Mercurial > touhou
view pytouhou/ui/gamerenderer.py @ 403:9589a01e6edf
Move MSG faces management to pytouhou.game.game, they have nothing to do in the MSG VM.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Sun, 17 Feb 2013 15:20:30 +0100 |
parents | 3ce4065840e9 |
children | 705870483559 |
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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 (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf, glDisable, glEnable, glFogi, glFogf, glFogfv, GL_DEPTH_BUFFER_BIT, 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 import Matrix from .renderer import Renderer class GameRenderer(Renderer): __slots__ = ('game', 'background') def __init__(self, resource_loader, game=None, background=None): Renderer.__init__(self, resource_loader) if game: self.load_game(game, background) def load_game(self, game=None, background=None): self.game = game self.background = background if game: # Preload textures self.texture_manager.preload(game.resource_loader.instanced_anms.values()) self.prerender_background(background) def render(self): glClear(GL_DEPTH_BUFFER_BIT) 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(self.game_mvp.get_c_data()) glDisable(GL_FOG) else: self.game_shader.bind() self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) 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[3] = [-x, -y, -z, 1] view = self.setup_camera(dx, dy, dz) model_view_projection = model * view * self.proj mvp = model_view_projection.get_c_data() if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) glLoadMatrixf(mvp) glEnable(GL_FOG) 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.)) else: self.background_shader.bind() self.background_shader.uniform_matrixf('mvp', mvp) self.background_shader.uniformf('fog_scale', 1. / (fog_end - fog_start)) self.background_shader.uniformf('fog_end', fog_end) self.background_shader.uniformf('fog_color', fog_r / 255., fog_g / 255., fog_b / 255., 1.) self.render_background() else: glClear(GL_COLOR_BUFFER_BIT) if game is not None: if self.use_fixed_pipeline: glMatrixMode(GL_MODELVIEW) glLoadMatrixf(self.game_mvp.get_c_data()) glDisable(GL_FOG) else: self.game_shader.bind() self.game_shader.uniform_matrixf('mvp', self.game_mvp.get_c_data()) 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))