Mercurial > touhou
view pytouhou/ui/opengl/gamerenderer.pyx @ 684:c8bb28961d31
ecl_vm: fixes for previous instructions
author | Gauvain "GovanifY" Roussel-Tarbouriech <gauvain@govanify.com> |
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date | Fri, 16 Aug 2019 23:53:03 +0200 (2019-08-16) |
parents | a6af3ff86612 |
children |
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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 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, glViewport, glScissor, GL_SCISSOR_TEST, GL_DEPTH_BUFFER_BIT, glPushDebugGroup, GL_DEBUG_SOURCE_APPLICATION, glPopDebugGroup, glBindTexture, glGetTexImage, GL_TEXTURE_2D, GL_RGB, GL_UNSIGNED_BYTE) from pytouhou.utils.matrix cimport mul, new_identity from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d from pytouhou.game.text cimport NativeText, GlyphCollection from pytouhou.ui.window cimport Window from .shaders.eosd import GameShader, BackgroundShader from .renderer cimport Texture from .backend cimport is_legacy, use_debug_group, use_pack_invert, use_scaled_rendering from collections import namedtuple Rect = namedtuple('Rect', 'x y w h') Color = namedtuple('Color', 'r g b a') cdef class GameRenderer(Renderer): def __init__(self, resource_loader, Window window): Renderer.__init__(self, resource_loader) if not is_legacy: self.game_shader = GameShader() self.background_shader = BackgroundShader() self.interface_shader = self.game_shader if use_scaled_rendering: self.framebuffer = Framebuffer(0, 0, window.width, window.height) def __dealloc__(self): if self.game_mvp != NULL: free(self.game_mvp) if self.interface_mvp != NULL: free(self.interface_mvp) if self.proj != NULL: free(self.proj) property size: # We never need to get back the computed size, so size is write-only. def __set__(self, tuple size): self.x, self.y, self.width, self.height = size def load_textures(self, dict anms): self.texture_manager.load(anms) def load_background(self, background): self.background = background if background is not None: self.background_renderer = BackgroundRenderer() self.background_renderer.load(background, self.textures) else: self.background_renderer = None def start(self, common): self.proj = perspective(30, float(common.width) / float(common.height), 101010101./2010101., 101010101./10101.) self.game_mvp = setup_camera(0, 0, 1) mul(self.game_mvp, self.proj) self.interface_mvp = ortho_2d(0., float(common.interface.width), float(common.interface.height), 0.) def render(self, Game game): if use_scaled_rendering: self.framebuffer.bind() self.render_game(game) self.render_text(game.texts) self.render_interface(game.interface, game.boss) if use_scaled_rendering: self.framebuffer.render(self.x, self.y, self.width, self.height) def capture(self, filename, int width, int height): capture_memory = <char*>malloc(width * height * 3) glBindTexture(GL_TEXTURE_2D, self.framebuffer.texture) glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, capture_memory) glBindTexture(GL_TEXTURE_2D, 0) # TODO: output to PNG instead. # PPM output, bottom to top. with open(filename, 'wb') as ppm: ppm.write(('P6\n%d %d\n 255\n' % (width, height)).encode()) if use_pack_invert: ppm.write(capture_memory[:width * height * 3]) else: for i in range(width * (height - 1), -1, -width): ppm.write(capture_memory[i * 3:(i + width) * 3]) # Cleanup. free(capture_memory) cdef bint render_game(self, Game game) except True: cdef long game_x, game_y cdef float x, y, z, dx, dy, dz cdef float fog_data[4] cdef float fog_start, fog_end cdef unsigned char fog_r, fog_g, fog_b cdef Matrix *mvp if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Game rendering") game_x, game_y = game.interface.game_pos glViewport(game_x, game_y, game.width, game.height) glClear(GL_DEPTH_BUFFER_BIT) glScissor(game_x, game_y, game.width, game.height) glEnable(GL_SCISSOR_TEST) if is_legacy: glMatrixMode(GL_PROJECTION) glLoadIdentity() if self.background_renderer is None: glClear(GL_COLOR_BUFFER_BIT) elif game is not None and game.spellcard_effect is not None: if is_legacy: glMatrixMode(GL_MODELVIEW) glLoadMatrixf(<GLfloat*>self.game_mvp) glDisable(GL_FOG) else: self.game_shader.bind() self.game_shader.uniform_matrix('mvp', self.game_mvp) self.render_elements([game.spellcard_effect]) else: back = self.background 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. mvp = new_identity() mvp_data = <GLfloat*>mvp mvp_data[12] = -x mvp_data[13] = -y mvp_data[14] = -z view = setup_camera(dx, dy, dz) mul(mvp, view) free(view) mul(mvp, self.proj) if is_legacy: 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.) free(mvp) self.background_renderer.render_background() if game is not None: if is_legacy: glMatrixMode(GL_MODELVIEW) glLoadMatrixf(<GLfloat*>self.game_mvp) 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)) if game.msg_runner is not None: rect = Rect(48, 368, 288, 48) color1 = Color(0, 0, 0, 192) color2 = Color(0, 0, 0, 128) self.render_quads([rect], [(color1, color1, color2, color2)], 0) glDisable(GL_SCISSOR_TEST) if use_debug_group: glPopDebugGroup() cdef bint render_text(self, dict texts) except True: cdef NativeText label if self.font_manager is None: return False self.font_manager.load(texts) black = Color(0, 0, 0, 255) for label in texts.values(): texture = (<Texture>label.texture).texture rect = Rect(label.x, label.y, label.width, label.height) gradient = [Color(*color, a=label.alpha) for color in label.gradient] if label.shadow: shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height) shadow = [black._replace(a=label.alpha)] * 4 self.render_quads([shadow_rect, rect], [shadow, gradient], texture) else: self.render_quads([rect], [gradient], texture) cdef bint render_interface(self, interface, game_boss) except True: cdef GlyphCollection label elements = [] if use_debug_group: glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, -1, "Interface rendering") if is_legacy: glMatrixMode(GL_MODELVIEW) glLoadMatrixf(<GLfloat*>self.interface_mvp) glDisable(GL_FOG) else: self.interface_shader.bind() self.interface_shader.uniform_matrix('mvp', self.interface_mvp) glViewport(0, 0, interface.width, interface.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 elements.extend(items) else: # Redraw only changed labels labels = [label for label in labels if label.changed] elements.extend(interface.level_start) if game_boss is not None: elements.extend(interface.boss_items) elements.extend(labels) self.render_elements(elements) for label in labels: label.changed = False if use_debug_group: glPopDebugGroup()