Mercurial > touhou
annotate pytouhou/ui/gamerenderer.py @ 403:9589a01e6edf
Move MSG faces management to pytouhou.game.game, they have nothing to do in the MSG VM.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 17 Feb 2013 15:20:30 +0100 |
parents | 3ce4065840e9 |
children | 705870483559 |
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 |
201 | 16 from itertools import chain |
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17 |
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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 GL_DEPTH_BUFFER_BIT, GL_PROJECTION, GL_MODELVIEW, |
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21 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, |
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22 GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat) |
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23 |
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24 from pytouhou.utils.matrix import Matrix |
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25 |
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26 from .renderer import Renderer |
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27 |
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29 |
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30 class GameRenderer(Renderer): |
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31 __slots__ = ('game', 'background') |
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32 |
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33 def __init__(self, resource_loader, game=None, background=None): |
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34 Renderer.__init__(self, resource_loader) |
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35 if game: |
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36 self.load_game(game, background) |
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37 |
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38 |
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39 def load_game(self, game=None, background=None): |
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40 self.game = game |
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41 self.background = background |
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42 |
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43 if game: |
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44 # Preload textures |
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45 self.texture_manager.preload(game.resource_loader.instanced_anms.values()) |
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46 self.prerender_background(background) |
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47 |
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48 |
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49 def render(self): |
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50 glClear(GL_DEPTH_BUFFER_BIT) |
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51 |
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52 back = self.background |
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53 game = self.game |
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54 |
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55 if self.use_fixed_pipeline: |
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56 glMatrixMode(GL_PROJECTION) |
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57 glLoadIdentity() |
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58 |
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59 if game is not None and game.spellcard_effect is not None: |
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60 if self.use_fixed_pipeline: |
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61 glMatrixMode(GL_MODELVIEW) |
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62 glLoadMatrixf(self.game_mvp.get_c_data()) |
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63 glDisable(GL_FOG) |
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64 else: |
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65 self.game_shader.bind() |
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66 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) |
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67 |
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68 self.render_elements([game.spellcard_effect]) |
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69 elif back is not None: |
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70 x, y, z = back.position_interpolator.values |
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71 dx, dy, dz = back.position2_interpolator.values |
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72 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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73 |
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74 # Those two lines may come from the difference between Direct3D and |
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75 # OpenGL’s distance handling. The first one seem to calculate fog |
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76 # from the eye, while the second does that starting from the near |
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77 # plane. |
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78 #TODO: investigate, and use a variable to keep the near plane |
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79 # distance at a single place. |
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80 fog_start -= 101010101./2010101. |
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81 fog_end -= 101010101./2010101. |
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82 |
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83 model = Matrix() |
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84 model.data[3] = [-x, -y, -z, 1] |
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85 view = self.setup_camera(dx, dy, dz) |
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86 model_view_projection = model * view * self.proj |
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87 mvp = model_view_projection.get_c_data() |
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88 |
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89 if self.use_fixed_pipeline: |
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90 glMatrixMode(GL_MODELVIEW) |
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91 glLoadMatrixf(mvp) |
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92 |
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93 glEnable(GL_FOG) |
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94 glFogi(GL_FOG_MODE, GL_LINEAR) |
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95 glFogf(GL_FOG_START, fog_start) |
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96 glFogf(GL_FOG_END, fog_end) |
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97 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
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98 else: |
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99 self.background_shader.bind() |
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100 self.background_shader.uniform_matrixf('mvp', mvp) |
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101 |
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102 self.background_shader.uniformf('fog_scale', 1. / (fog_end - fog_start)) |
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103 self.background_shader.uniformf('fog_end', fog_end) |
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104 self.background_shader.uniformf('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) |
108
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105 |
399
1c773544eaeb
Make the background use a single vbo and offsets, just like the 2D code.
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398
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106 self.render_background() |
108
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107 else: |
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108 glClear(GL_COLOR_BUFFER_BIT) |
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109 |
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110 if game is not None: |
370
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Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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111 if self.use_fixed_pipeline: |
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112 glMatrixMode(GL_MODELVIEW) |
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113 glLoadMatrixf(self.game_mvp.get_c_data()) |
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114 glDisable(GL_FOG) |
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115 else: |
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116 self.game_shader.bind() |
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117 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) |
108
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118 |
304
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Update attribute names to reflect the actual interface.
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119 self.render_elements(enemy for enemy in game.enemies if enemy.visible) |
166
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Better enemy death, with animation and (hopefully) correct flags handling.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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120 self.render_elements(game.effects) |
201 | 121 self.render_elements(chain(game.players_bullets, |
294
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Add player lasers for MarisaB.
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122 game.lasers_sprites(), |
201 | 123 game.players, |
384
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124 game.msg_sprites())) |
315
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Add out-of-screen item indicators.
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125 self.render_elements(chain(game.bullets, game.lasers, |
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126 game.cancelled_bullets, game.items, |
384
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127 game.labels)) |