annotate pytouhou/ui/gamerenderer.py @ 391:84b151962708

Convert pytouhou.ui.gamerenderer back to pure python, it doesn’t use or need any cython feature.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 07 Jan 2013 21:13:32 +0100
parents pytouhou/ui/gamerenderer.pyx@690b5faaa0e6
children 9e2cbb2c2c64
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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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15
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16 from itertools import chain
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17
383
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18 from pyglet.gl import (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf,
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19 glDisable, glEnable, glFogi, glFogf, glFogfv,
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20 glBlendFunc, glBindTexture, glVertexPointer,
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21 glTexCoordPointer, glColorPointer, glDrawArrays,
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22 GL_DEPTH_BUFFER_BIT, GL_PROJECTION, GL_MODELVIEW,
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23 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START,
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24 GL_FOG_END, GL_FOG_COLOR, GL_DEPTH_TEST, GL_SRC_ALPHA,
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D,
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26 GL_UNSIGNED_BYTE, GL_FLOAT, GL_QUADS,
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27 GL_COLOR_BUFFER_BIT, GLfloat)
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29 from pytouhou.utils.matrix import Matrix
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31 from .renderer import Renderer
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32 from .background import get_background_rendering_data
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36 class GameRenderer(Renderer):
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37 __slots__ = ('game', 'background')
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38
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39 def __init__(self, resource_loader, game=None, background=None):
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40 Renderer.__init__(self, resource_loader)
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41 if game:
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42 self.load_game(game, background)
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45 def load_game(self, game=None, background=None):
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46 self.game = game
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47 self.background = background
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48
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49 if game:
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50 # Preload textures
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51 self.texture_manager.preload(game.resource_loader.instanced_anms.values())
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53
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54 def render(self):
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55 glClear(GL_DEPTH_BUFFER_BIT)
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56
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57 back = self.background
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58 game = self.game
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59 texture_manager = self.texture_manager
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61 if self.use_fixed_pipeline:
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62 glMatrixMode(GL_PROJECTION)
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63 glLoadIdentity()
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64
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65 if game is not None and game.spellcard_effect is not None:
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66 if self.use_fixed_pipeline:
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67 glMatrixMode(GL_MODELVIEW)
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68 glLoadMatrixf(self.game_mvp.get_c_data())
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69 glDisable(GL_FOG)
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70 else:
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71 self.game_shader.bind()
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72 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data())
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73
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74 self.render_elements([game.spellcard_effect])
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75 elif back is not None:
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76 if self.use_fixed_pipeline:
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77 glEnable(GL_FOG)
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78 else:
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79 self.background_shader.bind()
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80 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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81 x, y, z = back.position_interpolator.values
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82 dx, dy, dz = back.position2_interpolator.values
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83
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84 glFogi(GL_FOG_MODE, GL_LINEAR)
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85 glFogf(GL_FOG_START, fog_start)
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86 glFogf(GL_FOG_END, fog_end)
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87 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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88
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89 model = Matrix()
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90 model.data[3] = [-x, -y, -z, 1]
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91 view = self.setup_camera(dx, dy, dz)
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92 model_view = model * view
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93 model_view_projection = model * view * self.proj
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94
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95 if self.use_fixed_pipeline:
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96 glMatrixMode(GL_MODELVIEW)
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97 glLoadMatrixf(model_view_projection.get_c_data())
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98 else:
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99 self.background_shader.uniform_matrixf('model_view', model_view.get_c_data())
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100 self.background_shader.uniform_matrixf('projection', self.proj.get_c_data())
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101
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102 glEnable(GL_DEPTH_TEST)
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103 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back):
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104 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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105 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id)
108
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106 glVertexPointer(3, GL_FLOAT, 0, vertices)
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107 glTexCoordPointer(2, GL_FLOAT, 0, uvs)
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108 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
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109 glDrawArrays(GL_QUADS, 0, nb_vertices)
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110 glDisable(GL_DEPTH_TEST)
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111 else:
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112 glClear(GL_COLOR_BUFFER_BIT)
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113
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114 if game is not None:
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115 if self.use_fixed_pipeline:
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116 glMatrixMode(GL_MODELVIEW)
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117 glLoadMatrixf(self.game_mvp.get_c_data())
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118 glDisable(GL_FOG)
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119 else:
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120 self.game_shader.bind()
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121 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data())
108
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122
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents: 294
diff changeset
123 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
124 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
125 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 286
diff changeset
126 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
127 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
128 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
129 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
130 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
131 game.labels))
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
diff changeset
132