annotate pytouhou/ui/opengl/gamerenderer.pyx @ 587:6c9d8a3d853f

Use ARB_framebuffer_blit instead of a second rendering pass for scaled rendering, if supported, and remove framebuffer stuff from the Renderer.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 08 Oct 2014 18:34:27 +0200
parents 4b0593da29d5
children e15672733c93
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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 free
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16 from itertools import chain
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17
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18 from pytouhou.lib.opengl cimport \
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19 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable,
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20 glEnable, glFogi, glFogf, glFogfv, GL_PROJECTION, GL_MODELVIEW,
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21 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, GL_FOG_END,
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22 GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat, glViewport, glScissor,
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23 GL_SCISSOR_TEST, GL_DEPTH_BUFFER_BIT, glPushDebugGroup,
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24 GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup)
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25
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26 from pytouhou.utils.matrix cimport mul, new_identity
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27 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d
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28 from pytouhou.game.text cimport NativeText, GlyphCollection
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29 from .shaders.eosd import GameShader, BackgroundShader, PassthroughShader
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30 from .renderer cimport Texture
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31 from .backend cimport is_legacy, use_debug_group
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32
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33 from collections import namedtuple
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34 Rect = namedtuple('Rect', 'x y w h')
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35 Color = namedtuple('Color', 'r g b a')
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36
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38 cdef class GameRenderer(Renderer):
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39 def __init__(self, resource_loader, _):
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40 Renderer.__init__(self, resource_loader)
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6bd565019f9a Preload textures to avoid slowdowns during gameplay
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41
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42 if not is_legacy:
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43 self.game_shader = GameShader()
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44 self.background_shader = BackgroundShader()
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45 self.interface_shader = self.game_shader
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46 self.passthrough_shader = PassthroughShader()
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47
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48 self.framebuffer = Framebuffer(0, 0, 640, 480)
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50
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51 def __dealloc__(self):
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52 if self.game_mvp != NULL:
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53 free(self.game_mvp)
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54 if self.interface_mvp != NULL:
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55 free(self.interface_mvp)
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56 if self.proj != NULL:
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57 free(self.proj)
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58
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60 property size:
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61 # We never need to get back the computed size, so size is write-only.
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62 def __set__(self, tuple size):
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63 self.x, self.y, self.width, self.height = size
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64
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65
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66 def load_textures(self, dict anms):
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67 self.texture_manager.load(anms)
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69
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70 def load_background(self, background):
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71 self.background = background
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72 if background is not None:
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73 self.background_renderer = BackgroundRenderer()
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74 self.background_renderer.load(background, self.textures)
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75 else:
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76 self.background_renderer = None
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77
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78
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79 def start(self, common):
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80 self.proj = perspective(30, float(common.width) / float(common.height),
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81 101010101./2010101., 101010101./10101.)
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82 self.game_mvp = setup_camera(0, 0, 1)
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83 mul(self.game_mvp, self.proj)
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84 self.interface_mvp = ortho_2d(0., float(common.interface.width),
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85 float(common.interface.height), 0.)
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86
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87
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88 def render(self, Game game):
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89 if not is_legacy:
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90 self.framebuffer.bind()
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91
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92 self.render_game(game)
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577c3a88fb67 Merge the lists Game.texts and Game.native_texts into the Game.texts dict.
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93 self.render_text(game.texts)
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94 self.render_interface(game.interface, game.boss)
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95
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96 if not is_legacy:
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97 if use_debug_group:
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98 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Scaled rendering")
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99
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100 self.passthrough_shader.bind()
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101 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp)
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102 self.framebuffer.render(self.x, self.y, self.width, self.height)
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103
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104 if use_debug_group:
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105 glPopDebugGroup()
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106
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107
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108 cdef void render_game(self, Game game):
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109 cdef long game_x, game_y
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110 cdef float x, y, z, dx, dy, dz
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111 cdef float fog_data[4]
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112 cdef float fog_start, fog_end
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113 cdef unsigned char fog_r, fog_g, fog_b
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114 cdef Matrix *mvp
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115
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116 if use_debug_group:
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117 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Game rendering")
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118
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119 game_x, game_y = game.interface.game_pos
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diff changeset
120 glViewport(game_x, game_y, game.width, game.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
121 glClear(GL_DEPTH_BUFFER_BIT)
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parents: 458
diff changeset
122 glScissor(game_x, game_y, game.width, game.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
123 glEnable(GL_SCISSOR_TEST)
108
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124
560
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parents: 553
diff changeset
125 if is_legacy:
370
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parents: 345
diff changeset
126 glMatrixMode(GL_PROJECTION)
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
127 glLoadIdentity()
217
577f45454402 Change background during spellcards.
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parents: 205
diff changeset
128
569
b21922a03830 Don’t render spellcard background when --no-background is passed.
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parents: 560
diff changeset
129 if self.background_renderer is None:
b21922a03830 Don’t render spellcard background when --no-background is passed.
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parents: 560
diff changeset
130 glClear(GL_COLOR_BUFFER_BIT)
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parents: 560
diff changeset
131 elif game is not None and game.spellcard_effect is not None:
560
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parents: 553
diff changeset
132 if is_legacy:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
133 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
134 glLoadMatrixf(<GLfloat*>self.game_mvp)
370
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parents: 345
diff changeset
135 glDisable(GL_FOG)
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parents: 345
diff changeset
136 else:
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parents: 345
diff changeset
137 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
138 self.game_shader.uniform_matrix('mvp', self.game_mvp)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
139
306
52d791bb7c32 Rename a few attributes/methods to make a little more sense.
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parents: 304
diff changeset
140 self.render_elements([game.spellcard_effect])
569
b21922a03830 Don’t render spellcard background when --no-background is passed.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 560
diff changeset
141 else:
519
b18f0bd30ad0 Optimise background rendering.
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parents: 517
diff changeset
142 back = self.background
108
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parents:
diff changeset
143 x, y, z = back.position_interpolator.values
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diff changeset
144 dx, dy, dz = back.position2_interpolator.values
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 398
diff changeset
145 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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parents: 398
diff changeset
146
401
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parents: 399
diff changeset
147 # Those two lines may come from the difference between Direct3D and
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diff changeset
148 # OpenGL’s distance handling. The first one seem to calculate fog
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parents: 399
diff changeset
149 # from the eye, while the second does that starting from the near
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parents: 399
diff changeset
150 # plane.
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parents: 399
diff changeset
151 #TODO: investigate, and use a variable to keep the near plane
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parents: 399
diff changeset
152 # distance at a single place.
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parents: 399
diff changeset
153 fog_start -= 101010101./2010101.
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parents: 399
diff changeset
154 fog_end -= 101010101./2010101.
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parents: 399
diff changeset
155
523
6e3b3d5d4691 Make matrix a struct.
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diff changeset
156 mvp = new_identity()
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
157 mvp_data = <GLfloat*>mvp
6e3b3d5d4691 Make matrix a struct.
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diff changeset
158 mvp_data[12] = -x
6e3b3d5d4691 Make matrix a struct.
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diff changeset
159 mvp_data[13] = -y
6e3b3d5d4691 Make matrix a struct.
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diff changeset
160 mvp_data[14] = -z
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 406
diff changeset
161 view = setup_camera(dx, dy, dz)
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
162 mul(mvp, view)
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
163 free(view)
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
164 mul(mvp, self.proj)
108
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diff changeset
165
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
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parents: 553
diff changeset
166 if is_legacy:
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
167 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
168 glLoadMatrixf(mvp_data)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
169
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
170 glEnable(GL_FOG)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
171 glFogi(GL_FOG_MODE, GL_LINEAR)
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parents: 399
diff changeset
172 glFogf(GL_FOG_START, fog_start)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
173 glFogf(GL_FOG_END, fog_end)
424
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
174
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
175 fog_data[0] = fog_r / 255.
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parents: 422
diff changeset
176 fog_data[1] = fog_g / 255.
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parents: 422
diff changeset
177 fog_data[2] = fog_b / 255.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
178 fog_data[3] = 1.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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diff changeset
179 glFogfv(GL_FOG_COLOR, fog_data)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
180 else:
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
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parents: 398
diff changeset
181 self.background_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
182 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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parents: 398
diff changeset
183
424
f4d76d3d6f2a Make the Shader class use cython too.
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diff changeset
184 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start))
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
185 self.background_shader.uniform_1('fog_end', fog_end)
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parents: 423
diff changeset
186 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.)
108
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diff changeset
187
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
188 free(mvp)
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
189 self.background_renderer.render_background()
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
190
2a03940deea3 Move everything graphical to pytouhou.opengl!
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diff changeset
191 if game is not None:
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
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parents: 553
diff changeset
192 if is_legacy:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
193 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
194 glLoadMatrixf(<GLfloat*>self.game_mvp)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
195 glDisable(GL_FOG)
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diff changeset
196 else:
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diff changeset
197 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
198 self.game_shader.uniform_matrix('mvp', self.game_mvp)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
199
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
200 self.render_elements([enemy for enemy in game.enemies if enemy.visible])
166
dcf32488a2c9 Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 164
diff changeset
201 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
202 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 286
diff changeset
203 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
204 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
205 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
206 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
207 game.cancelled_bullets, game.items,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
208 game.labels))
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
209
468
feecdb4a8928 Add “except *” to cdef void functions, and type some more.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 464
diff changeset
210 if game.msg_runner is not None:
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
211 rect = Rect(48, 368, 288, 48)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
212 color1 = Color(0, 0, 0, 192)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
213 color2 = Color(0, 0, 0, 128)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
214 self.render_quads([rect], [(color1, color1, color2, color2)], 0)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
215
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
216 glDisable(GL_SCISSOR_TEST)
582
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 579
diff changeset
217
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 579
diff changeset
218 if use_debug_group:
6e79756b7f42 Don’t call gl*DebugGroup if it isn’t exposed by the driver.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 579
diff changeset
219 glPopDebugGroup()
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
220
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
221
516
577c3a88fb67 Merge the lists Game.texts and Game.native_texts into the Game.texts dict.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 515
diff changeset
222 cdef void render_text(self, dict texts):
473
1c891c71cf22 Cythonize pytouhou.game.text.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 468
diff changeset
223 cdef NativeText label
1c891c71cf22 Cythonize pytouhou.game.text.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 468
diff changeset
224
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
225 if self.font_manager is None:
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
226 return
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
227
517
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
228 self.font_manager.load(texts)
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
229
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
230 black = Color(0, 0, 0, 255)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
231
517
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
232 for label in texts.itervalues():
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
233 texture = (<Texture>label.texture).texture
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
234 rect = Rect(label.x, label.y, label.width, label.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
235 gradient = [Color(*color, a=label.alpha) for color in label.gradient]
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
236
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
237 if label.shadow:
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
238 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
239 shadow = [black._replace(a=label.alpha)] * 4
517
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240 self.render_quads([shadow_rect, rect], [shadow, gradient], texture)
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241 else:
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242 self.render_quads([rect], [gradient], texture)
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243
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244
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245 cdef void render_interface(self, interface, game_boss):
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1c891c71cf22 Cythonize pytouhou.game.text.
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246 cdef GlyphCollection label
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247
459
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248 elements = []
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249
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250 if use_debug_group:
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251 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Interface rendering")
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252
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253 if is_legacy:
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254 glMatrixMode(GL_MODELVIEW)
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255 glLoadMatrixf(<GLfloat*>self.interface_mvp)
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256 glDisable(GL_FOG)
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257 else:
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258 self.interface_shader.bind()
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259 self.interface_shader.uniform_matrix('mvp', self.interface_mvp)
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260 glViewport(0, 0, interface.width, interface.height)
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261
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262 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
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263 labels = interface.labels.values()
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264
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265 if items:
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266 # Redraw all the interface
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267 elements.extend(items)
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268 else:
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269 # Redraw only changed labels
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270 labels = [label for label in labels if label.changed]
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271
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272 elements.extend(interface.level_start)
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273
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274 if game_boss is not None:
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275 elements.extend(interface.boss_items)
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276
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277 elements.extend(labels)
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278 self.render_elements(elements)
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279 for label in labels:
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280 label.changed = False
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281
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282 if use_debug_group:
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283 glPopDebugGroup()