Mercurial > touhou
annotate pytouhou/ui/gamerenderer.py @ 417:efae61ad6efe
Remove the type of the self argument in extension types, as it clutters the code with useless information.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 22 Aug 2013 12:21:12 +0200 |
parents | 5fe6cd6ceb48 |
children | 52829ebe2561 |
rev | line source |
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108
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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 |
201 | 16 from itertools import chain |
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17 |
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18 from pyglet.gl import (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, |
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19 glDisable, glEnable, glFogi, glFogf, glFogfv, |
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20 GL_DEPTH_BUFFER_BIT, GL_PROJECTION, GL_MODELVIEW, |
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21 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, |
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22 GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat) |
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23 |
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24 from pytouhou.utils.matrix import Matrix |
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25 from pytouhou.utils.maths import setup_camera |
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26 |
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27 from .renderer import Renderer |
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28 |
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29 |
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30 |
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31 class GameRenderer(Renderer): |
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32 __slots__ = ('game', 'background') |
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33 |
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34 def __init__(self, resource_loader, game=None, background=None): |
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35 Renderer.__init__(self, resource_loader) |
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36 if game: |
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37 self.load_game(game, background) |
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38 |
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39 |
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40 def load_game(self, game=None, background=None): |
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41 self.game = game |
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42 self.background = background |
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43 |
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44 if game: |
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45 # Preload textures |
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46 self.texture_manager.preload(game.resource_loader.instanced_anms.values()) |
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47 |
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48 if background: |
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49 self.prerender_background(background) |
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50 |
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51 |
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52 def render(self): |
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53 glClear(GL_DEPTH_BUFFER_BIT) |
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54 |
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55 back = self.background |
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56 game = self.game |
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57 |
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58 if self.use_fixed_pipeline: |
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59 glMatrixMode(GL_PROJECTION) |
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60 glLoadIdentity() |
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61 |
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62 if game is not None and game.spellcard_effect is not None: |
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63 if self.use_fixed_pipeline: |
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64 glMatrixMode(GL_MODELVIEW) |
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65 glLoadMatrixf(self.game_mvp.get_c_data()) |
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66 glDisable(GL_FOG) |
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67 else: |
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68 self.game_shader.bind() |
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69 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) |
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70 |
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71 self.render_elements([game.spellcard_effect]) |
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72 elif back is not None: |
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73 x, y, z = back.position_interpolator.values |
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74 dx, dy, dz = back.position2_interpolator.values |
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75 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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76 |
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77 # Those two lines may come from the difference between Direct3D and |
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78 # OpenGL’s distance handling. The first one seem to calculate fog |
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79 # from the eye, while the second does that starting from the near |
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80 # plane. |
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81 #TODO: investigate, and use a variable to keep the near plane |
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82 # distance at a single place. |
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83 fog_start -= 101010101./2010101. |
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84 fog_end -= 101010101./2010101. |
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85 |
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86 model = Matrix() |
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87 model.data[3] = [-x, -y, -z, 1] |
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88 view = setup_camera(dx, dy, dz) |
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89 model_view_projection = model * view * self.proj |
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90 mvp = model_view_projection.get_c_data() |
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91 |
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92 if self.use_fixed_pipeline: |
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93 glMatrixMode(GL_MODELVIEW) |
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94 glLoadMatrixf(mvp) |
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95 |
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96 glEnable(GL_FOG) |
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97 glFogi(GL_FOG_MODE, GL_LINEAR) |
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98 glFogf(GL_FOG_START, fog_start) |
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99 glFogf(GL_FOG_END, fog_end) |
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100 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
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101 else: |
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102 self.background_shader.bind() |
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103 self.background_shader.uniform_matrixf('mvp', mvp) |
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104 |
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105 self.background_shader.uniformf('fog_scale', 1. / (fog_end - 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
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106 self.background_shader.uniformf('fog_end', fog_end) |
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
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107 self.background_shader.uniformf('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) |
108
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Move everything graphical to pytouhou.opengl!
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parents:
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108 |
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
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109 self.render_background() |
108
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Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
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110 else: |
2a03940deea3
Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
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111 glClear(GL_COLOR_BUFFER_BIT) |
2a03940deea3
Move everything graphical to pytouhou.opengl!
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parents:
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112 |
2a03940deea3
Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
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113 if game is not None: |
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
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114 if self.use_fixed_pipeline: |
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
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115 glMatrixMode(GL_MODELVIEW) |
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
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116 glLoadMatrixf(self.game_mvp.get_c_data()) |
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
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117 glDisable(GL_FOG) |
74471afbac37
Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
345
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118 else: |
74471afbac37
Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
345
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119 self.game_shader.bind() |
74471afbac37
Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
345
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120 self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) |
108
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Move everything graphical to pytouhou.opengl!
Thibaut Girka <thib@sitedethib.com>
parents:
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121 |
304
f3099ebf4f61
Update attribute names to reflect the actual interface.
Thibaut Girka <thib@sitedethib.com>
parents:
294
diff
changeset
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122 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
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123 self.render_elements(game.effects) |
201 | 124 self.render_elements(chain(game.players_bullets, |
294
94c636f8f863
Add player lasers for MarisaB.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
286
diff
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125 game.lasers_sprites(), |
201 | 126 game.players, |
384
690b5faaa0e6
Make rendering of multiple-sprites elements work like single-sprites.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
383
diff
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127 game.msg_sprites())) |
315
e935ed8dc5e6
Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents:
306
diff
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128 self.render_elements(chain(game.bullets, game.lasers, |
e935ed8dc5e6
Add out-of-screen item indicators.
Thibaut Girka <thib@sitedethib.com>
parents:
306
diff
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129 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
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130 game.labels)) |