Mercurial > touhou
annotate pytouhou/ui/sdl/gamerenderer.py @ 555:98380e4a0ee5
Switch to libepoxy instead of libGLEW, which will help with OpenGL portability.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 19 Apr 2014 19:05:06 +0200 |
parents | 0d7a16e0f834 |
children | e15672733c93 |
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 itertools import chain |
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16 from os.path import join |
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17 |
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18 from pytouhou.lib.sdl import Rect, SDLError |
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19 |
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20 from pytouhou.utils.helpers import get_logger |
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21 logger = get_logger(__name__) |
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22 |
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23 |
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24 class GameRenderer(object): |
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25 def __init__(self, resource_loader, window): |
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26 self.window = window |
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27 self.texture_manager = TextureManager(resource_loader, self.window.win) |
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28 font_name = join(resource_loader.game_dir, 'font.ttf') |
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29 try: |
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30 self.font_manager = FontManager(font_name, 16, self.window.win) |
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31 except SDLError: |
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32 self.font_manager = None |
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33 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name) |
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34 |
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35 |
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36 def load_textures(self, anms): |
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37 self.texture_manager.load(anms) |
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38 |
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39 |
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40 def load_background(self, background): |
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41 if background is not None: |
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42 logger.error('Background rendering unavailable in the SDL backend.') |
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43 |
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44 |
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45 def start(self, common): |
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46 pass |
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47 |
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48 |
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49 def render(self, game): |
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50 self.render_game(game) |
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51 self.render_text(game.texts) |
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52 self.render_interface(game.interface, game.boss) |
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53 |
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54 |
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55 def render_game(self, game): |
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56 x, y = game.interface.game_pos |
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57 self.window.win.render_set_viewport(Rect(x, y, game.width, game.height)) |
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58 self.window.win.render_set_clip_rect(Rect(x, -y, game.width, game.height)) |
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59 |
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60 if game is not None: |
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61 self.window.win.render_clear() |
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62 |
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63 self.render_elements([enemy for enemy in game.enemies if enemy.visible]) |
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64 self.render_elements(game.effects) |
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65 self.render_elements(chain(game.players_bullets, |
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66 game.lasers_sprites(), |
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67 game.players, |
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68 game.msg_sprites())) |
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69 self.render_elements(chain(game.bullets, game.lasers, |
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70 game.cancelled_bullets, game.items, |
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71 game.labels)) |
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72 |
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73 |
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74 def render_interface(self, interface, boss): |
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75 interface_labels = interface.labels |
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76 if 'framerate' in interface_labels: |
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77 interface_labels['framerate'].set_text('%.2ffps' % self.window.get_fps()) |
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78 |
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79 self.window.win.render_set_viewport(Rect(0, 0, interface.width, interface.height)) |
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80 self.window.win.render_set_clip_rect(Rect(0, 0, interface.width, interface.height)) |
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81 |
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82 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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83 labels = interface_labels.values() |
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84 |
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85 if items: |
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86 # Redraw all the interface |
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87 self.render_elements(items) |
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88 else: |
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89 # Redraw only changed labels |
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90 labels = [label for label in labels if label.changed] |
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91 |
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92 self.render_elements(interface.level_start) |
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93 |
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94 if boss: |
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95 self.render_elements(interface.boss_items) |
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96 |
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97 self.render_elements(labels) |
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98 for label in labels: |
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99 label.changed = False |
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100 |
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101 |
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102 def render_elements(self, elements): |
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103 nb_vertices = 0 |
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104 |
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105 objects = chain(*[element.objects for element in elements]) |
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106 for element in objects: |
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107 if nb_vertices >= MAX_ELEMENTS - 4: |
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108 break |
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109 |
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110 sprite = element.sprite |
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111 if sprite and sprite.visible: |
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112 ox, oy = element.x, element.y |
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113 data = get_sprite_rendering_data(sprite) |
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114 |
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115 #XXX |
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116 texture_width = 256 |
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117 texture_height = 256 |
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118 |
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119 source = Rect(data.left * texture_width, |
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120 data.bottom * texture_height, |
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121 (data.right - data.left) * texture_width, |
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122 (data.top - data.bottom) * texture_height) |
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123 |
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124 dest = Rect(ox + data.x, oy + data.y, data.width, data.height) |
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125 |
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126 texture = sprite.anm.texture |
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127 texture.set_color_mod(data.r, data.g, data.b) |
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128 texture.set_alpha_mod(data.a) |
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129 texture.set_blend_mode(2 if data.blendfunc else 1) |
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130 |
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131 if data.rotation or data.flip: |
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132 self.window.win.render_copy_ex(texture, source, dest, data.rotation, data.flip) |
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133 else: |
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134 self.window.win.render_copy(texture, source, dest) |
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135 |
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136 nb_vertices += 4 |
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137 |
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138 |
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139 def render_text(self, texts): |
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140 if self.font_manager is None: |
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141 return |
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142 |
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143 self.font_manager.load(texts) |
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144 |
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145 for label in texts.itervalues(): |
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146 texture = label.texture |
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147 |
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148 source = Rect(0, 0, label.width, label.height) |
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149 rect = Rect(label.x, label.y, label.width, label.height) |
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150 |
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151 texture.set_alpha_mod(label.alpha) |
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152 |
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153 if label.shadow: |
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154 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height) |
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155 texture.set_color_mod(0, 0, 0) |
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156 self.window.win.render_copy(label.texture, source, shadow_rect) |
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157 texture.set_color_mod(192, 192, 255) |
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158 self.window.win.render_copy(label.texture, source, rect) |
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159 else: |
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160 texture.set_color_mod(192, 192, 255) |
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161 self.window.win.render_copy(label.texture, source, rect) |