Mercurial > touhou
annotate pytouhou/ui/renderer.pyx @ 459:6e733ed817bd
Move every rendering function from gamerunner to gamerenderer.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 06 Sep 2013 22:35:54 +0200 |
parents | cae1ae9de430 |
children | 6af3854ed826 |
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 |
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16 from libc.string cimport memset |
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17 from os.path import join |
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18 |
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19 from pytouhou.lib.opengl cimport \ |
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20 (glVertexPointer, glTexCoordPointer, glColorPointer, |
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21 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, |
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22 glBindTexture, glDrawElements, glBindBuffer, glBufferData, |
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23 GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, |
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24 GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA, |
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, |
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26 glGenBuffers) |
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27 |
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28 from pytouhou.lib.sdl import SDLError |
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29 |
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30 from pytouhou.game.element cimport Element |
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31 from .sprite cimport get_sprite_rendering_data |
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32 from .texture import TextureManager, FontManager |
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33 |
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34 from pytouhou.utils.helpers import get_logger |
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35 |
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36 logger = get_logger(__name__) |
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37 |
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38 |
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39 DEF MAX_ELEMENTS = 640*4*3 |
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40 |
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41 |
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42 cdef long find_objects(Renderer self, object elements): |
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43 # Don’t type element as Element, or else the overriding of objects won’t work. |
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44 cdef Element obj |
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45 cdef long i = 0 |
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46 for element in elements: |
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47 for obj in element.objects: |
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48 sprite = obj.sprite |
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49 if sprite and sprite.visible: |
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50 # warning: no reference is preserved on the object—assuming the object will not die accidentally |
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51 self.elements[i] = <PyObject*>obj |
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52 i += 1 |
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53 if i >= 640*3-4: |
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54 return i |
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55 return i |
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56 |
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57 |
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58 cdef class Renderer: |
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59 def __cinit__(self): |
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60 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) |
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61 |
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62 |
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63 def __dealloc__(self): |
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64 free(self.vertex_buffer) |
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65 |
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66 |
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67 def __init__(self, resource_loader): |
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68 self.texture_manager = TextureManager(resource_loader, self) |
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69 font_name = join(resource_loader.game_dir, 'font.ttf') |
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70 try: |
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71 self.font_manager = FontManager(font_name, 16, self) |
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72 except SDLError: |
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73 self.font_manager = None |
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74 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name) |
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75 |
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76 if not self.use_fixed_pipeline: |
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77 glGenBuffers(1, &self.vbo) |
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78 |
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79 |
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80 def add_texture(self, int texture): |
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81 for i in xrange(2): |
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82 self.indices[i][texture] = <unsigned short*> malloc(65536 * sizeof(unsigned short)) |
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83 |
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84 |
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85 def remove_texture(self, int texture): |
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86 for i in xrange(2): |
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87 free(self.indices[i][texture]) |
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88 |
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89 |
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90 cpdef render_elements(self, elements): |
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91 cdef int key |
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92 cdef int x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, ox, oy |
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93 cdef float left, right, bottom, top |
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94 cdef unsigned char r, g, b, a |
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95 |
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96 nb_vertices = 0 |
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97 memset(self.last_indices, 0, sizeof(self.last_indices)) |
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98 |
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99 nb_elements = find_objects(self, elements) |
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100 for element_idx in xrange(nb_elements): |
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101 element = <object>self.elements[element_idx] |
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102 sprite = element.sprite |
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103 ox, oy = element.x, element.y |
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104 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
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105 |
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106 blendfunc = key // MAX_TEXTURES |
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107 texture = key % MAX_TEXTURES |
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108 |
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109 rec = self.indices[blendfunc][texture] |
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110 next_indice = self.last_indices[key] |
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111 |
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112 # Pack data in buffer |
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113 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices |
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114 left, right, bottom, top = uvs |
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115 r, g, b, a = colors |
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116 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a) |
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117 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a) |
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118 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a) |
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119 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a) |
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120 |
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121 # Add indices |
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122 rec[next_indice] = nb_vertices |
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123 rec[next_indice+1] = nb_vertices + 1 |
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124 rec[next_indice+2] = nb_vertices + 2 |
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125 rec[next_indice+3] = nb_vertices + 2 |
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126 rec[next_indice+4] = nb_vertices + 3 |
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127 rec[next_indice+5] = nb_vertices |
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128 self.last_indices[key] += 6 |
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129 |
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130 nb_vertices += 4 |
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131 |
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132 if nb_vertices == 0: |
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133 return |
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134 |
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135 if self.use_fixed_pipeline: |
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136 glVertexPointer(3, GL_INT, sizeof(Vertex), &self.vertex_buffer[0].x) |
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137 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) |
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138 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) |
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139 else: |
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140 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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141 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW) |
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142 |
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143 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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144 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0) |
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145 glEnableVertexAttribArray(0) |
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146 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) |
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147 glEnableVertexAttribArray(1) |
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148 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) |
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149 glEnableVertexAttribArray(2) |
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150 |
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151 for key in xrange(2 * MAX_TEXTURES): |
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152 nb_indices = self.last_indices[key] |
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153 if not nb_indices: |
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154 continue |
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155 |
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156 blendfunc = key // MAX_TEXTURES |
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157 texture = key % MAX_TEXTURES |
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158 |
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159 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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160 glBindTexture(GL_TEXTURE_2D, texture) |
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161 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[blendfunc][texture]) |
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162 |
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163 if not self.use_fixed_pipeline: |
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164 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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165 |
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166 |
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167 cpdef render_quads(self, rects, colors, texture): |
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168 # There is nothing that batch more than two quads on the same texture, currently. |
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169 cdef Vertex buf[8] |
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170 cdef unsigned short indices[12] |
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171 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] |
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172 |
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173 length = len(rects) |
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174 assert length == len(colors) |
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175 |
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176 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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177 |
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178 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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179 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0) |
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180 glEnableVertexAttribArray(0) |
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181 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12) |
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182 glEnableVertexAttribArray(1) |
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183 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20) |
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184 glEnableVertexAttribArray(2) |
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185 |
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186 for i, r in enumerate(rects): |
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187 c1, c2, c3, c4 = colors[i] |
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188 |
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189 buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, c1.r, c1.g, c1.b, c1.a) |
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190 buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 1, 0, c2.r, c2.g, c2.b, c2.a) |
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191 buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 1, 1, c3.r, c3.g, c3.b, c3.a) |
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192 buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) |
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193 |
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194 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW) |
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195 glBindTexture(GL_TEXTURE_2D, texture) |
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196 glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices) |
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197 glBindBuffer(GL_ARRAY_BUFFER, 0) |