Mercurial > touhou
annotate pytouhou/ui/renderer.pyx @ 441:e8dc95a2a287
Make pytouhou.game.enemy an extension type.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sat, 10 Aug 2013 19:59:17 +0200 |
parents | 878273a984c4 |
children | d56536ef28e8 |
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 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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28 |
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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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31 |
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32 |
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33 MAX_ELEMENTS = 640*4*3 |
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34 |
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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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40 |
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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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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, 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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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, 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) |
d8630c086926
Replace Pyglet with our own Cython OpenGL wrapper.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
412
diff
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114 free(new_indices) |
222
5cac48b328ad
Refactor rendering code a bit.
Thibaut Girka <thib@sitedethib.com>
parents:
diff
changeset
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115 |
396
34a91f918e7c
Use Buffer Objects instead of host pointers.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
395
diff
changeset
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116 if not self.use_fixed_pipeline: |
34a91f918e7c
Use Buffer Objects instead of host pointers.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
395
diff
changeset
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117 glBindBuffer(GL_ARRAY_BUFFER, 0) |