Mercurial > touhou
annotate pytouhou/ui/opengl/renderer.pyx @ 550:f1be00de4b3f
Use the correct division factor for player bullets’ cancellation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 26 May 2014 00:20:26 +0200 |
parents | d6d9a711253d |
children | 94725968dabb |
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 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_SHORT, GL_FLOAT, GL_SRC_ALPHA, |
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25 GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO, GL_TEXTURE_2D, GL_TRIANGLES, |
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26 glGenBuffers, glBindFramebuffer, glViewport, glDeleteBuffers, |
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27 glGenTextures, glTexParameteri, glTexImage2D, glGenRenderbuffers, |
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28 glBindRenderbuffer, glRenderbufferStorage, glGenFramebuffers, |
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29 glFramebufferTexture2D, glFramebufferRenderbuffer, |
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30 glCheckFramebufferStatus, GL_FRAMEBUFFER, GL_TEXTURE_MIN_FILTER, |
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31 GL_LINEAR, GL_TEXTURE_MAG_FILTER, GL_RGBA, GL_RENDERBUFFER, |
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32 GL_DEPTH_COMPONENT, GL_COLOR_ATTACHMENT0, GL_DEPTH_ATTACHMENT, |
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33 GL_FRAMEBUFFER_COMPLETE, glClear, GL_COLOR_BUFFER_BIT, |
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34 GL_DEPTH_BUFFER_BIT, GLuint, glDeleteTextures, |
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35 GL_ELEMENT_ARRAY_BUFFER, GL_STATIC_DRAW) |
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36 |
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37 from pytouhou.lib.sdl import SDLError |
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38 |
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39 from pytouhou.game.element cimport Element |
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40 from .sprite cimport get_sprite_rendering_data |
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41 |
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42 from pytouhou.utils.helpers import get_logger |
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43 |
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44 logger = get_logger(__name__) |
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45 |
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46 |
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47 cdef class Texture: |
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48 def __cinit__(self, GLuint texture, Renderer renderer): |
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49 self.texture = texture |
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50 |
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51 # Find an unused key in the textures array. |
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52 for key in xrange(MAX_TEXTURES): |
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53 if renderer.textures[key] == 0: |
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54 break |
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55 else: |
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56 raise MemoryError('Too many textures currently loaded, consider increasing MAX_TEXTURES (currently %d).' % MAX_TEXTURES) |
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57 |
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58 self.key = key |
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59 self.pointer = &renderer.textures[key] |
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60 self.pointer[0] = texture |
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61 for i in xrange(2): |
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62 renderer.indices[key][i] = self.indices[i] |
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63 |
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64 #XXX: keep a reference so that when __dealloc__ is called self.pointer is still valid. |
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65 self.renderer = renderer |
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66 |
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67 def __dealloc__(self): |
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68 if self.texture: |
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69 glDeleteTextures(1, &self.texture) |
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70 if self.pointer != NULL: |
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71 self.pointer[0] = 0 |
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72 # The dangling pointers in renderer.indices doesn’t matter, since we |
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73 # won’t use them if no texture is loaded in that slot. |
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74 |
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75 |
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76 cdef long find_objects(Renderer self, object elements) except -1: |
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77 # Don’t type element as Element, or else the overriding of objects won’t work. |
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78 cdef Element obj |
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79 cdef long i = 0 |
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80 for element in elements: |
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81 for obj in element.objects: |
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82 sprite = obj.sprite |
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83 if sprite and sprite.visible: |
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84 # warning: no reference is preserved on the object—assuming the object will not die accidentally |
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85 self.elements[i] = <PyObject*>obj |
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86 i += 1 |
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87 if i >= 640*3-4: |
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88 return i |
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89 return i |
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90 |
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91 |
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92 cdef class Renderer: |
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93 def __dealloc__(self): |
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94 if not self.use_fixed_pipeline: |
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95 glDeleteBuffers(1, &self.framebuffer_vbo) |
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96 glDeleteBuffers(1, &self.vbo) |
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97 |
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98 |
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99 def __init__(self, resource_loader): |
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100 # Only used in modern GL. |
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101 cdef unsigned short framebuffer_indices[6] |
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102 |
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103 self.texture_manager = TextureManager(resource_loader, self, Texture) |
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104 font_name = join(resource_loader.game_dir, 'font.ttf') |
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105 try: |
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106 self.font_manager = FontManager(font_name, 16, self, Texture) |
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107 except SDLError: |
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108 self.font_manager = None |
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109 logger.error('Font file “%s” not found, disabling text rendering altogether.', font_name) |
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110 |
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111 if not self.use_fixed_pipeline: |
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112 framebuffer_indices[:] = [0, 1, 2, 2, 3, 0] |
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113 |
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114 glGenBuffers(1, &self.vbo) |
462
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115 glGenBuffers(1, &self.framebuffer_vbo) |
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116 glGenBuffers(1, &self.framebuffer_ibo) |
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117 |
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118 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.framebuffer_ibo) |
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119 glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(framebuffer_indices), framebuffer_indices, GL_STATIC_DRAW) |
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120 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) |
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121 |
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122 |
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123 cdef void render_elements(self, elements): |
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124 cdef Element element |
301
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125 |
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126 nb_elements = find_objects(self, elements) |
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127 if not nb_elements: |
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128 return |
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129 |
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130 nb_vertices = 0 |
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131 memset(self.last_indices, 0, sizeof(self.last_indices)) |
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132 |
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133 for element_idx in xrange(nb_elements): |
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134 element = <object>self.elements[element_idx] |
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135 ox, oy = <short>element.x, <short>element.y |
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136 data = get_sprite_rendering_data(element.sprite) |
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137 key = data.key |
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138 |
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139 blendfunc = key & 1 |
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140 texture = key >> 1 |
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141 |
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142 rec = self.indices[texture][blendfunc] |
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143 next_indice = self.last_indices[key] |
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144 |
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145 # Pack data in buffer |
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146 x1, x2, x3, x4, y1, y2, y3, y4, z1, z2, z3, z4 = <short>data.pos[0], <short>data.pos[1], <short>data.pos[2], <short>data.pos[3], <short>data.pos[4], <short>data.pos[5], <short>data.pos[6], <short>data.pos[7], <short>data.pos[8], <short>data.pos[9], <short>data.pos[10], <short>data.pos[11] |
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147 r, g, b, a = data.color[0], data.color[1], data.color[2], data.color[3] |
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148 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, 0, data.left, data.bottom, r, g, b, a) |
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149 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, 0, data.right, data.bottom, r, g, b, a) |
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150 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, 0, data.right, data.top, r, g, b, a) |
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151 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, 0, data.left, data.top, r, g, b, a) |
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152 |
449
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153 # Add indices |
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154 rec[next_indice] = nb_vertices |
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155 rec[next_indice+1] = nb_vertices + 1 |
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156 rec[next_indice+2] = nb_vertices + 2 |
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157 rec[next_indice+3] = nb_vertices + 2 |
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158 rec[next_indice+4] = nb_vertices + 3 |
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159 rec[next_indice+5] = nb_vertices |
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160 self.last_indices[key] += 6 |
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161 |
449
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162 nb_vertices += 4 |
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163 |
395
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164 if self.use_fixed_pipeline: |
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165 glVertexPointer(3, GL_SHORT, sizeof(Vertex), &self.vertex_buffer[0].x) |
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166 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &self.vertex_buffer[0].u) |
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167 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &self.vertex_buffer[0].r) |
395
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168 else: |
396
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169 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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170 glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), &self.vertex_buffer[0], GL_DYNAMIC_DRAW) |
396
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171 |
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172 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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173 glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) |
395
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174 glEnableVertexAttribArray(0) |
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175 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) |
395
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176 glEnableVertexAttribArray(1) |
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177 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) |
395
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178 glEnableVertexAttribArray(2) |
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179 |
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180 # Don’t change the state when it’s not needed. |
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181 previous_blendfunc = -1 |
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182 previous_texture = -1 |
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183 |
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184 for key in xrange(2 * MAX_TEXTURES): |
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185 nb_indices = self.last_indices[key] |
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186 if not nb_indices: |
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187 continue |
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188 |
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189 blendfunc = key & 1 |
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190 texture = key >> 1 |
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191 |
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192 if blendfunc != previous_blendfunc: |
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193 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
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194 if texture != previous_texture: |
515
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195 glBindTexture(GL_TEXTURE_2D, self.textures[texture]) |
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196 glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, self.indices[texture][blendfunc]) |
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197 |
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198 previous_blendfunc = blendfunc |
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199 previous_texture = texture |
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200 |
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201 glBindTexture(GL_TEXTURE_2D, 0) |
222
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202 |
396
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203 if not self.use_fixed_pipeline: |
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204 glBindBuffer(GL_ARRAY_BUFFER, 0) |
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205 |
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206 |
505
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207 cdef void render_quads(self, rects, colors, GLuint texture): |
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208 # There is nothing that batch more than two quads on the same texture, currently. |
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209 cdef Vertex buf[8] |
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210 cdef unsigned short indices[12] |
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211 indices[:] = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] |
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212 |
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213 length = len(rects) |
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214 assert length == len(colors) |
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215 |
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216 for i, r in enumerate(rects): |
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217 c1, c2, c3, c4 = colors[i] |
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218 |
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219 buf[4*i] = Vertex(r.x, r.y, 0, 0, 0, 0, c1.r, c1.g, c1.b, c1.a) |
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220 buf[4*i+1] = Vertex(r.x + r.w, r.y, 0, 0, 1, 0, c2.r, c2.g, c2.b, c2.a) |
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221 buf[4*i+2] = Vertex(r.x + r.w, r.y + r.h, 0, 0, 1, 1, c3.r, c3.g, c3.b, c3.a) |
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222 buf[4*i+3] = Vertex(r.x, r.y + r.h, 0, 0, 0, 1, c4.r, c4.g, c4.b, c4.a) |
456
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223 |
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224 if self.use_fixed_pipeline: |
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225 glVertexPointer(3, GL_SHORT, sizeof(Vertex), &buf[0].x) |
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226 glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &buf[0].u) |
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227 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &buf[0].r) |
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228 else: |
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229 glBindBuffer(GL_ARRAY_BUFFER, self.vbo) |
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230 glBufferData(GL_ARRAY_BUFFER, 4 * length * sizeof(Vertex), buf, GL_DYNAMIC_DRAW) |
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231 |
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232 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
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233 glVertexAttribPointer(0, 3, GL_SHORT, False, sizeof(Vertex), <void*>0) |
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234 glEnableVertexAttribArray(0) |
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235 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), <void*>8) |
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236 glEnableVertexAttribArray(1) |
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237 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), <void*>16) |
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238 glEnableVertexAttribArray(2) |
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239 |
539
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240 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
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241 glBindTexture(GL_TEXTURE_2D, texture) |
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242 glDrawElements(GL_TRIANGLES, 6 * length, GL_UNSIGNED_SHORT, indices) |
461
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243 |
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244 if not self.use_fixed_pipeline: |
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245 glBindBuffer(GL_ARRAY_BUFFER, 0) |
462
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246 |
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247 |
503
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248 cdef void render_framebuffer(self, Framebuffer fb): |
462
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249 cdef PassthroughVertex[4] buf |
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250 |
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251 assert not self.use_fixed_pipeline |
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252 |
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253 glBindFramebuffer(GL_FRAMEBUFFER, 0) |
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254 glViewport(self.x, self.y, self.width, self.height) |
462
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255 glBlendFunc(GL_ONE, GL_ZERO) |
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256 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) |
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257 |
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258 glBindBuffer(GL_ARRAY_BUFFER, self.framebuffer_vbo) |
520
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259 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, self.framebuffer_ibo) |
462
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260 |
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261 #TODO: find a way to use offsetof() instead of those ugly hardcoded values. |
518
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262 glVertexAttribPointer(0, 2, GL_SHORT, False, sizeof(PassthroughVertex), <void*>0) |
462
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263 glEnableVertexAttribArray(0) |
518
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264 glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(PassthroughVertex), <void*>4) |
462
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265 glEnableVertexAttribArray(1) |
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266 |
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267 buf[0] = PassthroughVertex(fb.x, fb.y, 0, 1) |
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268 buf[1] = PassthroughVertex(fb.x + fb.width, fb.y, 1, 1) |
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269 buf[2] = PassthroughVertex(fb.x + fb.width, fb.y + fb.height, 1, 0) |
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270 buf[3] = PassthroughVertex(fb.x, fb.y + fb.height, 0, 0) |
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271 glBufferData(GL_ARRAY_BUFFER, 4 * sizeof(PassthroughVertex), buf, GL_DYNAMIC_DRAW) |
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272 |
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273 glBindTexture(GL_TEXTURE_2D, fb.texture) |
520
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274 glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL) |
462
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275 glBindTexture(GL_TEXTURE_2D, 0) |
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276 |
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277 glBindBuffer(GL_ARRAY_BUFFER, 0) |
520
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278 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0) |
462
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279 |
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280 |
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281 cdef class Framebuffer: |
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282 def __init__(self, int x, int y, int width, int height): |
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283 self.x = x |
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284 self.y = y |
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285 self.width = width |
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286 self.height = height |
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287 |
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288 glGenTextures(1, &self.texture) |
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289 glBindTexture(GL_TEXTURE_2D, self.texture) |
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290 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) |
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291 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) |
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292 glTexImage2D(GL_TEXTURE_2D, 0, |
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293 GL_RGBA, |
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294 width, height, |
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295 0, |
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296 GL_RGBA, GL_UNSIGNED_BYTE, |
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297 NULL) |
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298 glBindTexture(GL_TEXTURE_2D, 0) |
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299 |
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Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
300 glGenRenderbuffers(1, &self.rbo) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
301 glBindRenderbuffer(GL_RENDERBUFFER, self.rbo) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
302 glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
303 glBindRenderbuffer(GL_RENDERBUFFER, 0) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
304 |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
305 glGenFramebuffers(1, &self.fbo) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
306 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
307 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.texture, 0) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
308 glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, self.rbo) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
309 assert glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
310 glBindFramebuffer(GL_FRAMEBUFFER, 0) |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
311 |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
312 cpdef bind(self): |
a71b912b45b7
Render to framebuffers first, and reposition some interface elements in the game area.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
461
diff
changeset
|
313 glBindFramebuffer(GL_FRAMEBUFFER, self.fbo) |