diff pytouhou/ui/gamerenderer.py @ 398:8d252cdb495f

Move the background rendering code to pytouhou.ui.renderer.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 12 Feb 2013 18:20:49 +0100
parents 346614f788f1
children 1c773544eaeb
line wrap: on
line diff
--- a/pytouhou/ui/gamerenderer.py
+++ b/pytouhou/ui/gamerenderer.py
@@ -17,20 +17,13 @@ from itertools import chain
 
 from pyglet.gl import (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf,
                        glDisable, glEnable, glFogi, glFogf, glFogfv,
-                       glBlendFunc, glBindTexture, glVertexPointer,
-                       glTexCoordPointer, glColorPointer, glDrawArrays,
-                       glVertexAttribPointer, glEnableVertexAttribArray,
                        GL_DEPTH_BUFFER_BIT, GL_PROJECTION, GL_MODELVIEW,
                        GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START,
-                       GL_FOG_END, GL_FOG_COLOR, GL_DEPTH_TEST, GL_SRC_ALPHA,
-                       GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D,
-                       GL_UNSIGNED_BYTE, GL_FLOAT, GL_QUADS,
-                       GL_COLOR_BUFFER_BIT, GLfloat)
+                       GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat)
 
 from pytouhou.utils.matrix import Matrix
 
 from .renderer import Renderer
-from .background import get_background_rendering_data
 
 
 
@@ -57,7 +50,6 @@ class GameRenderer(Renderer):
 
         back = self.background
         game = self.game
-        texture_manager = self.texture_manager
 
         if self.use_fixed_pipeline:
             glMatrixMode(GL_PROJECTION)
@@ -100,23 +92,7 @@ class GameRenderer(Renderer):
                 self.background_shader.uniform_matrixf('model_view', model_view.get_c_data())
                 self.background_shader.uniform_matrixf('projection', self.proj.get_c_data())
 
-            glEnable(GL_DEPTH_TEST)
-            for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back):
-                glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
-                glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key])
-                if self.use_fixed_pipeline:
-                    glVertexPointer(3, GL_FLOAT, 0, vertices)
-                    glTexCoordPointer(2, GL_FLOAT, 0, uvs)
-                    glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
-                else:
-                    glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, vertices)
-                    glEnableVertexAttribArray(0)
-                    glVertexAttribPointer(1, 2, GL_FLOAT, False, 0, uvs)
-                    glEnableVertexAttribArray(1)
-                    glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, 0, colors)
-                    glEnableVertexAttribArray(2)
-                glDrawArrays(GL_QUADS, 0, nb_vertices)
-            glDisable(GL_DEPTH_TEST)
+            self.render_background(back)
         else:
             glClear(GL_COLOR_BUFFER_BIT)
 
@@ -138,4 +114,3 @@ class GameRenderer(Renderer):
             self.render_elements(chain(game.bullets, game.lasers,
                                        game.cancelled_bullets, game.items,
                                        game.labels))
-