Mercurial > touhou
changeset 391:84b151962708
Convert pytouhou.ui.gamerenderer back to pure python, it doesn’t use or need any cython feature.
| author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
|---|---|
| date | Mon, 07 Jan 2013 21:13:32 +0100 |
| parents | b11953cf1d3b |
| children | 45e1a9a37e66 |
| files | pytouhou/ui/gamerenderer.py pytouhou/ui/gamerenderer.pyx |
| diffstat | 2 files changed, 132 insertions(+), 134 deletions(-) [+] |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/pytouhou/ui/gamerenderer.py Mon Jan 07 21:13:32 2013 +0100 @@ -0,0 +1,132 @@ +# -*- 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, + glBlendFunc, glBindTexture, glVertexPointer, + glTexCoordPointer, glColorPointer, glDrawArrays, + 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_DEPTH_TEST, GL_SRC_ALPHA, + GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, + GL_UNSIGNED_BYTE, GL_FLOAT, GL_QUADS, + GL_COLOR_BUFFER_BIT, GLfloat) + +from pytouhou.utils.matrix import Matrix + +from .renderer import Renderer +from .background import get_background_rendering_data + + + +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()) + + + def render(self): + glClear(GL_DEPTH_BUFFER_BIT) + + back = self.background + game = self.game + texture_manager = self.texture_manager + + 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: + if self.use_fixed_pipeline: + glEnable(GL_FOG) + else: + self.background_shader.bind() + fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values + x, y, z = back.position_interpolator.values + dx, dy, dz = back.position2_interpolator.values + + 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.)) + + model = Matrix() + model.data[3] = [-x, -y, -z, 1] + view = self.setup_camera(dx, dy, dz) + model_view = model * view + model_view_projection = model * view * self.proj + + if self.use_fixed_pipeline: + glMatrixMode(GL_MODELVIEW) + glLoadMatrixf(model_view_projection.get_c_data()) + else: + self.background_shader.uniform_matrixf('model_view', model_view.get_c_data()) + self.background_shader.uniform_matrixf('projection', self.proj.get_c_data()) + + glEnable(GL_DEPTH_TEST) + for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): + glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) + glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) + glVertexPointer(3, GL_FLOAT, 0, vertices) + glTexCoordPointer(2, GL_FLOAT, 0, uvs) + glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) + glDrawArrays(GL_QUADS, 0, nb_vertices) + glDisable(GL_DEPTH_TEST) + 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)) +
--- a/pytouhou/ui/gamerenderer.pyx Mon Nov 12 18:34:24 2012 +0100 +++ /dev/null Thu Jan 01 00:00:00 1970 +0000 @@ -1,134 +0,0 @@ -# -*- 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, - glBlendFunc, glBindTexture, glVertexPointer, - glTexCoordPointer, glColorPointer, glDrawArrays, - 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_DEPTH_TEST, GL_SRC_ALPHA, - GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_TEXTURE_2D, - GL_UNSIGNED_BYTE, GL_FLOAT, GL_QUADS, - GL_COLOR_BUFFER_BIT, GLfloat) - -from pytouhou.utils.matrix import Matrix - -from .renderer cimport Renderer -from .background cimport get_background_rendering_data - - - -cdef class GameRenderer(Renderer): - cdef public game - cdef public background - - - def __init__(self, resource_loader, game=None, background=None): - Renderer.__init__(self, resource_loader) - if game: - self.load_game(game, background) - - - cpdef 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()) - - - def render(self): - glClear(GL_DEPTH_BUFFER_BIT) - - back = self.background - game = self.game - texture_manager = self.texture_manager - - 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: - if self.use_fixed_pipeline: - glEnable(GL_FOG) - else: - self.background_shader.bind() - fog_b, fog_g, fog_r, fog_start, fog_end = back.fog_interpolator.values - x, y, z = back.position_interpolator.values - dx, dy, dz = back.position2_interpolator.values - - 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.)) - - model = Matrix() - model.data[3] = [-x, -y, -z, 1] - view = self.setup_camera(dx, dy, dz) - model_view = model * view - model_view_projection = model * view * self.proj - - if self.use_fixed_pipeline: - glMatrixMode(GL_MODELVIEW) - glLoadMatrixf(model_view_projection.get_c_data()) - else: - self.background_shader.uniform_matrixf('model_view', model_view.get_c_data()) - self.background_shader.uniform_matrixf('projection', self.proj.get_c_data()) - - glEnable(GL_DEPTH_TEST) - for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back): - glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) - glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key].id) - glVertexPointer(3, GL_FLOAT, 0, vertices) - glTexCoordPointer(2, GL_FLOAT, 0, uvs) - glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) - glDrawArrays(GL_QUADS, 0, nb_vertices) - glDisable(GL_DEPTH_TEST) - 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)) -
