Mercurial > touhou
view pytouhou/ui/renderer.pyx @ 316:f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
The issue with instruction 96 was about death callbacks,
being executed on the caller of instruction 96 instead of the dying enemies.
This was introduced by changeset 5930b33a0370.
Additionnaly, ECL processes are now an attribute of the Enemy,
and death/timeout conditions are checked right after the ECL frame,
even if the ECL script has already ended, just like in the original game.
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Thu, 29 Mar 2012 21:18:35 +0200 |
parents | f3099ebf4f61 |
children | 74471afbac37 |
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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 import ctypes from struct import pack from pyglet.gl import * from .sprite cimport get_sprite_rendering_data from .texture cimport TextureManager MAX_ELEMENTS = 640*4*3 cdef class Renderer: def __cinit__(self): # Allocate buffers self.vertex_buffer = <Vertex*> malloc(MAX_ELEMENTS * sizeof(Vertex)) def __dealloc__(self): free(self.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 = {} for element in elements: 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 r1, g1, b1, a1, r2, g2, b2, a2, r3, g3, b3, a3, r4, g4, b4, a4 = colors u1, v1, u2, v2, u3, v3, u4, v4 = uvs self.vertex_buffer[nb_vertices] = Vertex(x1 + ox, y1 + oy, z1, u1, v1, r1, g1, b1, a1) self.vertex_buffer[nb_vertices+1] = Vertex(x2 + ox, y2 + oy, z2, u2, v2, r2, g2, b2, a2) self.vertex_buffer[nb_vertices+2] = Vertex(x3 + ox, y3 + oy, z3, u3, v3, r3, g3, b3, a3) self.vertex_buffer[nb_vertices+3] = Vertex(x4 + ox, y4 + oy, z4, u4, v4, r4, g4, b4, a4) # Add indices index = nb_vertices rec.extend((index, index + 1, index + 2, index + 3)) nb_vertices += 4 for (texture_key, blendfunc), indices in indices_by_texture.items(): glVertexPointer(3, GL_INT, 24, <long> &self.vertex_buffer[0].x) glTexCoordPointer(2, GL_FLOAT, 24, <long> &self.vertex_buffer[0].u) glColorPointer(4, GL_UNSIGNED_BYTE, 24, <long> &self.vertex_buffer[0].r) 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].id) glDrawElements(GL_QUADS, nb_indices, GL_UNSIGNED_SHORT, indices) cpdef setup_camera(self, dx, dy, dz): glMatrixMode(GL_MODELVIEW) glLoadIdentity() # 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 gluLookAt(192., 224., - 835.979370 * dz, 192. + dx, 224. - dy, 0., 0., -1., 0.)