Mercurial > touhou
annotate pytouhou/ui/gamerenderer.pyx @ 435:878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 07 Aug 2013 11:34:40 +0200 |
parents | 0604f4fbbe3c |
children | 1b56d62250ab |
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 |
201 | 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, |
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20 GL_PROJECTION, GL_MODELVIEW, GL_FOG, GL_FOG_MODE, GL_LINEAR, |
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21 GL_FOG_START, GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat) |
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22 |
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23 from pytouhou.utils.matrix cimport Matrix |
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24 from pytouhou.utils.maths cimport setup_camera |
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25 |
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26 from .renderer import Renderer |
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27 |
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28 |
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29 |
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30 class GameRenderer(Renderer): |
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31 def __init__(self, resource_loader): |
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32 Renderer.__init__(self, resource_loader) |
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33 |
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34 |
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35 def render(self): |
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36 cdef float fog_data[4] |
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37 cdef Matrix view, mvp |
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38 |
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39 back = self.background |
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40 game = self.game |
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41 |
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42 if self.use_fixed_pipeline: |
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43 glMatrixMode(GL_PROJECTION) |
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44 glLoadIdentity() |
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45 |
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46 if game is not None and game.spellcard_effect is not None: |
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47 if self.use_fixed_pipeline: |
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48 glMatrixMode(GL_MODELVIEW) |
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49 glLoadMatrixf((<Matrix>self.game_mvp).data) |
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50 glDisable(GL_FOG) |
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51 else: |
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52 self.game_shader.bind() |
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53 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
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54 |
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55 self.render_elements([game.spellcard_effect]) |
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56 elif back is not None: |
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57 x, y, z = back.position_interpolator.values |
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58 dx, dy, dz = back.position2_interpolator.values |
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59 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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60 |
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61 # Those two lines may come from the difference between Direct3D and |
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62 # OpenGL’s distance handling. The first one seem to calculate fog |
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63 # from the eye, while the second does that starting from the near |
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64 # plane. |
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65 #TODO: investigate, and use a variable to keep the near plane |
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66 # distance at a single place. |
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67 fog_start -= 101010101./2010101. |
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68 fog_end -= 101010101./2010101. |
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69 |
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70 model = Matrix() |
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71 model.data[12] = -x |
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72 model.data[13] = -y |
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73 model.data[14] = -z |
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74 view = setup_camera(dx, dy, dz) |
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75 mvp = model * view * self.proj |
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76 |
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77 if self.use_fixed_pipeline: |
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78 glMatrixMode(GL_MODELVIEW) |
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79 glLoadMatrixf(mvp.data) |
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80 |
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81 glEnable(GL_FOG) |
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82 glFogi(GL_FOG_MODE, GL_LINEAR) |
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83 glFogf(GL_FOG_START, fog_start) |
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84 glFogf(GL_FOG_END, fog_end) |
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85 |
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86 fog_data[0] = fog_r / 255. |
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87 fog_data[1] = fog_g / 255. |
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88 fog_data[2] = fog_b / 255. |
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89 fog_data[3] = 1. |
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90 glFogfv(GL_FOG_COLOR, fog_data) |
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91 else: |
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92 self.background_shader.bind() |
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93 self.background_shader.uniform_matrix('mvp', mvp) |
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94 |
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95 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start)) |
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96 self.background_shader.uniform_1('fog_end', fog_end) |
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97 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) |
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98 |
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99 self.background_renderer.render_background() |
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100 else: |
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101 glClear(GL_COLOR_BUFFER_BIT) |
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102 |
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103 if game is not None: |
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104 if self.use_fixed_pipeline: |
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105 glMatrixMode(GL_MODELVIEW) |
435
878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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427
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106 glLoadMatrixf((<Matrix>self.game_mvp).data) |
370
74471afbac37
Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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107 glDisable(GL_FOG) |
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108 else: |
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Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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109 self.game_shader.bind() |
424
f4d76d3d6f2a
Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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423
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110 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
108
2a03940deea3
Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
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111 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
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112 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>
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113 self.render_elements(game.effects) |
201 | 114 self.render_elements(chain(game.players_bullets, |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
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115 game.lasers_sprites(), |
201 | 116 game.players, |
384
690b5faaa0e6
Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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117 game.msg_sprites())) |
315
e935ed8dc5e6
Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
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118 self.render_elements(chain(game.bullets, game.lasers, |
e935ed8dc5e6
Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
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119 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
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120 game.labels)) |