Mercurial > touhou
annotate pytouhou/ui/opengl/gamerenderer.pyx @ 524:7f016dfbdfb1
Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:15:40 +0100 |
parents | 6e3b3d5d4691 |
children | 53fa73932e9a |
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 free |
201 | 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) |
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24 |
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25 from pytouhou.utils.matrix cimport mul, new_identity |
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26 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d |
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27 from pytouhou.game.text cimport NativeText, GlyphCollection |
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28 from .shaders.eosd import GameShader, BackgroundShader, PassthroughShader |
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29 from .renderer cimport Texture |
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30 |
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31 from collections import namedtuple |
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32 Rect = namedtuple('Rect', 'x y w h') |
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33 Color = namedtuple('Color', 'r g b a') |
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34 |
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35 |
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36 cdef class GameRenderer(Renderer): |
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37 def __init__(self, resource_loader, window): |
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38 self.use_fixed_pipeline = window.use_fixed_pipeline #XXX |
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39 |
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40 Renderer.__init__(self, resource_loader) |
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41 |
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42 if not self.use_fixed_pipeline: |
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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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49 |
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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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59 |
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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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68 |
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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(self.use_fixed_pipeline) |
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74 self.background_renderer.load(background, self) |
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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 self.use_fixed_pipeline: |
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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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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 self.use_fixed_pipeline: |
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97 self.passthrough_shader.bind() |
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98 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp) |
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99 self.render_framebuffer(self.framebuffer) |
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100 |
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101 |
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102 cdef void render_game(self, Game game): |
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103 cdef long game_x, game_y |
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104 cdef float x, y, z, dx, dy, dz, fog_data[4], fog_start, fog_end |
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105 cdef unsigned char fog_r, fog_g, fog_b |
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106 cdef Matrix *mvp |
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107 |
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108 game_x, game_y = game.interface.game_pos |
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109 glViewport(game_x, game_y, game.width, game.height) |
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110 glClear(GL_DEPTH_BUFFER_BIT) |
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111 glScissor(game_x, game_y, game.width, game.height) |
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112 glEnable(GL_SCISSOR_TEST) |
108
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113 |
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114 if self.use_fixed_pipeline: |
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115 glMatrixMode(GL_PROJECTION) |
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116 glLoadIdentity() |
217
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117 |
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118 if game is not None and game.spellcard_effect is not None: |
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119 if self.use_fixed_pipeline: |
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120 glMatrixMode(GL_MODELVIEW) |
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121 glLoadMatrixf(<GLfloat*>self.game_mvp) |
370
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122 glDisable(GL_FOG) |
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123 else: |
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124 self.game_shader.bind() |
424
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125 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
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126 |
306
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127 self.render_elements([game.spellcard_effect]) |
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128 elif self.background_renderer is not None: |
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129 back = self.background |
108
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130 x, y, z = back.position_interpolator.values |
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131 dx, dy, dz = back.position2_interpolator.values |
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132 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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133 |
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134 # Those two lines may come from the difference between Direct3D and |
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135 # OpenGL’s distance handling. The first one seem to calculate fog |
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136 # from the eye, while the second does that starting from the near |
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137 # plane. |
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138 #TODO: investigate, and use a variable to keep the near plane |
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139 # distance at a single place. |
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140 fog_start -= 101010101./2010101. |
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141 fog_end -= 101010101./2010101. |
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142 |
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143 mvp = new_identity() |
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144 mvp_data = <GLfloat*>mvp |
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145 mvp_data[12] = -x |
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146 mvp_data[13] = -y |
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147 mvp_data[14] = -z |
412
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148 view = setup_camera(dx, dy, dz) |
523
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149 mul(mvp, view) |
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150 free(view) |
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151 mul(mvp, self.proj) |
108
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152 |
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153 if self.use_fixed_pipeline: |
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154 glMatrixMode(GL_MODELVIEW) |
523
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155 glLoadMatrixf(mvp_data) |
370
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156 |
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157 glEnable(GL_FOG) |
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158 glFogi(GL_FOG_MODE, GL_LINEAR) |
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159 glFogf(GL_FOG_START, fog_start) |
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160 glFogf(GL_FOG_END, fog_end) |
424
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161 |
423
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162 fog_data[0] = fog_r / 255. |
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163 fog_data[1] = fog_g / 255. |
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164 fog_data[2] = fog_b / 255. |
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165 fog_data[3] = 1. |
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166 glFogfv(GL_FOG_COLOR, fog_data) |
370
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167 else: |
399
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168 self.background_shader.bind() |
424
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169 self.background_shader.uniform_matrix('mvp', mvp) |
399
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170 |
424
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171 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start)) |
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172 self.background_shader.uniform_1('fog_end', fog_end) |
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173 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) |
108
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174 |
523
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175 free(mvp) |
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176 self.background_renderer.render_background() |
108
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177 else: |
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178 glClear(GL_COLOR_BUFFER_BIT) |
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179 |
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180 if game is not None: |
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181 if self.use_fixed_pipeline: |
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182 glMatrixMode(GL_MODELVIEW) |
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183 glLoadMatrixf(<GLfloat*>self.game_mvp) |
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184 glDisable(GL_FOG) |
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185 else: |
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186 self.game_shader.bind() |
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187 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
108
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188 |
459
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189 self.render_elements([enemy for enemy in game.enemies if enemy.visible]) |
166
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190 self.render_elements(game.effects) |
201 | 191 self.render_elements(chain(game.players_bullets, |
294
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Add player lasers for MarisaB.
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192 game.lasers_sprites(), |
201 | 193 game.players, |
384
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194 game.msg_sprites())) |
315
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195 self.render_elements(chain(game.bullets, game.lasers, |
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196 game.cancelled_bullets, game.items, |
384
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197 game.labels)) |
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198 |
468
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Add “except *” to cdef void functions, and type some more.
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199 if game.msg_runner is not None: |
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200 rect = Rect(48, 368, 288, 48) |
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201 color1 = Color(0, 0, 0, 192) |
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202 color2 = Color(0, 0, 0, 128) |
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203 self.render_quads([rect], [(color1, color1, color2, color2)], 0) |
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204 |
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205 glDisable(GL_SCISSOR_TEST) |
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206 |
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207 |
516
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Merge the lists Game.texts and Game.native_texts into the Game.texts dict.
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208 cdef void render_text(self, dict texts): |
473
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Cythonize pytouhou.game.text.
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209 cdef NativeText label |
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210 |
459
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211 if self.font_manager is None: |
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212 return |
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213 |
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214 self.font_manager.load(texts) |
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215 |
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216 black = Color(0, 0, 0, 255) |
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217 |
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218 for label in texts.itervalues(): |
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219 texture = (<Texture>label.texture).texture |
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220 rect = Rect(label.x, label.y, label.width, label.height) |
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221 gradient = [Color(*color, a=label.alpha) for color in label.gradient] |
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222 |
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223 if label.shadow: |
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224 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height) |
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225 shadow = [black._replace(a=label.alpha)] * 4 |
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226 self.render_quads([shadow_rect, rect], [shadow, gradient], texture) |
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227 else: |
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228 self.render_quads([rect], [gradient], texture) |
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229 |
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230 |
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231 cdef void render_interface(self, interface, game_boss): |
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232 cdef GlyphCollection label |
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233 |
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234 elements = [] |
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235 |
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236 if self.use_fixed_pipeline: |
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237 glMatrixMode(GL_MODELVIEW) |
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238 glLoadMatrixf(<GLfloat*>self.interface_mvp) |
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239 glDisable(GL_FOG) |
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240 else: |
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241 self.interface_shader.bind() |
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242 self.interface_shader.uniform_matrix('mvp', self.interface_mvp) |
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243 glViewport(0, 0, interface.width, interface.height) |
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244 |
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245 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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246 labels = interface.labels.values() |
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247 |
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248 if items: |
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249 # Redraw all the interface |
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250 elements.extend(items) |
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251 else: |
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252 # Redraw only changed labels |
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253 labels = [label for label in labels if label.changed] |
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254 |
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255 elements.extend(interface.level_start) |
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256 |
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257 if game_boss is not None: |
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258 elements.extend(interface.boss_items) |
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259 |
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260 elements.extend(labels) |
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261 self.render_elements(elements) |
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262 for label in labels: |
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263 label.changed = False |