annotate pytouhou/ui/renderer.pyx @ 456:cae1ae9de430

Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 16 Jul 2013 21:11:40 +0200
parents d56536ef28e8
children 6af3854ed826
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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.string cimport memset
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17 from os.path import join
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18
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19 from pytouhou.lib.opengl cimport \
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20 (glVertexPointer, glTexCoordPointer, glColorPointer,
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21 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc,
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22 glBindTexture, glDrawElements, glBindBuffer, glBufferData,
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23 GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE,
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24 GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA,
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES,
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26 glGenBuffers)
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27
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28 from pytouhou.lib.sdl import SDLError
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29
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30 from pytouhou.game.element cimport Element
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31 from .sprite cimport get_sprite_rendering_data
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32 from .texture import TextureManager, FontManager
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33
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34 from pytouhou.utils.helpers import get_logger
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35
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36 logger = get_logger(__name__)
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38
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39 DEF MAX_ELEMENTS = 640*4*3
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40
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41
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42 cdef long find_objects(Renderer self, object elements):
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43 # Don’t type element as Element, or else the overriding of objects won’t work.
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44 cdef Element obj
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45 cdef long i = 0
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46 for element in elements:
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47 for obj in element.objects:
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48 sprite = obj.sprite
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49 if sprite and sprite.visible:
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50 # warning: no reference is preserved on the object—assuming the object will not die accidentally
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51 self.elements[i] = <PyObject*>obj
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52 i += 1
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53 if i >= 640*3-4:
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54 return i
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55 return i
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57
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58 cdef class Renderer:
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59 def __cinit__(self):
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60 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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61
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62
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63 def __dealloc__(self):
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64 free(self.vertex_buffer)
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65
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66
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67 def __init__(self, resource_loader):
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68 self.texture_manager = TextureManager(resource_loader, self)
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69 font_name = join(resource_loader.game_dir, 'font.ttf')
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70 try:
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71 self.font_manager = FontManager(font_name, 16, self)
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72 except SDLError:
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73 self.font_manager = None
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74 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name)
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75
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76 if not self.use_fixed_pipeline:
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77 glGenBuffers(1, &self.vbo)
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80 def add_texture(self, int texture):
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81 for i in xrange(2):
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82 self.indices[i][texture] = <unsigned short*> malloc(65536 * sizeof(unsigned short))
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83
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85 def remove_texture(self, int texture):
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86 for i in xrange(2):
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87 free(self.indices[i][texture])
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90 cpdef render_elements(self, elements):
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91 cdef int key
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92 cdef int x1, y1, z1, x2, y2, z2, x3, y3, z3, x4, y4, z4, ox, oy
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93 cdef float left, right, bottom, top
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94 cdef unsigned char r, g, b, a
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95
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96 nb_vertices = 0
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97 memset(self.last_indices, 0, sizeof(self.last_indices))
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98
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99 nb_elements = find_objects(self, elements)
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100 for element_idx in xrange(nb_elements):
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101 element = <object>self.elements[element_idx]
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102 sprite = element.sprite
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103 ox, oy = element.x, element.y
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104 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite)
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105
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106 blendfunc = key // MAX_TEXTURES
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107 texture = key % MAX_TEXTURES
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108
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109 rec = self.indices[blendfunc][texture]
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110 next_indice = self.last_indices[key]
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111
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112 # Pack data in buffer
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113 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices
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114 left, right, bottom, top = uvs
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115 r, g, b, a = colors
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116 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a)
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117 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a)
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118 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a)
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119 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a)
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120
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121 # Add indices
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122 rec[next_indice] = nb_vertices
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123 rec[next_indice+1] = nb_vertices + 1
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124 rec[next_indice+2] = nb_vertices + 2
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125 rec[next_indice+3] = nb_vertices + 2
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126 rec[next_indice+4] = nb_vertices + 3
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127 rec[next_indice+5] = nb_vertices
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128 self.last_indices[key] += 6
222
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129
449
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130 nb_vertices += 4
222
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131
410
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132 if nb_vertices == 0:
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133 return
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134
395
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135 if self.use_fixed_pipeline:
423
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136 glVertexPointer(3, GL_INT, sizeof(Vertex), &self.vertex_buffer[0].x)
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137 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u)
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138 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r)
395
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139 else:
396
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140 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
423
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141 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW)
396
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142
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143 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
423
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144 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0)
395
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145 glEnableVertexAttribArray(0)
423
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146 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12)
395
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147 glEnableVertexAttribArray(1)
423
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148 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20)
395
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149 glEnableVertexAttribArray(2)
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150
449
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151 for key in xrange(2 * MAX_TEXTURES):
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152 nb_indices = self.last_indices[key]
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153 if not nb_indices:
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diff changeset
154 continue
423
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155
449
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156 blendfunc = key // MAX_TEXTURES
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157 texture = key % MAX_TEXTURES
423
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158
222
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159 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
426
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parents: 423
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160 glBindTexture(GL_TEXTURE_2D, texture)
449
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161 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[blendfunc][texture])
222
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162
396
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163 if not self.use_fixed_pipeline:
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164 glBindBuffer(GL_ARRAY_BUFFER, 0)
456
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165
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166
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167 cpdef render_quads(self, rects, colors, texture):
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168 # There is nothing that batch more than two quads on the same texture, currently.
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169 cdef Vertex buf[8]
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170 cdef unsigned short indices[12]
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171 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4]
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172
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173 length = len(rects)
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174 assert length == len(colors)
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175
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176 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
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177
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178 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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179 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0)
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180 glEnableVertexAttribArray(0)
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181 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12)
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182 glEnableVertexAttribArray(1)
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183 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20)
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184 glEnableVertexAttribArray(2)
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diff changeset
185
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186 for i, r in enumerate(rects):
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187 c1, c2, c3, c4 = colors[i]
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diff changeset
188
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189 buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, c1.r, c1.g, c1.b, c1.a)
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190 buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 1, 0, c2.r, c2.g, c2.b, c2.a)
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191 buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 1, 1, c3.r, c3.g, c3.b, c3.a)
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diff changeset
192 buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 1, c4.r, c4.g, c4.b, c4.a)
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diff changeset
193
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diff changeset
194 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW)
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diff changeset
195 glBindTexture(GL_TEXTURE_2D, texture)
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diff changeset
196 glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices)
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diff changeset
197 glBindBuffer(GL_ARRAY_BUFFER, 0)