annotate pytouhou/ui/opengl/gamerenderer.pyx @ 579:b8df946d394d

Add grouping for OpenGL calls, making traces much more readable.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 17 Aug 2014 16:16:58 +0200
parents b21922a03830
children 6e79756b7f42
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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 free
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16 from itertools import chain
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17
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18 from pytouhou.lib.opengl cimport \
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19 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable,
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20 glEnable, glFogi, glFogf, glFogfv, GL_PROJECTION, GL_MODELVIEW,
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21 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, GL_FOG_END,
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22 GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat, glViewport, glScissor,
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23 GL_SCISSOR_TEST, GL_DEPTH_BUFFER_BIT, glPushDebugGroup,
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24 GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup)
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25
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26 from pytouhou.utils.matrix cimport mul, new_identity
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27 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d
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28 from pytouhou.game.text cimport NativeText, GlyphCollection
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29 from .shaders.eosd import GameShader, BackgroundShader, PassthroughShader
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30 from .renderer cimport Texture
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31 from .backend cimport is_legacy
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32
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33 from collections import namedtuple
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34 Rect = namedtuple('Rect', 'x y w h')
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35 Color = namedtuple('Color', 'r g b a')
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38 cdef class GameRenderer(Renderer):
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39 def __init__(self, resource_loader, _):
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40 Renderer.__init__(self, resource_loader)
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41
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42 if not is_legacy:
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43 self.game_shader = GameShader()
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44 self.background_shader = BackgroundShader()
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45 self.interface_shader = self.game_shader
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46 self.passthrough_shader = PassthroughShader()
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47
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48 self.framebuffer = Framebuffer(0, 0, 640, 480)
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50
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51 def __dealloc__(self):
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52 if self.game_mvp != NULL:
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53 free(self.game_mvp)
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54 if self.interface_mvp != NULL:
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55 free(self.interface_mvp)
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56 if self.proj != NULL:
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57 free(self.proj)
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58
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60 property size:
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61 # We never need to get back the computed size, so size is write-only.
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62 def __set__(self, tuple size):
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63 self.x, self.y, self.width, self.height = size
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64
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65
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66 def load_textures(self, dict anms):
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67 self.texture_manager.load(anms)
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69
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70 def load_background(self, background):
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71 self.background = background
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72 if background is not None:
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73 self.background_renderer = BackgroundRenderer()
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74 self.background_renderer.load(background, self)
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75 else:
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76 self.background_renderer = None
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77
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79 def start(self, common):
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80 self.proj = perspective(30, float(common.width) / float(common.height),
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81 101010101./2010101., 101010101./10101.)
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82 self.game_mvp = setup_camera(0, 0, 1)
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83 mul(self.game_mvp, self.proj)
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84 self.interface_mvp = ortho_2d(0., float(common.interface.width),
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85 float(common.interface.height), 0.)
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86
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87
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88 def render(self, Game game):
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89 if not is_legacy:
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90 self.framebuffer.bind()
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91
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92 self.render_game(game)
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93 self.render_text(game.texts)
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94 self.render_interface(game.interface, game.boss)
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95
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96 if not is_legacy:
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97 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Scaled rendering")
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98 self.passthrough_shader.bind()
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99 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp)
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100 self.render_framebuffer(self.framebuffer)
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101 glPopDebugGroup()
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102
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103
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104 cdef void render_game(self, Game game):
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105 cdef long game_x, game_y
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106 cdef float x, y, z, dx, dy, dz
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107 cdef float fog_data[4]
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108 cdef float fog_start, fog_end
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109 cdef unsigned char fog_r, fog_g, fog_b
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110 cdef Matrix *mvp
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111
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112 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Game rendering")
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113
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114 game_x, game_y = game.interface.game_pos
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115 glViewport(game_x, game_y, game.width, game.height)
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116 glClear(GL_DEPTH_BUFFER_BIT)
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117 glScissor(game_x, game_y, game.width, game.height)
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118 glEnable(GL_SCISSOR_TEST)
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119
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120 if is_legacy:
370
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parents: 345
diff changeset
121 glMatrixMode(GL_PROJECTION)
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parents: 345
diff changeset
122 glLoadIdentity()
217
577f45454402 Change background during spellcards.
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parents: 205
diff changeset
123
569
b21922a03830 Don’t render spellcard background when --no-background is passed.
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parents: 560
diff changeset
124 if self.background_renderer is None:
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parents: 560
diff changeset
125 glClear(GL_COLOR_BUFFER_BIT)
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parents: 560
diff changeset
126 elif game is not None and game.spellcard_effect is not None:
560
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parents: 553
diff changeset
127 if is_legacy:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
128 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
129 glLoadMatrixf(<GLfloat*>self.game_mvp)
370
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parents: 345
diff changeset
130 glDisable(GL_FOG)
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diff changeset
131 else:
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parents: 345
diff changeset
132 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
133 self.game_shader.uniform_matrix('mvp', self.game_mvp)
370
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parents: 345
diff changeset
134
306
52d791bb7c32 Rename a few attributes/methods to make a little more sense.
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parents: 304
diff changeset
135 self.render_elements([game.spellcard_effect])
569
b21922a03830 Don’t render spellcard background when --no-background is passed.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 560
diff changeset
136 else:
519
b18f0bd30ad0 Optimise background rendering.
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parents: 517
diff changeset
137 back = self.background
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
138 x, y, z = back.position_interpolator.values
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parents:
diff changeset
139 dx, dy, dz = back.position2_interpolator.values
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 398
diff changeset
140 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values
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parents: 398
diff changeset
141
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
142 # Those two lines may come from the difference between Direct3D and
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parents: 399
diff changeset
143 # OpenGL’s distance handling. The first one seem to calculate fog
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parents: 399
diff changeset
144 # from the eye, while the second does that starting from the near
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parents: 399
diff changeset
145 # plane.
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parents: 399
diff changeset
146 #TODO: investigate, and use a variable to keep the near plane
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parents: 399
diff changeset
147 # distance at a single place.
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parents: 399
diff changeset
148 fog_start -= 101010101./2010101.
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parents: 399
diff changeset
149 fog_end -= 101010101./2010101.
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parents: 399
diff changeset
150
523
6e3b3d5d4691 Make matrix a struct.
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diff changeset
151 mvp = new_identity()
6e3b3d5d4691 Make matrix a struct.
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diff changeset
152 mvp_data = <GLfloat*>mvp
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diff changeset
153 mvp_data[12] = -x
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diff changeset
154 mvp_data[13] = -y
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diff changeset
155 mvp_data[14] = -z
412
5fe6cd6ceb48 Refactor the maths functions out of Renderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 406
diff changeset
156 view = setup_camera(dx, dy, dz)
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
157 mul(mvp, view)
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
158 free(view)
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
159 mul(mvp, self.proj)
108
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diff changeset
160
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
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parents: 553
diff changeset
161 if is_legacy:
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
162 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
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parents: 519
diff changeset
163 glLoadMatrixf(mvp_data)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
164
401
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
165 glEnable(GL_FOG)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
166 glFogi(GL_FOG_MODE, GL_LINEAR)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
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parents: 399
diff changeset
167 glFogf(GL_FOG_START, fog_start)
3ce4065840e9 Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 399
diff changeset
168 glFogf(GL_FOG_END, fog_end)
424
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
169
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
170 fog_data[0] = fog_r / 255.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
171 fog_data[1] = fog_g / 255.
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parents: 422
diff changeset
172 fog_data[2] = fog_b / 255.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
173 fog_data[3] = 1.
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
174 glFogfv(GL_FOG_COLOR, fog_data)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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parents: 345
diff changeset
175 else:
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 398
diff changeset
176 self.background_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
177 self.background_shader.uniform_matrix('mvp', mvp)
399
1c773544eaeb Make the background use a single vbo and offsets, just like the 2D code.
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parents: 398
diff changeset
178
424
f4d76d3d6f2a Make the Shader class use cython too.
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diff changeset
179 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start))
f4d76d3d6f2a Make the Shader class use cython too.
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parents: 423
diff changeset
180 self.background_shader.uniform_1('fog_end', fog_end)
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parents: 423
diff changeset
181 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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diff changeset
182
523
6e3b3d5d4691 Make matrix a struct.
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diff changeset
183 free(mvp)
423
d8630c086926 Replace Pyglet with our own Cython OpenGL wrapper.
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parents: 422
diff changeset
184 self.background_renderer.render_background()
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
185
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
186 if game is not None:
560
c759b97f4f81 Remove all reference to the old fixed pipeline option in the OpenGL backend, use the newer is_legacy one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 553
diff changeset
187 if is_legacy:
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
188 glMatrixMode(GL_MODELVIEW)
523
6e3b3d5d4691 Make matrix a struct.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 519
diff changeset
189 glLoadMatrixf(<GLfloat*>self.game_mvp)
370
74471afbac37 Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 345
diff changeset
190 glDisable(GL_FOG)
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parents: 345
diff changeset
191 else:
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diff changeset
192 self.game_shader.bind()
424
f4d76d3d6f2a Make the Shader class use cython too.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 423
diff changeset
193 self.game_shader.uniform_matrix('mvp', self.game_mvp)
108
2a03940deea3 Move everything graphical to pytouhou.opengl!
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parents:
diff changeset
194
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
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parents: 458
diff changeset
195 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>
parents: 164
diff changeset
196 self.render_elements(game.effects)
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
197 self.render_elements(chain(game.players_bullets,
294
94c636f8f863 Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 286
diff changeset
198 game.lasers_sprites(),
201
220c122f428c Batch more sprites!
Thibaut Girka <thib@sitedethib.com>
parents: 199
diff changeset
199 game.players,
384
690b5faaa0e6 Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 383
diff changeset
200 game.msg_sprites()))
315
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
201 self.render_elements(chain(game.bullets, game.lasers,
e935ed8dc5e6 Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents: 306
diff changeset
202 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
diff changeset
203 game.labels))
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
204
468
feecdb4a8928 Add “except *” to cdef void functions, and type some more.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 464
diff changeset
205 if game.msg_runner is not None:
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
206 rect = Rect(48, 368, 288, 48)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
207 color1 = Color(0, 0, 0, 192)
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Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
208 color2 = Color(0, 0, 0, 128)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
209 self.render_quads([rect], [(color1, color1, color2, color2)], 0)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
210
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
211 glDisable(GL_SCISSOR_TEST)
579
b8df946d394d Add grouping for OpenGL calls, making traces much more readable.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 569
diff changeset
212 glPopDebugGroup()
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
213
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
214
516
577c3a88fb67 Merge the lists Game.texts and Game.native_texts into the Game.texts dict.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 515
diff changeset
215 cdef void render_text(self, dict texts):
473
1c891c71cf22 Cythonize pytouhou.game.text.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 468
diff changeset
216 cdef NativeText label
1c891c71cf22 Cythonize pytouhou.game.text.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 468
diff changeset
217
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
218 if self.font_manager is None:
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
219 return
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
220
517
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
221 self.font_manager.load(texts)
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
222
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
223 black = Color(0, 0, 0, 255)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
224
517
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
225 for label in texts.itervalues():
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
226 texture = (<Texture>label.texture).texture
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
227 rect = Rect(label.x, label.y, label.width, label.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
228 gradient = [Color(*color, a=label.alpha) for color in label.gradient]
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
229
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
230 if label.shadow:
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
231 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height)
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
232 shadow = [black._replace(a=label.alpha)] * 4
517
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
233 self.render_quads([shadow_rect, rect], [shadow, gradient], texture)
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
234 else:
517
dec43940f092 Don’t crash if SDL2_ttf couldn’t render a specific string.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 516
diff changeset
235 self.render_quads([rect], [gradient], texture)
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
236
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
237
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
238 cdef void render_interface(self, interface, game_boss):
473
1c891c71cf22 Cythonize pytouhou.game.text.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 468
diff changeset
239 cdef GlyphCollection label
1c891c71cf22 Cythonize pytouhou.game.text.
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parents: 468
diff changeset
240
459
6e733ed817bd Move every rendering function from gamerunner to gamerenderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents: 458
diff changeset
241 elements = []
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242
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243 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Interface rendering")
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244 if is_legacy:
459
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245 glMatrixMode(GL_MODELVIEW)
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246 glLoadMatrixf(<GLfloat*>self.interface_mvp)
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247 glDisable(GL_FOG)
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248 else:
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249 self.interface_shader.bind()
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250 self.interface_shader.uniform_matrix('mvp', self.interface_mvp)
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251 glViewport(0, 0, interface.width, interface.height)
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252
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253 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
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254 labels = interface.labels.values()
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255
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256 if items:
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257 # Redraw all the interface
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258 elements.extend(items)
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259 else:
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260 # Redraw only changed labels
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261 labels = [label for label in labels if label.changed]
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262
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263 elements.extend(interface.level_start)
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264
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265 if game_boss is not None:
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266 elements.extend(interface.boss_items)
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267
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268 elements.extend(labels)
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269 self.render_elements(elements)
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270 for label in labels:
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271 label.changed = False
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272 glPopDebugGroup()