Mercurial > touhou
view pytouhou/ui/gamerenderer.pyx @ 301:6f1ca1cb5238
Avoid segfaults in the unlikely case a huge number of sprites is rendered.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 10 Mar 2012 20:30:55 +0100 |
parents | 94c636f8f863 |
children | f3099ebf4f61 |
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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 itertools import chain from pyglet.gl import * from .renderer cimport Renderer from .background cimport get_background_rendering_data cdef class GameRenderer(Renderer): cdef public game cdef public background def __init__(self, resource_loader, game=None, background=None): Renderer.__init__(self, resource_loader) self.game = game self.background = background if game: # Preload textures self.texture_manager.preload(game.resource_loader.instanced_anms.values()) def render(self): glClear(GL_DEPTH_BUFFER_BIT) back = self.background game = self.game texture_manager = self.texture_manager if game is not None and game.effect is not None: self.setup_camera(0, 0, 1) glDisable(GL_FOG) self.render_elements([game.effect]) glEnable(GL_FOG) elif 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, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) self.setup_camera(dx, dy, dz) 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].id) 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: self.setup_camera(0, 0, 1) glDisable(GL_FOG) self.render_elements(chain(*(enemy.objects() for enemy in game.enemies if enemy._visible))) self.render_elements(enemy for enemy in game.enemies if enemy._visible) self.render_elements(game.effects) self.render_elements(chain(game.players_bullets, game.lasers_sprites(), game.players, game.msg_sprites(), *(player.objects() for player in game.players))) self.render_elements(chain(game.bullets, game.lasers, game.cancelled_bullets, game.items)) #TODO: display item indicators glEnable(GL_FOG)