Mercurial > touhou
comparison pytouhou/ui/renderer.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 | |
children | 98c64ffcbdff |
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221:5c3600e0f0cd | 222:5cac48b328ad |
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1 # -*- encoding: utf-8 -*- | |
2 ## | |
3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> | |
4 ## | |
5 ## This program is free software; you can redistribute it and/or modify | |
6 ## it under the terms of the GNU General Public License as published | |
7 ## by the Free Software Foundation; version 3 only. | |
8 ## | |
9 ## This program is distributed in the hope that it will be useful, | |
10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of | |
11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
12 ## GNU General Public License for more details. | |
13 ## | |
14 | |
15 from libc.stdlib cimport malloc, free | |
16 | |
17 import ctypes | |
18 | |
19 from struct import pack | |
20 | |
21 from pyglet.gl import * | |
22 | |
23 from .sprite cimport get_sprite_rendering_data | |
24 from .texture import TextureManager | |
25 | |
26 | |
27 MAX_ELEMENTS = 10000 | |
28 | |
29 | |
30 cdef class Renderer: | |
31 def __cinit__(self): | |
32 # Allocate buffers | |
33 self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) | |
34 | |
35 | |
36 def __dealloc__(self): | |
37 free(self.vertex_buffer) | |
38 | |
39 | |
40 def __init__(self, resource_loader): | |
41 self.texture_manager = TextureManager(resource_loader) | |
42 | |
43 | |
44 cpdef render_elements(self, elements): | |
45 cdef unsigned short nb_vertices = 0 | |
46 | |
47 indices_by_texture = {} | |
48 | |
49 for element in elements: | |
50 sprite = element._sprite | |
51 if sprite: | |
52 ox, oy = element.x, element.y | |
53 key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) | |
54 rec = indices_by_texture.setdefault(key, []) | |
55 | |
56 # Pack data in buffer | |
57 (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices | |
58 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors | |
59 u1, v1, u2, v2, u3, v3, u4, v4 = uvs | |
60 self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1) | |
61 self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2) | |
62 self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3) | |
63 self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4) | |
64 | |
65 # Add indices | |
66 index = nb_vertices | |
67 rec.extend((index, index + 1, index + 2, index + 3)) | |
68 | |
69 nb_vertices += 4 | |
70 | |
71 for (texture_key, blendfunc), indices in indices_by_texture.items(): | |
72 glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x) | |
73 glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u) | |
74 glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r) | |
75 | |
76 nb_indices = len(indices) | |
77 indices = pack(str(nb_indices) + 'H', *indices) | |
78 glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) | |
79 glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id) | |
80 glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices) | |
81 | |
82 | |
83 cpdef setup_camera(self, dx, dy, dz): | |
84 glMatrixMode(GL_MODELVIEW) | |
85 glLoadIdentity() | |
86 # Some explanations on the magic constants: | |
87 # 192. = 384. / 2. = width / 2. | |
88 # 224. = 448. / 2. = height / 2. | |
89 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) | |
90 # This is so that objects on the (O, x, y) plane use pixel coordinates | |
91 gluLookAt(192., 224., - 835.979370 * dz, | |
92 192. + dx, 224. - dy, 0., 0., -1., 0.) | |
93 |