changeset 222:5cac48b328ad

Refactor rendering code a bit. Move duplicated camera setup code to a new “setup_camera” method, and move common methods to a new “Renderer” module in order to make individual sprite rendering easier.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 18 Dec 2011 20:47:48 +0100
parents 5c3600e0f0cd
children 98c64ffcbdff
files pytouhou/ui/gamerenderer.pyx pytouhou/ui/renderer.pxd pytouhou/ui/renderer.pyx
diffstat 3 files changed, 111 insertions(+), 94 deletions(-) [+]
line wrap: on
line diff
--- a/pytouhou/ui/gamerenderer.pyx
+++ b/pytouhou/ui/gamerenderer.pyx
@@ -12,92 +12,28 @@
 ## GNU General Public License for more details.
 ##
 
-from libc.stdlib cimport malloc, free
 
-import ctypes
-
-from struct import pack
 from itertools import chain
 
 from pyglet.gl import *
 
-from .texture import TextureManager
-from .sprite cimport get_sprite_rendering_data
+from .renderer cimport Renderer
 from .background import get_background_rendering_data
 
 
-MAX_ELEMENTS = 10000
 
-
-cdef struct Vertex:
-    int x, y, z
-    float u, v
-    unsigned char r, g, b, a
-
-
-cdef class GameRenderer:
-    cdef public texture_manager
+cdef class GameRenderer(Renderer):
     cdef public game
     cdef public background
 
-    cdef Vertex *vertex_buffer
-
-
-    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, game=None, background=None):
-        self.texture_manager = TextureManager(resource_loader)
+        Renderer.__init__(self, resource_loader)
 
         self.game = game
         self.background = background
 
 
-    cdef render_elements(self, elements):
-        cdef unsigned short nb_vertices = 0
-
-        indices_by_texture = {}
-
-        for element in elements:
-            sprite = element._sprite
-            if sprite:
-                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)
-
-
     def render(self):
         glClear(GL_DEPTH_BUFFER_BIT)
 
@@ -106,15 +42,7 @@ cdef class GameRenderer:
         texture_manager = self.texture_manager
 
         if game is not None and game.effect is not None:
-            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,
-                      192., 224., 0., 0., -1., 0.)
+            self.setup_camera(0, 0, 1)
 
             glDisable(GL_FOG)
             self.render_elements([game.effect])
@@ -129,15 +57,7 @@ cdef class GameRenderer:
             glFogf(GL_FOG_END,  fog_end)
             glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.))
 
-            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.)
+            self.setup_camera(dx, dy, dz)
             glTranslatef(-x, -y, -z)
 
             glEnable(GL_DEPTH_TEST)
@@ -153,15 +73,7 @@ cdef class GameRenderer:
             glClear(GL_COLOR_BUFFER_BIT)
 
         if game is not None:
-            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,
-                      192., 224., 0., 0., -1., 0.)
+            self.setup_camera(0, 0, 1)
 
             glDisable(GL_FOG)
             self.render_elements(game.enemies)
new file mode 100644
--- /dev/null
+++ b/pytouhou/ui/renderer.pxd
@@ -0,0 +1,12 @@
+cdef struct Vertex:
+    int x, y, z
+    float u, v
+    unsigned char r, g, b, a
+
+
+cdef class Renderer:
+    cdef public texture_manager
+    cdef Vertex *vertex_buffer
+
+    cpdef render_elements(self, elements)
+    cpdef setup_camera(self, dx, dy, dz)
new file mode 100644
--- /dev/null
+++ b/pytouhou/ui/renderer.pyx
@@ -0,0 +1,93 @@
+# -*- 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 import TextureManager
+
+
+MAX_ELEMENTS = 10000
+
+
+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:
+            sprite = element._sprite
+            if sprite:
+                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.)
+