annotate pytouhou/ui/renderer.pyx @ 441:e8dc95a2a287

Make pytouhou.game.enemy an extension type.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sat, 10 Aug 2013 19:59:17 +0200
parents 878273a984c4
children d56536ef28e8
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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 itertools import chain
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17
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18 from struct import pack
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19
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20 from pytouhou.lib.opengl cimport \
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21 (glVertexPointer, glTexCoordPointer, glColorPointer,
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22 glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc,
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23 glBindTexture, glDrawElements, glBindBuffer, glBufferData,
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24 GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE,
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25 GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA,
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26 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES,
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27 glGenBuffers)
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29 from .sprite cimport get_sprite_rendering_data
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30 from .texture import TextureManager
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32
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33 MAX_ELEMENTS = 640*4*3
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35
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36 cdef class Renderer:
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37 def __cinit__(self):
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38 # Allocate buffers
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39 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex))
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41
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42 def __dealloc__(self):
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43 free(self.vertex_buffer)
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44
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45
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46 def __init__(self, resource_loader):
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47 self.texture_manager = TextureManager(resource_loader)
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48
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49 if not self.use_fixed_pipeline:
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50 glGenBuffers(1, &self.vbo)
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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, nb_indices, *new_indices
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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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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, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = vertices
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71 left, right, bottom, top = uvs
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72 r, g, b, a = colors
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73 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a)
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74 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a)
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75 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a)
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76 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a)
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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 if nb_vertices == 0:
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85 return
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86
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87 if self.use_fixed_pipeline:
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88 glVertexPointer(3, GL_INT, sizeof(Vertex), &self.vertex_buffer[0].x)
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89 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u)
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90 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r)
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91 else:
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92 glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
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93 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW)
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94
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95 #TODO: find a way to use offsetof() instead of those ugly hardcoded values.
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96 glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), <void*>0)
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97 glEnableVertexAttribArray(0)
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98 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>12)
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99 glEnableVertexAttribArray(1)
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100 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>20)
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101 glEnableVertexAttribArray(2)
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102
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103 for (texture, blendfunc), indices in indices_by_texture.items():
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104
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105 #TODO: find a more elegent way.
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106 nb_indices = len(indices)
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107 new_indices = <unsigned short*> malloc(nb_indices * sizeof(unsigned short))
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108 for i in xrange(nb_indices):
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109 new_indices[i] = indices[i]
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110
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111 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
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112 glBindTexture(GL_TEXTURE_2D, texture)
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113 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, new_indices)
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114 free(new_indices)
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115
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116 if not self.use_fixed_pipeline:
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117 glBindBuffer(GL_ARRAY_BUFFER, 0)