Mercurial > touhou
diff pytouhou/ui/renderer.pyx @ 370:74471afbac37
Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Fri, 27 Jul 2012 18:43:48 +0200 |
parents | f3099ebf4f61 |
children | 6702bc0215dc |
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--- a/pytouhou/ui/renderer.pyx +++ b/pytouhou/ui/renderer.pyx @@ -13,6 +13,8 @@ ## from libc.stdlib cimport malloc, free +from libc.math cimport tan +from math import radians import ctypes @@ -22,6 +24,8 @@ from pyglet.gl import * from .sprite cimport get_sprite_rendering_data from .texture cimport TextureManager +from pytouhou.utils.matrix cimport Matrix +from pytouhou.utils.vector import Vector, normalize, cross, dot MAX_ELEMENTS = 640*4*3 @@ -83,14 +87,54 @@ cdef class Renderer: glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices) + cpdef ortho_2d(self, left, right, bottom, top): + mat = Matrix() + mat[0][0] = 2 / (right - left) + mat[1][1] = 2 / (top - bottom) + mat[2][2] = -1 + mat[3][0] = -(right + left) / (right - left) + mat[3][1] = -(top + bottom) / (top - bottom) + return mat + + + cpdef look_at(self, eye, center, up): + eye = Vector(eye) + center = Vector(center) + up = Vector(up) + + f = normalize(center - eye) + u = normalize(up) + s = normalize(cross(f, u)) + u = cross(s, f) + + return Matrix([[s[0], u[0], -f[0], 0], + [s[1], u[1], -f[1], 0], + [s[2], u[2], -f[2], 0], + [-dot(s, eye), -dot(u, eye), dot(f, eye), 1]]) + + + cpdef perspective(self, fovy, aspect, z_near, z_far): + top = tan(radians(fovy / 2)) * z_near + bottom = -top + left = -top * aspect + right = top * aspect + + mat = Matrix() + mat[0][0] = (2 * z_near) / (right - left) + mat[1][1] = (2 * z_near) / (top - bottom) + mat[2][2] = -(z_far + z_near) / (z_far - z_near) + mat[2][3] = -1 + mat[3][2] = -(2 * z_far * z_near) / (z_far - z_near) + mat[3][3] = 0 + return mat + + 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.) + # 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 + return self.look_at((192., 224., - 835.979370 * dz), + (192. + dx, 224. - dy, 0.), (0., -1., 0.))