Mercurial > touhou
view pytouhou/ui/renderer.pyx @ 381:f1649d6c6397
Don’t hardcode background script for Widget.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 07 Sep 2012 12:54:40 +0200 |
parents | 6702bc0215dc |
children | 0537af9125a7 |
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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 libc.math cimport tan from math import radians import ctypes from struct import pack from pyglet.gl import * from .sprite cimport get_sprite_rendering_data from .texture cimport TextureManager from pytouhou.utils.matrix cimport Matrix from pytouhou.utils.vector import Vector, normalize, cross, dot 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 + 2, index + 3, index)) 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_TRIANGLES, nb_indices, GL_UNSIGNED_SHORT, indices) cpdef ortho_2d(self, left, right, bottom, top): mat = Matrix() mat[0][0] = 2 / (right - left) mat[1][1] = 2 / (top - bottom) mat[2][2] = -1 mat[3][0] = -(right + left) / (right - left) mat[3][1] = -(top + bottom) / (top - bottom) return mat cpdef look_at(self, eye, center, up): eye = Vector(eye) center = Vector(center) up = Vector(up) f = normalize(center - eye) u = normalize(up) s = normalize(cross(f, u)) u = cross(s, f) return Matrix([[s[0], u[0], -f[0], 0], [s[1], u[1], -f[1], 0], [s[2], u[2], -f[2], 0], [-dot(s, eye), -dot(u, eye), dot(f, eye), 1]]) cpdef perspective(self, fovy, aspect, z_near, z_far): top = tan(radians(fovy / 2)) * z_near bottom = -top left = -top * aspect right = top * aspect mat = Matrix() mat[0][0] = (2 * z_near) / (right - left) mat[1][1] = (2 * z_near) / (top - bottom) mat[2][2] = -(z_far + z_near) / (z_far - z_near) mat[2][3] = -1 mat[3][2] = -(2 * z_far * z_near) / (z_far - z_near) mat[3][3] = 0 return mat cpdef setup_camera(self, dx, dy, dz): # 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 return self.look_at((192., 224., - 835.979370 * dz), (192. + dx, 224. - dy, 0.), (0., -1., 0.))