Mercurial > touhou
annotate pytouhou/ui/renderer.pyx @ 388:ac2891afb0bb
Make particles behave as in the original game.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 21 Oct 2012 23:02:40 +0200 |
parents | 690b5faaa0e6 |
children | 9e2cbb2c2c64 |
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 from libc.math cimport tan |
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17 from math import radians |
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18 from itertools import chain |
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19 |
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20 import ctypes |
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21 |
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22 from struct import pack |
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23 |
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24 from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer, |
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25 glBlendFunc, glBindTexture, glDrawElements, |
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26 GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, |
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27 GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, |
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28 GL_TEXTURE_2D, GL_TRIANGLES) |
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29 |
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30 from .sprite cimport get_sprite_rendering_data |
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31 from .texture cimport TextureManager |
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32 from pytouhou.utils.matrix cimport Matrix |
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33 from pytouhou.utils.vector import Vector, normalize, cross, dot |
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34 |
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35 |
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36 MAX_ELEMENTS = 640*4*3 |
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37 |
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38 |
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39 cdef class Renderer: |
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40 def __cinit__(self): |
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41 # Allocate buffers |
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42 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) |
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43 |
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44 |
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45 def __dealloc__(self): |
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46 free(self.vertex_buffer) |
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47 |
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48 |
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49 def __init__(self, resource_loader): |
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50 self.texture_manager = TextureManager(resource_loader) |
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51 |
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52 |
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53 cpdef render_elements(self, elements): |
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54 cdef unsigned short nb_vertices = 0 |
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55 |
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56 indices_by_texture = {} |
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57 |
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58 objects = chain(*[element.objects for element in elements]) |
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59 for element in objects: |
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60 if nb_vertices >= MAX_ELEMENTS - 4: |
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61 break |
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62 |
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63 sprite = element.sprite |
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64 if sprite and sprite.visible: |
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65 ox, oy = element.x, element.y |
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66 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) |
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67 rec = indices_by_texture.setdefault(key, []) |
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68 |
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69 # Pack data in buffer |
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70 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices |
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71 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors |
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72 u1, v1, u2, v2, u3, v3, u4, v4 = uvs |
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73 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1) |
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74 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2) |
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75 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3) |
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76 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4) |
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77 |
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78 # Add indices |
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79 index = nb_vertices |
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80 rec.extend((index, index + 1, index + 2, index + 2, index + 3, index)) |
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81 |
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82 nb_vertices += 4 |
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83 |
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84 for (texture_key, blendfunc), indices in indices_by_texture.items(): |
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85 glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x) |
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86 glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u) |
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87 glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r) |
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88 |
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89 nb_indices = len(indices) |
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90 indices = pack(str(nb_indices) + 'H', *indices) |
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91 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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92 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id) |
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93 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices) |
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94 |
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95 |
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96 cpdef ortho_2d(self, left, right, bottom, top): |
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97 mat = Matrix() |
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98 mat[0][0] = 2 / (right - left) |
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99 mat[1][1] = 2 / (top - bottom) |
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100 mat[2][2] = -1 |
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101 mat[3][0] = -(right + left) / (right - left) |
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102 mat[3][1] = -(top + bottom) / (top - bottom) |
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103 return mat |
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104 |
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105 |
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106 cpdef look_at(self, eye, center, up): |
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107 eye = Vector(eye) |
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108 center = Vector(center) |
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109 up = Vector(up) |
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110 |
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111 f = normalize(center - eye) |
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112 u = normalize(up) |
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113 s = normalize(cross(f, u)) |
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114 u = cross(s, f) |
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115 |
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116 return Matrix([[s[0], u[0], -f[0], 0], |
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117 [s[1], u[1], -f[1], 0], |
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118 [s[2], u[2], -f[2], 0], |
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119 [-dot(s, eye), -dot(u, eye), dot(f, eye), 1]]) |
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120 |
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121 |
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122 cpdef perspective(self, fovy, aspect, z_near, z_far): |
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123 top = tan(radians(fovy / 2)) * z_near |
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124 bottom = -top |
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125 left = -top * aspect |
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126 right = top * aspect |
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127 |
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128 mat = Matrix() |
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129 mat[0][0] = (2 * z_near) / (right - left) |
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130 mat[1][1] = (2 * z_near) / (top - bottom) |
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131 mat[2][2] = -(z_far + z_near) / (z_far - z_near) |
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132 mat[2][3] = -1 |
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133 mat[3][2] = -(2 * z_far * z_near) / (z_far - z_near) |
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134 mat[3][3] = 0 |
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135 return mat |
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136 |
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137 |
222
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138 cpdef setup_camera(self, dx, dy, dz): |
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139 # Some explanations on the magic constants: |
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140 # 192. = 384. / 2. = width / 2. |
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141 # 224. = 448. / 2. = height / 2. |
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142 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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143 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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144 return self.look_at((192., 224., - 835.979370 * dz), |
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145 (192. + dx, 224. - dy, 0.), (0., -1., 0.)) |
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146 |