Mercurial > touhou
diff 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 |
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new file mode 100644 --- /dev/null +++ b/pytouhou/ui/renderer.pyx @@ -0,0 +1,93 @@ +# -*- encoding: utf-8 -*- +## +## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> +## +## This program is free software; you can redistribute it and/or modify +## it under the terms of the GNU General Public License as published +## by the Free Software Foundation; version 3 only. +## +## This program is distributed in the hope that it will be useful, +## but WITHOUT ANY WARRANTY; without even the implied warranty of +## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +## GNU General Public License for more details. +## + +from libc.stdlib cimport malloc, free + +import ctypes + +from struct import pack + +from pyglet.gl import * + +from .sprite cimport get_sprite_rendering_data +from .texture import TextureManager + + +MAX_ELEMENTS = 10000 + + +cdef class Renderer: + def __cinit__(self): + # Allocate buffers + self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) + + + def __dealloc__(self): + free(self.vertex_buffer) + + + def __init__(self, resource_loader): + self.texture_manager = TextureManager(resource_loader) + + + cpdef render_elements(self, elements): + cdef unsigned short nb_vertices = 0 + + indices_by_texture = {} + + for element in elements: + sprite = element._sprite + if sprite: + ox, oy = element.x, element.y + key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) + rec = indices_by_texture.setdefault(key, []) + + # Pack data in buffer + (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices + r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors + u1, v1, u2, v2, u3, v3, u4, v4 = uvs + self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1) + self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2) + self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3) + self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4) + + # Add indices + index = nb_vertices + rec.extend((index, index + 1, index + 2, index + 3)) + + nb_vertices += 4 + + for (texture_key, blendfunc), indices in indices_by_texture.items(): + glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x) + glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u) + glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r) + + nb_indices = len(indices) + indices = pack(str(nb_indices) + 'H', *indices) + glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) + glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key].id) + glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices) + + + cpdef setup_camera(self, dx, dy, dz): + glMatrixMode(GL_MODELVIEW) + glLoadIdentity() + # Some explanations on the magic constants: + # 192. = 384. / 2. = width / 2. + # 224. = 448. / 2. = height / 2. + # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) + # This is so that objects on the (O, x, y) plane use pixel coordinates + gluLookAt(192., 224., - 835.979370 * dz, + 192. + dx, 224. - dy, 0., 0., -1., 0.) +