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>
date Sun, 18 Dec 2011 20:47:48 +0100
parents
children 98c64ffcbdff
comparison
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221:5c3600e0f0cd 222:5cac48b328ad
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