Mercurial > touhou
view pytouhou/opengl/gamerenderer.py @ 116:0fa6bef94095
Welcome self-sufficient data!
author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 07 Sep 2011 10:51:08 +0200 |
parents | 340fcda8e64a |
children | fad7b44cebf2 |
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# -*- 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. ## import struct from itertools import chain import pygame import OpenGL OpenGL.FORWARD_COMPATIBLE_ONLY = True from OpenGL.GL import * from OpenGL.GLU import * from pytouhou.opengl.texture import TextureManager from pytouhou.opengl.sprite import get_sprite_rendering_data from pytouhou.opengl.background import get_background_rendering_data class GameRenderer(object): def __init__(self, resource_loader, game=None, background=None): self.texture_manager = TextureManager(resource_loader) self.game = game self.background = background self.window = None def start(self, width=384, height=448): # Initialize pygame pygame.init() self.window = pygame.display.set_mode((width, height), pygame.OPENGL | pygame.DOUBLEBUF) # Initialize OpenGL glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(30, float(width)/float(height), 101010101./2010101., 101010101./10101.) glEnable(GL_BLEND) glEnable(GL_TEXTURE_2D) glEnable(GL_FOG) glHint(GL_FOG_HINT, GL_NICEST) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) def render_elements(self, elements): texture_manager = self.texture_manager objects_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 = objects_by_texture.setdefault(key, ([], [], [])) vertices = ((x + ox, y + oy, z) for x, y, z in vertices) rec[0].extend(vertices) rec[1].extend(uvs) rec[2].extend(colors) for (texture_key, blendfunc), (vertices, uvs, colors) in objects_by_texture.items(): nb_vertices = len(vertices) glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) glVertexPointer(3, GL_FLOAT, 0, struct.pack(str(3 * nb_vertices) + 'f', *chain(*vertices))) glTexCoordPointer(2, GL_FLOAT, 0, struct.pack(str(2 * nb_vertices) + 'f', *chain(*uvs))) glColorPointer(4, GL_UNSIGNED_BYTE, 0, struct.pack(str(4 * nb_vertices) + 'B', *chain(*colors))) glDrawArrays(GL_QUADS, 0, nb_vertices) def render(self): glClear(GL_DEPTH_BUFFER_BIT) back = self.background game = self.game texture_manager = self.texture_manager if back is not None: fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values x, y, z = back.position_interpolator.values dx, dy, dz = back.position2_interpolator.values glFogi(GL_FOG_MODE, GL_LINEAR) glFogf(GL_FOG_START, fog_start) glFogf(GL_FOG_END, fog_end) glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.)) 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.) glTranslatef(-x, -y, -z) 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]) glVertexPointer(3, GL_FLOAT, 0, vertices) glTexCoordPointer(2, GL_FLOAT, 0, uvs) glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) glDrawArrays(GL_QUADS, 0, nb_vertices) glDisable(GL_DEPTH_TEST) else: glClear(GL_COLOR_BUFFER_BIT) if game is not None: 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, 192., 224., 0., 0., -1., 0.) glDisable(GL_FOG) self.render_elements(game.enemies) self.render_elements(game.game_state.bullets) glEnable(GL_FOG)