Mercurial > touhou
view pytouhou/ui/gamerunner.py @ 401:3ce4065840e9
Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 14 Feb 2013 20:07:23 +0100 |
parents | 1c773544eaeb |
children | 5fe6cd6ceb48 |
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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 pyglet import traceback from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable, glHint, glEnableClientState, glViewport, glScissor, glLoadMatrixf, glGenBuffers, glDeleteBuffers, GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE_2D, GL_BLEND, GL_FOG, GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, GL_SCISSOR_TEST) from pytouhou.utils.helpers import get_logger from pytouhou.utils.matrix import Matrix from .gamerenderer import GameRenderer from .music import MusicPlayer, SFXPlayer, NullPlayer from .shaders.eosd import GameShader, BackgroundShader from ctypes import c_uint, byref logger = get_logger(__name__) class GameRunner(pyglet.window.Window, GameRenderer): def __init__(self, resource_loader, game=None, background=None, replay=None, double_buffer=True, fps_limit=60, fixed_pipeline=False, skip=False): GameRenderer.__init__(self, resource_loader, game, background) config = pyglet.gl.Config(double_buffer=double_buffer) width, height = (game.interface.width, game.interface.height) if game else (None, None) pyglet.window.Window.__init__(self, width=width, height=height, caption='PyTouhou', resizable=False, config=config) self.fps_limit = fps_limit self.use_fixed_pipeline = fixed_pipeline self.replay_level = None self.skip = skip if not self.use_fixed_pipeline: self.game_shader = GameShader() self.background_shader = BackgroundShader() self.interface_shader = self.game_shader vbo_array = (c_uint * 2)() glGenBuffers(2, vbo_array) self.vbo, self.back_vbo = vbo_array if game: self.load_game(game, background, replay) self.clock = pyglet.clock.get_default() def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None): GameRenderer.load_game(self, game, background) self.set_input(replay) if replay and replay.levels[game.stage - 1]: game.players[0].state.lives = self.replay_level.lives game.players[0].state.power = self.replay_level.power game.players[0].state.bombs = self.replay_level.bombs game.difficulty = self.replay_level.difficulty self.save_keystates = save_keystates game.music = MusicPlayer(game.resource_loader, bgms) game.music.play(0) game.sfx_player = SFXPlayer(game.resource_loader) if not self.skip else NullPlayer() def set_input(self, replay=None): if not replay or not replay.levels[self.game.stage-1]: self.keys = pyglet.window.key.KeyStateHandler() self.push_handlers(self.keys) self.replay_level = None else: self.replay_level = replay.levels[self.game.stage-1] self.keys = self.replay_level.iter_keystates() def start(self, width=None, height=None): width = width or (self.game.interface.width if self.game else 640) height = height or (self.game.interface.height if self.game else 480) if (width, height) != (self.width, self.height): self.set_size(width, height) # Initialize OpenGL glEnable(GL_BLEND) if self.use_fixed_pipeline: glEnable(GL_TEXTURE_2D) 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) self.proj = self.perspective(30, float(self.game.width) / float(self.game.height), 101010101./2010101., 101010101./10101.) game_view = self.setup_camera(0, 0, 1) self.game_mvp = game_view * self.proj self.interface_mvp = self.ortho_2d(0., float(self.width), float(self.height), 0.) if self.fps_limit > 0: pyglet.clock.set_fps_limit(self.fps_limit) while not self.has_exit: if not self.skip: pyglet.clock.tick() self.dispatch_events() self.update() self.render_game() self.render_interface() self.flip() else: self.update() if not self.use_fixed_pipeline: vbo_array = (c_uint * 2)(self.vbo, self.back_vbo) glDeleteBuffers(2, vbo_array) def _event_text_symbol(self, ev): # XXX: Ugly workaround to a pyglet bug on X11 #TODO: fix that bug in pyglet try: return pyglet.window.Window._event_text_symbol(self, ev) except Exception as exc: logger.warn('Pyglet error: %s', traceback.format_exc(exc)) return None, None def on_key_press(self, symbol, modifiers): if symbol == pyglet.window.key.ESCAPE: self.has_exit = True # XXX: Fullscreen will be enabled the day pyglet stops sucking elif symbol == pyglet.window.key.F11: self.set_fullscreen(not self.fullscreen) def update(self): if self.background: self.background.update(self.game.frame) if self.game: if not self.replay_level: #TODO: allow user settings keystate = 0 if self.keys[pyglet.window.key.W] or self.keys[pyglet.window.key.Z]: keystate |= 1 if self.keys[pyglet.window.key.X]: keystate |= 2 #TODO: on some configurations, LSHIFT is Shift_L when pressed # and ISO_Prev_Group when released, confusing the hell out of pyglet # and leading to a always-on LSHIFT... if self.keys[pyglet.window.key.LSHIFT]: keystate |= 4 if self.keys[pyglet.window.key.UP]: keystate |= 16 if self.keys[pyglet.window.key.DOWN]: keystate |= 32 if self.keys[pyglet.window.key.LEFT]: keystate |= 64 if self.keys[pyglet.window.key.RIGHT]: keystate |= 128 if self.keys[pyglet.window.key.LCTRL]: keystate |= 256 else: try: keystate = self.keys.next() except StopIteration: keystate = 0 if self.skip: self.set_input() self.skip = False self.game.sfx_player = SFXPlayer(self.game.resource_loader) if self.save_keystates is not None: self.save_keystates.append(keystate) self.game.run_iter(keystate) def render_game(self): # Switch to game projection #TODO: move that to GameRenderer? x, y = self.game.interface.game_pos glViewport(x, y, self.game.width, self.game.height) glScissor(x, y, self.game.width, self.game.height) glEnable(GL_SCISSOR_TEST) GameRenderer.render(self) glDisable(GL_SCISSOR_TEST) def render_interface(self): interface = self.game.interface interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) glLoadMatrixf(self.interface_mvp.get_c_data()) glDisable(GL_FOG) else: self.interface_shader.bind() self.interface_shader.uniform_matrixf('mvp', self.interface_mvp.get_c_data()) glViewport(0, 0, self.width, self.height) items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] labels = interface.labels.values() if items: # Redraw all the interface self.render_elements(items) else: # Redraw only changed labels labels = [label for label in labels if label.changed] self.render_elements(interface.level_start) if self.game.boss: self.render_elements(interface.boss_items) self.render_elements(labels) for label in labels: label.changed = False