatrixMode(GL_MODELVIEW)
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110 glLoadMatrixf(self.game_mvp.get_c_data())
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111 glDisable(GL_FOG)
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112 else:
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113 self.game_shader.bind()
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114 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data())
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115
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116 self.render_elements(chain(*(enemy.objects() for enemy in game.enemies if enemy.visible)))
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117 self.render_elements(enemy for enemy in game.enemies if enemy.visible)
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118 self.render_elements(game.effects)
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119 self.render_elements(chain(game.players_bullets,
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120 game.lasers_sprites(),
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121 game.players,
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122 game.msg_sprites(),
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123 *(player.objects() for player in game.players)))
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124 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
125 game.cancelled_bullets, game.items,
327
13201d90bb22 Display the text when collecting an item.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 315
diff changeset
126 (item.indicator for item in game.items if item.indicator),
345
2c4589370cc6 Display a boss remaining lives and timeout.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 341
diff changeset
127 *(label.objects() for label in game.labels)))
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
128