Mercurial > touhou
view pytouhou/ui/gamerenderer.pyx @ 435:878273a984c4
Improve Matrix representation, using float[16] instead of imbricated python lists.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 07 Aug 2013 11:34:40 +0200 |
parents | 0604f4fbbe3c |
children | 1b56d62250ab |
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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 pytouhou.lib.opengl cimport \ (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable, glEnable, glFogi, glFogf, glFogfv, GL_PROJECTION, GL_MODELVIEW, GL_FOG, GL_FOG_MODE, GL_LINEAR, GL_FOG_START, GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat) from pytouhou.utils.matrix cimport Matrix from pytouhou.utils.maths cimport setup_camera from .renderer import Renderer class GameRenderer(Renderer): def __init__(self, resource_loader): Renderer.__init__(self, resource_loader) def render(self): cdef float fog_data[4] cdef Matrix view, mvp back = self.background game = self.game if self.use_fixed_pipeline: glMatrixMode(GL_PROJECTION) glLoadIdentity() if game is not None and game.spellcard_effect is not None: if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) glLoadMatrixf((<Matrix>self.game_mvp).data) glDisable(GL_FOG) else: self.game_shader.bind() self.game_shader.uniform_matrix('mvp', self.game_mvp) self.render_elements([game.spellcard_effect]) elif back is not None: x, y, z = back.position_interpolator.values dx, dy, dz = back.position2_interpolator.values fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values # Those two lines may come from the difference between Direct3D and # OpenGL’s distance handling. The first one seem to calculate fog # from the eye, while the second does that starting from the near # plane. #TODO: investigate, and use a variable to keep the near plane # distance at a single place. fog_start -= 101010101./2010101. fog_end -= 101010101./2010101. model = Matrix() model.data[12] = -x model.data[13] = -y model.data[14] = -z view = setup_camera(dx, dy, dz) mvp = model * view * self.proj if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) glLoadMatrixf(mvp.data) glEnable(GL_FOG) glFogi(GL_FOG_MODE, GL_LINEAR) glFogf(GL_FOG_START, fog_start) glFogf(GL_FOG_END, fog_end) fog_data[0] = fog_r / 255. fog_data[1] = fog_g / 255. fog_data[2] = fog_b / 255. fog_data[3] = 1. glFogfv(GL_FOG_COLOR, fog_data) else: self.background_shader.bind() self.background_shader.uniform_matrix('mvp', mvp) self.background_shader.uniform_1('fog_scale', 1. / (fog_end - fog_start)) self.background_shader.uniform_1('fog_end', fog_end) self.background_shader.uniform_4('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) self.background_renderer.render_background() else: glClear(GL_COLOR_BUFFER_BIT) if game is not None: if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) glLoadMatrixf((<Matrix>self.game_mvp).data) glDisable(GL_FOG) else: self.game_shader.bind() self.game_shader.uniform_matrix('mvp', self.game_mvp) 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())) self.render_elements(chain(game.bullets, game.lasers, game.cancelled_bullets, game.items, game.labels))