Mercurial > touhou
view pytouhou/ui/renderer.pyx @ 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 | 9d790ca73c13 |
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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. ## from libc.stdlib cimport malloc, free, realloc from libc.math cimport tan from math import radians from itertools import chain import ctypes from struct import pack from pyglet.gl import (glVertexPointer, glTexCoordPointer, glColorPointer, glVertexAttribPointer, glEnableVertexAttribArray, glBlendFunc, glBindTexture, glDrawElements, glBindBuffer, glBufferData, GL_ARRAY_BUFFER, GL_DYNAMIC_DRAW, GL_STATIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT, GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES, glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS) from .sprite cimport get_sprite_rendering_data from .texture cimport TextureManager from pytouhou.utils.matrix cimport Matrix from pytouhou.utils.vector import Vector, normalize, cross, dot MAX_ELEMENTS = 640*4*3 cdef class Renderer: def __cinit__(self): # Allocate buffers self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) self.background_vertex_buffer = <VertexFloat*> malloc(65536 * sizeof(Vertex)) def __dealloc__(self): free(self.vertex_buffer) free(self.background_vertex_buffer) def __init__(self, resource_loader): self.texture_manager = TextureManager(resource_loader) cpdef render_elements(self, elements): cdef unsigned short nb_vertices = 0 indices_by_texture = {} objects = chain(*[element.objects for element in elements]) for element in objects: if nb_vertices >= MAX_ELEMENTS - 4: break sprite = element.sprite if sprite and sprite.visible: ox, oy = element.x, element.y key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) rec = indices_by_texture.setdefault(key, []) # Pack data in buffer (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices left, right, bottom, top = uvs r, g, b, a = colors self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, left, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, right, bottom, r, g, b, a) self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, right, top, r, g, b, a) self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, left, top, r, g, b, a) # Add indices index = nb_vertices rec.extend((index, index + 1, index + 2, index + 2, index + 3, index)) nb_vertices += 4 if self.use_fixed_pipeline: glVertexPointer(3, GL_INT, sizeof(Vertex), <long> &self.vertex_buffer[0].x) glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), <long> &self.vertex_buffer[0].u) glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), <long> &self.vertex_buffer[0].r) else: glBindBuffer(GL_ARRAY_BUFFER, self.vbo) glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(Vertex), <long> &self.vertex_buffer[0], GL_DYNAMIC_DRAW) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. glVertexAttribPointer(0, 3, GL_INT, False, sizeof(Vertex), 0) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(Vertex), 12) glEnableVertexAttribArray(1) glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(Vertex), 20) glEnableVertexAttribArray(2) for (texture_key, blendfunc), indices in indices_by_texture.items(): nb_indices = len(indices) indices = pack(str(nb_indices) + 'H', *indices) glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key]) glDrawElements(GL_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0) cpdef render_background(self): if self.use_fixed_pipeline: glVertexPointer(3, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].x) glTexCoordPointer(2, GL_FLOAT, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].u) glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(VertexFloat), <long> &self.background_vertex_buffer[0].r) else: glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) #TODO: find a way to use offsetof() instead of those ugly hardcoded values. glVertexAttribPointer(0, 3, GL_FLOAT, False, sizeof(VertexFloat), 0) glEnableVertexAttribArray(0) glVertexAttribPointer(1, 2, GL_FLOAT, False, sizeof(VertexFloat), 12) glEnableVertexAttribArray(1) glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, sizeof(VertexFloat), 20) glEnableVertexAttribArray(2) glEnable(GL_DEPTH_TEST) glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[self.blendfunc]) glBindTexture(GL_TEXTURE_2D, self.texture_manager[self.texture_key]) glDrawArrays(GL_QUADS, 0, self.nb_vertices) glDisable(GL_DEPTH_TEST) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, 0) cpdef prerender_background(self, background): cdef float ox, oy, oz, ox2, oy2, oz2 cdef unsigned short nb_vertices = 0 cdef VertexFloat* vertex_buffer vertex_buffer = self.background_vertex_buffer for ox, oy, oz, model_id, model in background.object_instances: for ox2, oy2, oz2, width_override, height_override, sprite in model: #TODO: view frustum culling key, (vertices, uvs, colors) = get_sprite_rendering_data(sprite) (x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4) = vertices left, right, bottom, top = uvs r, g, b, a = colors vertex_buffer[nb_vertices] = VertexFloat(x1 + ox + ox2, y1 + oy + oy2, z1 + oz + oz2, left, bottom, r, g, b, a) vertex_buffer[nb_vertices+1] = VertexFloat(x2 + ox + ox2, y2 + oy + oy2, z2 + oz + oz2, right, bottom, r, g, b, a) vertex_buffer[nb_vertices+2] = VertexFloat(x3 + ox + ox2, y3 + oy + oy2, z3 + oz + oz2, right, top, r, g, b, a) vertex_buffer[nb_vertices+3] = VertexFloat(x4 + ox + ox2, y4 + oy + oy2, z4 + oz + oz2, left, top, r, g, b, a) nb_vertices += 4 self.texture_key, self.blendfunc = key self.nb_vertices = nb_vertices self.background_vertex_buffer = <VertexFloat*> realloc(vertex_buffer, nb_vertices * sizeof(VertexFloat)) if not self.use_fixed_pipeline: glBindBuffer(GL_ARRAY_BUFFER, self.back_vbo) glBufferData(GL_ARRAY_BUFFER, nb_vertices * sizeof(VertexFloat), <long> &self.background_vertex_buffer[0], GL_STATIC_DRAW) glBindBuffer(GL_ARRAY_BUFFER, 0) cpdef ortho_2d(self, left, right, bottom, top): mat = Matrix() mat[0][0] = 2 / (right - left) mat[1][1] = 2 / (top - bottom) mat[2][2] = -1 mat[3][0] = -(right + left) / (right - left) mat[3][1] = -(top + bottom) / (top - bottom) return mat cpdef look_at(self, eye, center, up): eye = Vector(eye) center = Vector(center) up = Vector(up) f = normalize(center - eye) u = normalize(up) s = normalize(cross(f, u)) u = cross(s, f) return Matrix([[s[0], u[0], -f[0], 0], [s[1], u[1], -f[1], 0], [s[2], u[2], -f[2], 0], [-dot(s, eye), -dot(u, eye), dot(f, eye), 1]]) cpdef perspective(self, fovy, aspect, z_near, z_far): top = tan(radians(fovy / 2)) * z_near bottom = -top left = -top * aspect right = top * aspect mat = Matrix() mat[0][0] = (2 * z_near) / (right - left) mat[1][1] = (2 * z_near) / (top - bottom) mat[2][2] = -(z_far + z_near) / (z_far - z_near) mat[2][3] = -1 mat[3][2] = -(2 * z_far * z_near) / (z_far - z_near) mat[3][3] = 0 return mat cpdef setup_camera(self, dx, dy, dz): # 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 return self.look_at((192., 224., - 835.979370 * dz), (192. + dx, 224. - dy, 0.), (0., -1., 0.))