Mercurial > touhou
annotate pytouhou/ui/gamerenderer.pyx @ 213:9bdf116bb2a5
Add a distutils setup and don’t hardcode DAT list.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 27 Nov 2011 15:13:31 +0100 |
parents | ee6dfd14a785 |
children | 577f45454402 |
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 malloc, free |
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16 |
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17 import ctypes |
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18 |
201 | 19 from struct import pack |
20 from itertools import chain | |
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21 |
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22 from pyglet.gl import * |
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23 |
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24 from .texture import TextureManager |
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25 from .sprite cimport get_sprite_rendering_data |
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26 from .background import get_background_rendering_data |
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27 |
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28 |
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29 MAX_ELEMENTS = 10000 |
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30 |
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31 |
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32 cdef struct Vertex: |
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33 int x, y, z |
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34 float u, v |
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35 unsigned char r, g, b, a |
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36 |
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37 |
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38 cdef class GameRenderer: |
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39 cdef public texture_manager |
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40 cdef public game |
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41 cdef public background |
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42 |
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43 cdef Vertex *vertex_buffer |
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44 |
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45 |
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46 def __cinit__(self): |
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47 # Allocate buffers |
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48 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) |
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49 |
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50 |
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51 def __dealloc__(self): |
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52 free(self.vertex_buffer) |
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53 |
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54 |
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55 def __init__(self, resource_loader, game=None, background=None): |
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56 self.texture_manager = TextureManager(resource_loader) |
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57 |
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58 self.game = game |
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59 self.background = background |
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60 |
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61 |
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62 cdef render_elements(self, elements): |
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63 cdef unsigned short nb_vertices = 0 |
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64 |
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65 indices_by_texture = {} |
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66 |
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67 for element in elements: |
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68 sprite = element._sprite |
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69 if sprite: |
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70 ox, oy = element.x, element.y |
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71 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
126 | 72 rec = indices_by_texture.setdefault(key, []) |
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73 |
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74 # Pack data in buffer |
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75 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices |
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76 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors |
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77 u1, v1, u2, v2, u3, v3, u4, v4 = uvs |
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78 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1) |
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79 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2) |
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80 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3) |
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81 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4) |
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82 |
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83 # Add indices |
126 | 84 index = nb_vertices |
85 rec.extend((index, index + 1, index + 2, index + 3)) | |
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86 |
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87 nb_vertices += 4 |
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88 |
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89 for (texture_key, blendfunc), indices in indices_by_texture.items(): |
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90 glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x) |
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91 glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u) |
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92 glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r) |
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93 |
126 | 94 nb_indices = len(indices) |
201 | 95 indices = pack(str(nb_indices) + 'H', *indices) |
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96 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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97 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id) |
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98 glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices) |
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99 |
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100 |
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101 def render(self): |
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102 glClear(GL_DEPTH_BUFFER_BIT) |
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103 |
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104 back = self.background |
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105 game = self.game |
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106 texture_manager = self.texture_manager |
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107 |
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108 if back is not None: |
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109 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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110 x, y, z = back.position_interpolator.values |
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111 dx, dy, dz = back.position2_interpolator.values |
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112 |
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113 glFogi(GL_FOG_MODE, GL_LINEAR) |
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114 glFogf(GL_FOG_START, fog_start) |
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115 glFogf(GL_FOG_END, fog_end) |
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116 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
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117 |
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118 glMatrixMode(GL_MODELVIEW) |
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119 glLoadIdentity() |
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120 # Some explanations on the magic constants: |
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121 # 192. = 384. / 2. = width / 2. |
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122 # 224. = 448. / 2. = height / 2. |
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123 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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124 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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125 gluLookAt(192., 224., - 835.979370 * dz, |
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126 192. + dx, 224. - dy, 0., 0., -1., 0.) |
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127 glTranslatef(-x, -y, -z) |
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128 |
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129 glEnable(GL_DEPTH_TEST) |
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130 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): |
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131 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
119
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132 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) |
108
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133 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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134 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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135 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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136 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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137 glDisable(GL_DEPTH_TEST) |
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138 else: |
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139 glClear(GL_COLOR_BUFFER_BIT) |
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140 |
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141 if game is not None: |
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142 glMatrixMode(GL_MODELVIEW) |
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143 glLoadIdentity() |
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144 # Some explanations on the magic constants: |
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145 # 192. = 384. / 2. = width / 2. |
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146 # 224. = 448. / 2. = height / 2. |
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147 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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148 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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149 gluLookAt(192., 224., - 835.979370, |
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150 192., 224., 0., 0., -1., 0.) |
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151 |
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152 glDisable(GL_FOG) |
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153 self.render_elements(game.enemies) |
166
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154 self.render_elements(game.effects) |
201 | 155 self.render_elements(chain(game.players_bullets, |
156 game.players, | |
157 *(player.objects() for player in game.players))) | |
158 self.render_elements(chain(game.bullets, game.cancelled_bullets, game.items)) | |
150
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159 #TODO: display item indicators |
108
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160 glEnable(GL_FOG) |
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161 |