annotate pytouhou/ui/gamerenderer.pyx @ 504:69c73023f7a0

Make ANM garbage collectable.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 23 Oct 2013 18:24:17 +0200
parents c622eaf64428
children bfea9e9a6845
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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
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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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24 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d
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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
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28 from collections import namedtuple
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29 Rect = namedtuple('Rect', 'x y w h')
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30 Color = namedtuple('Color', 'r g b a')
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33 cdef class GameRenderer(Renderer):
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34 def __init__(self, resource_loader, use_fixed_pipeline):
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35 self.use_fixed_pipeline = use_fixed_pipeline #XXX
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36
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37 Renderer.__init__(self, resource_loader)
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38
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39 if not self.use_fixed_pipeline:
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40 self.game_shader = GameShader()
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41 self.background_shader = BackgroundShader()
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42 self.interface_shader = self.game_shader
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43 self.passthrough_shader = PassthroughShader()
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44
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45 self.framebuffer = Framebuffer(0, 0, 640, 480)
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47
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48 cdef void load_background(self, background):
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49 if background is not None:
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50 self.background_renderer = BackgroundRenderer(self.use_fixed_pipeline)
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51 self.background_renderer.load(background)
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52 else:
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53 self.background_renderer = None
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54
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55
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56 cdef void start(self, common):
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57 self.proj = perspective(30, float(common.width) / float(common.height),
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58 101010101./2010101., 101010101./10101.)
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59 game_view = setup_camera(0, 0, 1)
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60 self.game_mvp = game_view * self.proj
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61 self.interface_mvp = ortho_2d(0., float(common.interface.width),
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62 float(common.interface.height), 0.)
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63
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64
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65 cdef void render(self, Game game):
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66 if not self.use_fixed_pipeline:
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67 self.framebuffer.bind()
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68
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69 self.render_game(game)
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70 self.render_text(game.texts + game.native_texts)
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71 self.render_interface(game.interface, game.boss)
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72
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73 if not self.use_fixed_pipeline:
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74 self.passthrough_shader.bind()
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75 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp)
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76 self.render_framebuffer(self.framebuffer)
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78
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79 cdef void render_game(self, Game game):
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80 cdef long game_x, game_y
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81 cdef float x, y, z, dx, dy, dz, fog_data[4], fog_start, fog_end
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82 cdef unsigned char fog_r, fog_g, fog_b
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83 cdef Matrix mvp
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84
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85 game_x, game_y = game.interface.game_pos
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86 glViewport(game_x, game_y, game.width, game.height)
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87 glClear(GL_DEPTH_BUFFER_BIT)
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88 glScissor(game_x, game_y, game.width, game.height)
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89 glEnable(GL_SCISSOR_TEST)
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90
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91 if self.use_fixed_pipeline:
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92 glMatrixMode(GL_PROJECTION)
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93 glLoadIdentity()
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94
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95 if game is not None and game.spellcard_effect is not None:
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96 if self.use_fixed_pipeline:
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97 glMatrixMode(GL_MODELVIEW)
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98 glLoadMatrixf(self.game_mvp.data)
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99 glDisable(GL_FOG)
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100 else:
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101 self.game_shader.bind()
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102 self.game_shader.uniform_matrix('mvp', self.game_mvp)
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103
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104 self.render_elements([game.spellcard_effect])
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105 elif self.background_renderer is not None:
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106 back = self.background_renderer.background
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107 x, y, z = back.position_interpolator.values
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108 dx, dy, dz = back.position2_interpolator.values
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109 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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110
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111 # Those two lines may come from the difference between Direct3D and
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112 # OpenGL’s distance handling. The first one seem to calculate fog
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113 # from the eye, while the second does that starting from the near
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114 # plane.
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115 #TODO: investigate, and use a variable to keep the near plane
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116 # distance at a single place.
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117 fog_start -= 101010101./2010101.
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118 fog_end -= 101010101./2010101.
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parents: 399
diff changeset
119
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
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diff changeset
120 model = Matrix()
435
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121 model.data[12] = -x
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122 model.data[13] = -y
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diff changeset
123 model.data[14] = -z
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
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parents: 406
diff changeset
124 view = setup_camera(dx, dy, dz)
424
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125 mvp = model * view * self.proj
108
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126
399
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parents: 398
diff changeset
127 if self.use_fixed_pipeline:
401
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parents: 399
diff changeset
128 glMatrixMode(GL_MODELVIEW)
435
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129 glLoadMatrixf(mvp.data)
370
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130
401
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131 glEnable(GL_FOG)
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parents: 399
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132 glFogi(GL_FOG_MODE, GL_LINEAR)
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133 glFogf(GL_FOG_START, fog_start)
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134 glFogf(GL_FOG_END, fog_end)
424
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135
423
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diff changeset
136 fog_data[0] = fog_r / 255.
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137 fog_data[1] = fog_g / 255.
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138 fog_data[2] = fog_b / 255.
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diff changeset
139 fog_data[3] = 1.
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diff changeset
140 glFogfv(GL_FOG_COLOR, fog_data)
370
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141 else:
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
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diff changeset
142 self.background_shader.bind()
424
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143 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
144
424
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diff changeset
145 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start))
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diff changeset
146 self.background_shader.uniform_1('fog_end', fog_end)
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diff changeset
147 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.)
108
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148
423
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diff changeset
149 self.background_renderer.render_background()
108
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parents:
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150 else:
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parents:
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151 glClear(GL_COLOR_BUFFER_BIT)
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parents:
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152
2a03940deea3 Move everything graphical to pytouhou.opengl!
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153 if game is not None:
370
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154 if self.use_fixed_pipeline:
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parents: 345
diff changeset
155 glMatrixMode(GL_MODELVIEW)
458
1b56d62250ab Make pytouhou.ui.{window,shader,game{runner,renderer}} extension types.
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parents: 435
diff changeset
156 glLoadMatrixf(self.game_mvp.data)
370
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parents: 345
diff changeset
157 glDisable(GL_FOG)
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diff changeset
158 else:
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diff changeset
159 self.game_shader.bind()
424
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diff changeset
160 self.game_shader.uniform_matrix('mvp', self.game_mvp)
108
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161
459
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diff changeset
162 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
163 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
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parents: 199
diff changeset
164 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
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parents: 286
diff changeset
165 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
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parents: 199
diff changeset
166 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
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parents: 383
diff changeset
167 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
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parents: 306
diff changeset
168 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
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parents: 306
diff changeset
169 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
170 game.labels))
459
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diff changeset
171
468
feecdb4a8928 Add “except *” to cdef void functions, and type some more.
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parents: 464
diff changeset
172 if game.msg_runner is not None:
459
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diff changeset
173 rect = Rect(48, 368, 288, 48)
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diff changeset
174 color1 = Color(0, 0, 0, 192)
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diff changeset
175 color2 = Color(0, 0, 0, 128)
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parents: 458
diff changeset
176 self.render_quads([rect], [(color1, color1, color2, color2)], 0)
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diff changeset
177
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diff changeset
178 glDisable(GL_SCISSOR_TEST)
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diff changeset
179
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
180
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diff changeset
181 cdef void render_text(self, texts):
473
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
182 cdef NativeText label
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
183
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
184 if self.font_manager is None:
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diff changeset
185 return
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diff changeset
186
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diff changeset
187 labels = [label for label in texts if label is not None]
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parents: 458
diff changeset
188 self.font_manager.load(labels)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
189
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diff changeset
190 black = Color(0, 0, 0, 255)
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diff changeset
191
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diff changeset
192 for label in labels:
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parents: 458
diff changeset
193 if label is None:
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parents: 458
diff changeset
194 continue
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diff changeset
195
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
196 rect = Rect(label.x, label.y, label.width, label.height)
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parents: 458
diff changeset
197 gradient = [Color(*color, a=label.alpha) for color in label.gradient]
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
198
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
199 if label.shadow:
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
200 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height)
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parents: 458
diff changeset
201 shadow = [black._replace(a=label.alpha)] * 4
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parents: 458
diff changeset
202 self.render_quads([shadow_rect, rect], [shadow, gradient], label.texture)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
203 else:
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diff changeset
204 self.render_quads([rect], [gradient], label.texture)
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parents: 458
diff changeset
205
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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diff changeset
206
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diff changeset
207 cdef void render_interface(self, interface, game_boss):
473
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
208 cdef GlyphCollection label
1c891c71cf22 Cythonize pytouhou.game.text.
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diff changeset
209
459
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diff changeset
210 elements = []
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diff changeset
211
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diff changeset
212 if self.use_fixed_pipeline:
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parents: 458
diff changeset
213 glMatrixMode(GL_MODELVIEW)
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parents: 458
diff changeset
214 glLoadMatrixf(self.interface_mvp.data)
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parents: 458
diff changeset
215 glDisable(GL_FOG)
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parents: 458
diff changeset
216 else:
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diff changeset
217 self.interface_shader.bind()
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diff changeset
218 self.interface_shader.uniform_matrix('mvp', self.interface_mvp)
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parents: 458
diff changeset
219 glViewport(0, 0, interface.width, interface.height)
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parents: 458
diff changeset
220
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diff changeset
221 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
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parents: 458
diff changeset
222 labels = interface.labels.values()
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diff changeset
223
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diff changeset
224 if items:
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diff changeset
225 # Redraw all the interface
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diff changeset
226 elements.extend(items)
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diff changeset
227 else:
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diff changeset
228 # Redraw only changed labels
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diff changeset
229 labels = [label for label in labels if label.changed]
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diff changeset
230
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diff changeset
231 elements.extend(interface.level_start)
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diff changeset
232
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diff changeset
233 if game_boss is not None:
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diff changeset
234 elements.extend(interface.boss_items)
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diff changeset
235
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diff changeset
236 elements.extend(labels)
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diff changeset
237 self.render_elements(elements)
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diff changeset
238 for label in labels:
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diff changeset
239 label.changed = False