Mercurial > touhou
view pytouhou/ui/anmrenderer.pyx @ 559:1be60813f7cb
Get OpenGL ES 2.0 to work thanks to libepoxy. PCB textures will need swizzle in the shaders since BGRA isn’t natively supported on GLES.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 30 May 2014 16:40:36 +0200 |
parents | e35bef07290d |
children | 80687f258001 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## 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 pytouhou.lib.opengl cimport \ (glClearColor, glClear, GL_COLOR_BUFFER_BIT) from pytouhou.game.sprite import Sprite from pytouhou.vm import ANMRunner from pytouhou.utils.helpers import get_logger from pytouhou.utils.maths cimport perspective, setup_camera from .renderer import Renderer from .shaders.eosd import GameShader from pytouhou.lib cimport sdl logger = get_logger(__name__) class ANMRenderer(Renderer): def __init__(self, window, resource_loader, anm, index=0, sprites=False): self.use_fixed_pipeline = window.use_fixed_pipeline #XXX Renderer.__init__(self, resource_loader) self.window = window self.texture_manager.load(resource_loader.instanced_anms.values()) self._anm = anm self.sprites = sprites self.clear_color = (0., 0., 0., 1.) self.force_allow_dest_offset = False self.index_items() self.load(index) self.objects = [self] self.width = 384 self.height = 448 self.x = self.width / 2 self.y = self.height / 2 def start(self, width=384, height=448): self.window.set_size(width, height) # Switch to game projection proj = perspective(30, float(width) / float(height), 101010101./2010101., 101010101./10101.) view = setup_camera(0, 0, 1) shader = GameShader() mvp = view * proj shader.bind() shader.uniform_matrix('mvp', mvp) def load(self, index=None): if index is None: index = self.num self.sprite = Sprite() if self.sprites: self.sprite.anm = self._anm self.sprite.texcoords = self._anm.sprites[index] print('Loaded sprite %d' % index) else: self.anmrunner = ANMRunner(self._anm, index, self.sprite) print('Loading anim %d, handled events: %r' % (index, self.anmrunner.script.interrupts.keys())) self.num = index def change(self, diff): keys = self.items.keys() keys.sort() index = (keys.index(self.num) + diff) % len(keys) item = keys[index] self.load(item) def index_items(self): self.items = {} if self.sprites: self.items = self._anm.sprites else: self.items = self._anm.scripts def toggle_sprites(self): self.sprites = not(self.sprites) self.index_items() self.load(0) def toggle_clear_color(self): if self.clear_color[0] == 0.: self.clear_color = (1., 1., 1., 1.) else: self.clear_color = (0., 0., 0., 1.) def update(self): sdl.SCANCODE_C = 6 sdl.SCANCODE_TAB = 43 sdl.SCANCODE_SPACE = 44 sdl.SCANCODE_F1 = 58 sdl.SCANCODE_F12 = 69 for event in sdl.poll_events(): type_ = event[0] if type_ == sdl.KEYDOWN: scancode = event[1] if scancode == sdl.SCANCODE_Z: self.load() elif scancode == sdl.SCANCODE_X: self.x, self.y = {(192, 224): (0, 0), (0, 0): (-224, 0), (-224, 0): (192, 224)}[(self.x, self.y)] elif scancode == sdl.SCANCODE_C: self.force_allow_dest_offset = not self.force_allow_dest_offset self.load() elif scancode == sdl.SCANCODE_LEFT: self.change(-1) elif scancode == sdl.SCANCODE_RIGHT: self.change(+1) elif scancode == sdl.SCANCODE_TAB: self.toggle_sprites() elif scancode == sdl.SCANCODE_SPACE: self.toggle_clear_color() elif sdl.SCANCODE_F1 <= scancode <= sdl.SCANCODE_F12: interrupt = scancode - sdl.SCANCODE_F1 + 1 keys = sdl.get_keyboard_state() if keys[sdl.SCANCODE_LSHIFT]: interrupt += 12 if not self.sprites: self.anmrunner.interrupt(interrupt) elif scancode == sdl.SCANCODE_ESCAPE: return False elif type_ == sdl.QUIT: return False elif type_ == sdl.WINDOWEVENT: event_ = event[1] if event_ == sdl.WINDOWEVENT_RESIZED: self.window.set_size(event[2], event[3]) if not self.sprites: self.anmrunner.run_frame() if self.force_allow_dest_offset: self.sprite.allow_dest_offset = True glClearColor(self.clear_color[0], self.clear_color[1], self.clear_color[2], self.clear_color[3]) glClear(GL_COLOR_BUFFER_BIT) if not self.sprite.removed: self.render_elements([self]) return True def finish(self): pass