Mercurial > touhou
annotate pytouhou/ui/anmrenderer.pyx @ 772:7492d384d122 default tip
Rust: Add a Glide renderer (2D only for now)
This is an experiment for a Rust renderer, iterating over the Python data using
pyo3. It requires --feature=glide to be passed to cargo build, doesn’t support
NPOT textures, text rendering, the background, or even msg faces, some of that
may come in a future changeset.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 05 Sep 2022 17:53:36 +0200 |
parents | 80687f258001 |
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rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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 pytouhou.lib.opengl cimport \ |
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16 (glClearColor, glClear, GL_COLOR_BUFFER_BIT) |
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17 |
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18 from pytouhou.game.sprite import Sprite |
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19 from pytouhou.vm import ANMRunner |
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20 |
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21 from pytouhou.utils.helpers import get_logger |
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22 from pytouhou.utils.maths cimport perspective, setup_camera |
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23 |
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24 from .renderer import Renderer |
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25 from .shaders.eosd import GameShader |
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26 |
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27 cimport pytouhou.lib.sdl as sdl |
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28 |
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29 |
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30 logger = get_logger(__name__) |
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31 |
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32 |
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33 class ANMRenderer(Renderer): |
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34 def __init__(self, window, resource_loader, anm, index=0, sprites=False): |
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35 self.use_fixed_pipeline = window.use_fixed_pipeline #XXX |
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36 |
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37 Renderer.__init__(self, resource_loader) |
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38 |
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39 self.window = window |
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40 self.texture_manager.load(resource_loader.instanced_anms.values()) |
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41 |
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42 self._anm = anm |
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43 self.sprites = sprites |
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44 self.clear_color = (0., 0., 0., 1.) |
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45 self.force_allow_dest_offset = False |
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46 self.index_items() |
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47 self.load(index) |
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48 self.objects = [self] |
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49 |
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50 self.width = 384 |
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51 self.height = 448 |
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52 |
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53 self.x = self.width / 2 |
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54 self.y = self.height / 2 |
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55 |
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56 |
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57 def start(self, width=384, height=448): |
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58 self.window.set_size(width, height) |
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59 |
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60 # Switch to game projection |
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61 proj = perspective(30, float(width) / float(height), |
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62 101010101./2010101., 101010101./10101.) |
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63 view = setup_camera(0, 0, 1) |
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64 |
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65 shader = GameShader() |
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66 |
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67 mvp = view * proj |
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68 shader.bind() |
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69 shader.uniform_matrix('mvp', mvp) |
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70 |
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71 |
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72 def load(self, index=None): |
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73 if index is None: |
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74 index = self.num |
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75 self.sprite = Sprite() |
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76 if self.sprites: |
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77 self.sprite.anm = self._anm |
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78 self.sprite.texcoords = self._anm.sprites[index] |
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79 print('Loaded sprite %d' % index) |
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80 else: |
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81 self.anmrunner = ANMRunner(self._anm, index, self.sprite) |
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82 print('Loading anim %d, handled events: %r' % (index, self.anmrunner.script.interrupts.keys())) |
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83 self.num = index |
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84 |
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85 |
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86 def change(self, diff): |
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87 keys = self.items.keys() |
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88 keys.sort() |
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89 index = (keys.index(self.num) + diff) % len(keys) |
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90 item = keys[index] |
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91 self.load(item) |
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92 |
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93 |
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94 def index_items(self): |
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95 self.items = {} |
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96 if self.sprites: |
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97 self.items = self._anm.sprites |
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98 else: |
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99 self.items = self._anm.scripts |
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100 |
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101 |
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102 def toggle_sprites(self): |
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103 self.sprites = not(self.sprites) |
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104 self.index_items() |
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105 self.load(0) |
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106 |
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107 |
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108 def toggle_clear_color(self): |
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109 if self.clear_color[0] == 0.: |
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110 self.clear_color = (1., 1., 1., 1.) |
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111 else: |
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112 self.clear_color = (0., 0., 0., 1.) |
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113 |
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114 |
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115 def update(self): |
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116 sdl.SCANCODE_C = 6 |
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117 sdl.SCANCODE_TAB = 43 |
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118 sdl.SCANCODE_SPACE = 44 |
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119 sdl.SCANCODE_F1 = 58 |
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120 sdl.SCANCODE_F12 = 69 |
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121 for event in sdl.poll_events(): |
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122 type_ = event[0] |
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123 if type_ == sdl.KEYDOWN: |
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124 scancode = event[1] |
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125 if scancode == sdl.SCANCODE_Z: |
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126 self.load() |
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127 elif scancode == sdl.SCANCODE_X: |
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128 self.x, self.y = {(192, 224): (0, 0), |
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129 (0, 0): (-224, 0), |
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130 (-224, 0): (192, 224)}[(self.x, self.y)] |
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131 elif scancode == sdl.SCANCODE_C: |
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132 self.force_allow_dest_offset = not self.force_allow_dest_offset |
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133 self.load() |
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134 elif scancode == sdl.SCANCODE_LEFT: |
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135 self.change(-1) |
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136 elif scancode == sdl.SCANCODE_RIGHT: |
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137 self.change(+1) |
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138 elif scancode == sdl.SCANCODE_TAB: |
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139 self.toggle_sprites() |
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140 elif scancode == sdl.SCANCODE_SPACE: |
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141 self.toggle_clear_color() |
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142 elif sdl.SCANCODE_F1 <= scancode <= sdl.SCANCODE_F12: |
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143 interrupt = scancode - sdl.SCANCODE_F1 + 1 |
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144 keys = sdl.get_keyboard_state() |
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145 if keys[sdl.SCANCODE_LSHIFT]: |
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146 interrupt += 12 |
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147 if not self.sprites: |
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148 self.anmrunner.interrupt(interrupt) |
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149 elif scancode == sdl.SCANCODE_ESCAPE: |
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150 return False |
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151 elif type_ == sdl.QUIT: |
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152 return False |
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153 elif type_ == sdl.WINDOWEVENT: |
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154 event_ = event[1] |
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155 if event_ == sdl.WINDOWEVENT_RESIZED: |
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156 self.window.set_size(event[2], event[3]) |
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157 |
237
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158 if not self.sprites: |
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159 self.anmrunner.run_frame() |
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160 |
241
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161 if self.force_allow_dest_offset: |
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162 self.sprite.allow_dest_offset = True |
241
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163 |
425
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164 glClearColor(self.clear_color[0], self.clear_color[1], self.clear_color[2], self.clear_color[3]) |
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165 glClear(GL_COLOR_BUFFER_BIT) |
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166 if not self.sprite.removed: |
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167 self.render_elements([self]) |
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168 return True |
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169 |
425
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170 |
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171 def finish(self): |
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172 pass |