Mercurial > touhou
comparison pytouhou/ui/gamerenderer.pyx @ 222:5cac48b328ad
Refactor rendering code a bit.
Move duplicated camera setup code to a new “setup_camera” method,
and move common methods to a new “Renderer” module in order to make
individual sprite rendering easier.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sun, 18 Dec 2011 20:47:48 +0100 |
parents | 5c3600e0f0cd |
children | 98c64ffcbdff |
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221:5c3600e0f0cd | 222:5cac48b328ad |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of | 10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | 11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
12 ## GNU General Public License for more details. | 12 ## GNU General Public License for more details. |
13 ## | 13 ## |
14 | 14 |
15 from libc.stdlib cimport malloc, free | |
16 | 15 |
17 import ctypes | |
18 | |
19 from struct import pack | |
20 from itertools import chain | 16 from itertools import chain |
21 | 17 |
22 from pyglet.gl import * | 18 from pyglet.gl import * |
23 | 19 |
24 from .texture import TextureManager | 20 from .renderer cimport Renderer |
25 from .sprite cimport get_sprite_rendering_data | |
26 from .background import get_background_rendering_data | 21 from .background import get_background_rendering_data |
27 | 22 |
28 | 23 |
29 MAX_ELEMENTS = 10000 | |
30 | 24 |
31 | 25 cdef class GameRenderer(Renderer): |
32 cdef struct Vertex: | |
33 int x, y, z | |
34 float u, v | |
35 unsigned char r, g, b, a | |
36 | |
37 | |
38 cdef class GameRenderer: | |
39 cdef public texture_manager | |
40 cdef public game | 26 cdef public game |
41 cdef public background | 27 cdef public background |
42 | 28 |
43 cdef Vertex *vertex_buffer | |
44 | |
45 | |
46 def __cinit__(self): | |
47 # Allocate buffers | |
48 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) | |
49 | |
50 | |
51 def __dealloc__(self): | |
52 free(self.vertex_buffer) | |
53 | |
54 | 29 |
55 def __init__(self, resource_loader, game=None, background=None): | 30 def __init__(self, resource_loader, game=None, background=None): |
56 self.texture_manager = TextureManager(resource_loader) | 31 Renderer.__init__(self, resource_loader) |
57 | 32 |
58 self.game = game | 33 self.game = game |
59 self.background = background | 34 self.background = background |
60 | |
61 | |
62 cdef render_elements(self, elements): | |
63 cdef unsigned short nb_vertices = 0 | |
64 | |
65 indices_by_texture = {} | |
66 | |
67 for element in elements: | |
68 sprite = element._sprite | |
69 if sprite: | |
70 ox, oy = element.x, element.y | |
71 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) | |
72 rec = indices_by_texture.setdefault(key, []) | |
73 | |
74 # Pack data in buffer | |
75 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices | |
76 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors | |
77 u1, v1, u2, v2, u3, v3, u4, v4 = uvs | |
78 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1) | |
79 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2) | |
80 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3) | |
81 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4) | |
82 | |
83 # Add indices | |
84 index = nb_vertices | |
85 rec.extend((index, index + 1, index + 2, index + 3)) | |
86 | |
87 nb_vertices += 4 | |
88 | |
89 for (texture_key, blendfunc), indices in indices_by_texture.items(): | |
90 glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x) | |
91 glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u) | |
92 glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r) | |
93 | |
94 nb_indices = len(indices) | |
95 indices = pack(str(nb_indices) + 'H', *indices) | |
96 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) | |
97 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id) | |
98 glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices) | |
99 | 35 |
100 | 36 |
101 def render(self): | 37 def render(self): |
102 glClear(GL_DEPTH_BUFFER_BIT) | 38 glClear(GL_DEPTH_BUFFER_BIT) |
103 | 39 |
104 back = self.background | 40 back = self.background |
105 game = self.game | 41 game = self.game |
106 texture_manager = self.texture_manager | 42 texture_manager = self.texture_manager |
107 | 43 |
108 if game is not None and game.effect is not None: | 44 if game is not None and game.effect is not None: |
109 glMatrixMode(GL_MODELVIEW) | 45 self.setup_camera(0, 0, 1) |
110 glLoadIdentity() | |
111 # Some explanations on the magic constants: | |
112 # 192. = 384. / 2. = width / 2. | |
113 # 224. = 448. / 2. = height / 2. | |
114 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) | |
115 # This is so that objects on the (O, x, y) plane use pixel coordinates | |
116 gluLookAt(192., 224., - 835.979370, | |
117 192., 224., 0., 0., -1., 0.) | |
118 | 46 |
119 glDisable(GL_FOG) | 47 glDisable(GL_FOG) |
120 self.render_elements([game.effect]) | 48 self.render_elements([game.effect]) |
121 glEnable(GL_FOG) | 49 glEnable(GL_FOG) |
122 elif back is not None: | 50 elif back is not None: |
127 glFogi(GL_FOG_MODE, GL_LINEAR) | 55 glFogi(GL_FOG_MODE, GL_LINEAR) |
128 glFogf(GL_FOG_START, fog_start) | 56 glFogf(GL_FOG_START, fog_start) |
129 glFogf(GL_FOG_END, fog_end) | 57 glFogf(GL_FOG_END, fog_end) |
130 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) | 58 glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
131 | 59 |
132 glMatrixMode(GL_MODELVIEW) | 60 self.setup_camera(dx, dy, dz) |
133 glLoadIdentity() | |
134 # Some explanations on the magic constants: | |
135 # 192. = 384. / 2. = width / 2. | |
136 # 224. = 448. / 2. = height / 2. | |
137 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) | |
138 # This is so that objects on the (O, x, y) plane use pixel coordinates | |
139 gluLookAt(192., 224., - 835.979370 * dz, | |
140 192. + dx, 224. - dy, 0., 0., -1., 0.) | |
141 glTranslatef(-x, -y, -z) | 61 glTranslatef(-x, -y, -z) |
142 | 62 |
143 glEnable(GL_DEPTH_TEST) | 63 glEnable(GL_DEPTH_TEST) |
144 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): | 64 for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): |
145 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) | 65 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) |
151 glDisable(GL_DEPTH_TEST) | 71 glDisable(GL_DEPTH_TEST) |
152 else: | 72 else: |
153 glClear(GL_COLOR_BUFFER_BIT) | 73 glClear(GL_COLOR_BUFFER_BIT) |
154 | 74 |
155 if game is not None: | 75 if game is not None: |
156 glMatrixMode(GL_MODELVIEW) | 76 self.setup_camera(0, 0, 1) |
157 glLoadIdentity() | |
158 # Some explanations on the magic constants: | |
159 # 192. = 384. / 2. = width / 2. | |
160 # 224. = 448. / 2. = height / 2. | |
161 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) | |
162 # This is so that objects on the (O, x, y) plane use pixel coordinates | |
163 gluLookAt(192., 224., - 835.979370, | |
164 192., 224., 0., 0., -1., 0.) | |
165 | 77 |
166 glDisable(GL_FOG) | 78 glDisable(GL_FOG) |
167 self.render_elements(game.enemies) | 79 self.render_elements(game.enemies) |
168 self.render_elements(game.effects) | 80 self.render_elements(game.effects) |
169 self.render_elements(chain(game.players_bullets, | 81 self.render_elements(chain(game.players_bullets, |