Mercurial > touhou
annotate pytouhou/ui/gamerenderer.pyx @ 468:feecdb4a8928
Add “except *” to cdef void functions, and type some more.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 12 Sep 2013 15:47:08 +0200 |
parents | 36bc577b2392 |
children | 1c891c71cf22 |
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 |
201 | 15 from itertools import chain |
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16 |
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17 from pytouhou.lib.opengl cimport \ |
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18 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable, |
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19 glEnable, glFogi, glFogf, glFogfv, GL_PROJECTION, GL_MODELVIEW, |
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20 GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, GL_FOG_END, |
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21 GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat, glViewport, glScissor, |
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22 GL_SCISSOR_TEST, GL_DEPTH_BUFFER_BIT) |
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23 |
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24 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d |
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25 from .shaders.eosd import GameShader, BackgroundShader, PassthroughShader |
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26 |
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27 from collections import namedtuple |
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28 Rect = namedtuple('Rect', 'x y w h') |
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29 Color = namedtuple('Color', 'r g b a') |
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30 |
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31 |
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32 cdef class GameRenderer(Renderer): |
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33 def __init__(self, resource_loader, use_fixed_pipeline): |
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34 self.use_fixed_pipeline = use_fixed_pipeline #XXX |
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35 |
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36 Renderer.__init__(self, resource_loader) |
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37 |
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38 if not self.use_fixed_pipeline: |
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39 self.game_shader = GameShader() |
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40 self.background_shader = BackgroundShader() |
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41 self.interface_shader = self.game_shader |
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42 self.passthrough_shader = PassthroughShader() |
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43 |
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44 self.framebuffer = Framebuffer(0, 0, 640, 480) |
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45 |
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46 |
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47 cdef void load_background(self, background): |
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48 if background is not None: |
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49 self.background_renderer = BackgroundRenderer(self.use_fixed_pipeline) |
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50 self.background_renderer.load(background) |
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51 else: |
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52 self.background_renderer = None |
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53 |
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54 |
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55 cdef void start(self, Game game): |
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56 self.proj = perspective(30, float(game.width) / float(game.height), |
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57 101010101./2010101., 101010101./10101.) |
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58 game_view = setup_camera(0, 0, 1) |
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59 self.game_mvp = game_view * self.proj |
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60 self.interface_mvp = ortho_2d(0., float(game.interface.width), float(game.interface.height), 0.) |
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61 |
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62 |
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63 cdef void render(self, Game game, Window window): |
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64 if not self.use_fixed_pipeline: |
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65 self.framebuffer.bind() |
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66 |
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67 self.render_game(game) |
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68 self.render_text(game.texts + game.native_texts) |
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69 self.render_interface(game.interface, game.boss) |
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70 |
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71 if not self.use_fixed_pipeline: |
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72 self.passthrough_shader.bind() |
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73 self.passthrough_shader.uniform_matrix('mvp', self.interface_mvp) |
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74 self.render_framebuffer(self.framebuffer, window) |
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75 |
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76 |
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77 cdef void render_game(self, Game game): |
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78 cdef long game_x, game_y |
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79 cdef float x, y, z, dx, dy, dz, fog_data[4], fog_start, fog_end |
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80 cdef unsigned char fog_r, fog_g, fog_b |
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81 cdef Matrix mvp |
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82 |
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83 game_x, game_y = game.interface.game_pos |
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84 glViewport(game_x, game_y, game.width, game.height) |
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85 glClear(GL_DEPTH_BUFFER_BIT) |
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86 glScissor(game_x, game_y, game.width, game.height) |
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87 glEnable(GL_SCISSOR_TEST) |
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88 |
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89 if self.use_fixed_pipeline: |
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90 glMatrixMode(GL_PROJECTION) |
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91 glLoadIdentity() |
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92 |
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93 if game is not None and game.spellcard_effect is not None: |
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94 if self.use_fixed_pipeline: |
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95 glMatrixMode(GL_MODELVIEW) |
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96 glLoadMatrixf(self.game_mvp.data) |
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97 glDisable(GL_FOG) |
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98 else: |
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99 self.game_shader.bind() |
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100 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
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101 |
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102 self.render_elements([game.spellcard_effect]) |
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103 elif self.background_renderer is not None: |
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104 back = self.background_renderer.background |
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105 x, y, z = back.position_interpolator.values |
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106 dx, dy, dz = back.position2_interpolator.values |
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107 fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values |
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108 |
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109 # Those two lines may come from the difference between Direct3D and |
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110 # OpenGL’s distance handling. The first one seem to calculate fog |
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111 # from the eye, while the second does that starting from the near |
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112 # plane. |
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113 #TODO: investigate, and use a variable to keep the near plane |
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114 # distance at a single place. |
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115 fog_start -= 101010101./2010101. |
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116 fog_end -= 101010101./2010101. |
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117 |
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118 model = Matrix() |
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119 model.data[12] = -x |
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120 model.data[13] = -y |
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121 model.data[14] = -z |
412
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122 view = setup_camera(dx, dy, dz) |
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123 mvp = model * view * self.proj |
108
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124 |
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125 if self.use_fixed_pipeline: |
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126 glMatrixMode(GL_MODELVIEW) |
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127 glLoadMatrixf(mvp.data) |
370
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128 |
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129 glEnable(GL_FOG) |
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130 glFogi(GL_FOG_MODE, GL_LINEAR) |
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131 glFogf(GL_FOG_START, fog_start) |
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132 glFogf(GL_FOG_END, fog_end) |
424
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133 |
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134 fog_data[0] = fog_r / 255. |
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135 fog_data[1] = fog_g / 255. |
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136 fog_data[2] = fog_b / 255. |
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137 fog_data[3] = 1. |
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138 glFogfv(GL_FOG_COLOR, fog_data) |
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139 else: |
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140 self.background_shader.bind() |
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141 self.background_shader.uniform_matrix('mvp', mvp) |
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142 |
424
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143 self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start)) |
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144 self.background_shader.uniform_1('fog_end', fog_end) |
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145 self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) |
108
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146 |
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147 self.background_renderer.render_background() |
108
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148 else: |
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149 glClear(GL_COLOR_BUFFER_BIT) |
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150 |
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151 if game is not None: |
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152 if self.use_fixed_pipeline: |
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153 glMatrixMode(GL_MODELVIEW) |
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154 glLoadMatrixf(self.game_mvp.data) |
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155 glDisable(GL_FOG) |
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156 else: |
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157 self.game_shader.bind() |
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158 self.game_shader.uniform_matrix('mvp', self.game_mvp) |
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159 |
459
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160 self.render_elements([enemy for enemy in game.enemies if enemy.visible]) |
166
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161 self.render_elements(game.effects) |
201 | 162 self.render_elements(chain(game.players_bullets, |
294
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163 game.lasers_sprites(), |
201 | 164 game.players, |
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165 game.msg_sprites())) |
315
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166 self.render_elements(chain(game.bullets, game.lasers, |
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167 game.cancelled_bullets, game.items, |
384
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168 game.labels)) |
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169 |
468
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170 if game.msg_runner is not None: |
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171 rect = Rect(48, 368, 288, 48) |
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172 color1 = Color(0, 0, 0, 192) |
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173 color2 = Color(0, 0, 0, 128) |
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174 self.render_quads([rect], [(color1, color1, color2, color2)], 0) |
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175 |
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176 glDisable(GL_SCISSOR_TEST) |
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177 |
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178 |
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179 cdef void render_text(self, texts): |
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180 if self.font_manager is None: |
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181 return |
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182 |
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183 labels = [label for label in texts if label is not None] |
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184 self.font_manager.load(labels) |
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185 |
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186 black = Color(0, 0, 0, 255) |
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187 |
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188 for label in labels: |
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189 if label is None: |
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190 continue |
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191 |
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192 rect = Rect(label.x, label.y, label.width, label.height) |
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193 gradient = [Color(*color, a=label.alpha) for color in label.gradient] |
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194 |
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195 if label.shadow: |
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196 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height) |
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197 shadow = [black._replace(a=label.alpha)] * 4 |
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198 self.render_quads([shadow_rect, rect], [shadow, gradient], label.texture) |
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199 else: |
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200 self.render_quads([rect], [gradient], label.texture) |
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201 |
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202 |
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203 cdef void render_interface(self, interface, game_boss): |
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204 elements = [] |
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205 |
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206 if self.use_fixed_pipeline: |
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207 glMatrixMode(GL_MODELVIEW) |
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208 glLoadMatrixf(self.interface_mvp.data) |
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209 glDisable(GL_FOG) |
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210 else: |
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211 self.interface_shader.bind() |
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212 self.interface_shader.uniform_matrix('mvp', self.interface_mvp) |
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213 glViewport(0, 0, interface.width, interface.height) |
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214 |
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215 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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216 labels = interface.labels.values() |
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217 |
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218 if items: |
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219 # Redraw all the interface |
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220 elements.extend(items) |
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221 else: |
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222 # Redraw only changed labels |
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223 labels = [label for label in labels if label.changed] |
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224 |
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225 elements.extend(interface.level_start) |
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226 |
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227 if game_boss is not None: |
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228 elements.extend(interface.boss_items) |
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229 |
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230 elements.extend(labels) |
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231 self.render_elements(elements) |
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232 for label in labels: |
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233 label.changed = False |