Mercurial > touhou
diff pytouhou/ui/gamerenderer.pyx @ 423:d8630c086926
Replace Pyglet with our own Cython OpenGL wrapper.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Tue, 16 Jul 2013 21:07:15 +0200 |
parents | pytouhou/ui/gamerenderer.py@52829ebe2561 |
children | f4d76d3d6f2a |
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copy from pytouhou/ui/gamerenderer.py copy to pytouhou/ui/gamerenderer.pyx --- a/pytouhou/ui/gamerenderer.py +++ b/pytouhou/ui/gamerenderer.pyx @@ -13,16 +13,18 @@ ## +from libc.stdlib cimport malloc, free + from itertools import chain -from pyglet.gl import (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, - glDisable, glEnable, glFogi, glFogf, glFogfv, - 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_COLOR_BUFFER_BIT, GLfloat) +from pytouhou.lib.opengl cimport \ + (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable, + glEnable, glFogi, glFogf, glFogfv, 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_COLOR_BUFFER_BIT, GLfloat) -from pytouhou.utils.matrix import Matrix -from pytouhou.utils.maths import setup_camera +from pytouhou.utils.matrix cimport Matrix, matrix_to_floats +from pytouhou.utils.maths cimport setup_camera from .renderer import Renderer @@ -34,6 +36,8 @@ class GameRenderer(Renderer): def render(self): + cdef float* fog_data + glClear(GL_DEPTH_BUFFER_BIT) back = self.background @@ -46,7 +50,7 @@ class GameRenderer(Renderer): if game is not None and game.spellcard_effect is not None: if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) - glLoadMatrixf(self.game_mvp.get_c_data()) + glLoadMatrixf(matrix_to_floats(self.game_mvp)) glDisable(GL_FOG) else: self.game_shader.bind() @@ -72,16 +76,23 @@ class GameRenderer(Renderer): view = setup_camera(dx, dy, dz) model_view_projection = model * view * self.proj mvp = model_view_projection.get_c_data() + mvp_cython = matrix_to_floats(model_view_projection) if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) - glLoadMatrixf(mvp) + glLoadMatrixf(mvp_cython) glEnable(GL_FOG) glFogi(GL_FOG_MODE, GL_LINEAR) glFogf(GL_FOG_START, fog_start) glFogf(GL_FOG_END, fog_end) - glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) + fog_data = <float*>malloc(4 * sizeof(float)) + fog_data[0] = fog_r / 255. + fog_data[1] = fog_g / 255. + fog_data[2] = fog_b / 255. + fog_data[3] = 1. + glFogfv(GL_FOG_COLOR, fog_data) + free(fog_data) else: self.background_shader.bind() self.background_shader.uniform_matrixf('mvp', mvp) @@ -90,14 +101,14 @@ class GameRenderer(Renderer): self.background_shader.uniformf('fog_end', fog_end) self.background_shader.uniformf('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) - self.render_background() + self.background_renderer.render_background() else: glClear(GL_COLOR_BUFFER_BIT) if game is not None: if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) - glLoadMatrixf(self.game_mvp.get_c_data()) + glLoadMatrixf(matrix_to_floats(self.game_mvp)) glDisable(GL_FOG) else: self.game_shader.bind()