changeset 398:8d252cdb495f

Move the background rendering code to pytouhou.ui.renderer.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Tue, 12 Feb 2013 18:20:49 +0100
parents c5ba11ede097
children 1c773544eaeb
files pytouhou/ui/gamerenderer.py pytouhou/ui/renderer.pxd pytouhou/ui/renderer.pyx
diffstat 3 files changed, 26 insertions(+), 28 deletions(-) [+]
line wrap: on
line diff
--- a/pytouhou/ui/gamerenderer.py
+++ b/pytouhou/ui/gamerenderer.py
@@ -17,20 +17,13 @@ from itertools import chain
 
 from pyglet.gl import (glClear, glMatrixMode, glLoadIdentity, glLoadMatrixf,
                        glDisable, glEnable, glFogi, glFogf, glFogfv,
-                       glBlendFunc, glBindTexture, glVertexPointer,
-                       glTexCoordPointer, glColorPointer, glDrawArrays,
-                       glVertexAttribPointer, glEnableVertexAttribArray,
                        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)
+                       GL_FOG_END, GL_FOG_COLOR, GL_COLOR_BUFFER_BIT, GLfloat)
 
 from pytouhou.utils.matrix import Matrix
 
 from .renderer import Renderer
-from .background import get_background_rendering_data
 
 
 
@@ -57,7 +50,6 @@ class GameRenderer(Renderer):
 
         back = self.background
         game = self.game
-        texture_manager = self.texture_manager
 
         if self.use_fixed_pipeline:
             glMatrixMode(GL_PROJECTION)
@@ -100,23 +92,7 @@ class GameRenderer(Renderer):
                 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])
-                if self.use_fixed_pipeline:
-                    glVertexPointer(3, GL_FLOAT, 0, vertices)
-                    glTexCoordPointer(2, GL_FLOAT, 0, uvs)
-                    glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
-                else:
-                    glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, vertices)
-                    glEnableVertexAttribArray(0)
-                    glVertexAttribPointer(1, 2, GL_FLOAT, False, 0, uvs)
-                    glEnableVertexAttribArray(1)
-                    glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, 0, colors)
-                    glEnableVertexAttribArray(2)
-                glDrawArrays(GL_QUADS, 0, nb_vertices)
-            glDisable(GL_DEPTH_TEST)
+            self.render_background(back)
         else:
             glClear(GL_COLOR_BUFFER_BIT)
 
@@ -138,4 +114,3 @@ class GameRenderer(Renderer):
             self.render_elements(chain(game.bullets, game.lasers,
                                        game.cancelled_bullets, game.items,
                                        game.labels))
-
--- a/pytouhou/ui/renderer.pxd
+++ b/pytouhou/ui/renderer.pxd
@@ -9,6 +9,7 @@ cdef class Renderer:
     cdef Vertex *vertex_buffer
 
     cpdef render_elements(self, elements)
+    cpdef render_background(self, back)
     cpdef ortho_2d(self, left, right, bottom, top)
     cpdef look_at(self, eye, center, up)
     cpdef perspective(self, fovy, aspect, zNear, zFar)
--- a/pytouhou/ui/renderer.pyx
+++ b/pytouhou/ui/renderer.pyx
@@ -27,9 +27,11 @@ from pyglet.gl import (glVertexPointer, 
                        glBindBuffer, glBufferData, GL_ARRAY_BUFFER,
                        GL_DYNAMIC_DRAW, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT,
                        GL_INT, GL_FLOAT, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,
-                       GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES)
+                       GL_ONE, GL_TEXTURE_2D, GL_TRIANGLES,
+                       glEnable, glDisable, GL_DEPTH_TEST, glDrawArrays, GL_QUADS)
 
 from .sprite cimport get_sprite_rendering_data
+from .background import get_background_rendering_data
 from .texture cimport TextureManager
 from pytouhou.utils.matrix cimport Matrix
 from pytouhou.utils.vector import Vector, normalize, cross, dot
@@ -110,6 +112,26 @@ cdef class Renderer:
             glBindBuffer(GL_ARRAY_BUFFER, 0)
 
 
+    cpdef render_background(self, back):
+        glEnable(GL_DEPTH_TEST)
+        for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in get_background_rendering_data(back):
+            if self.use_fixed_pipeline:
+                glVertexPointer(3, GL_FLOAT, 0, vertices)
+                glTexCoordPointer(2, GL_FLOAT, 0, uvs)
+                glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors)
+            else:
+                glVertexAttribPointer(0, 3, GL_FLOAT, False, 0, vertices)
+                glEnableVertexAttribArray(0)
+                glVertexAttribPointer(1, 2, GL_FLOAT, False, 0, uvs)
+                glEnableVertexAttribArray(1)
+                glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, True, 0, colors)
+                glEnableVertexAttribArray(2)
+            glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc])
+            glBindTexture(GL_TEXTURE_2D, self.texture_manager[texture_key])
+            glDrawArrays(GL_QUADS, 0, nb_vertices)
+        glDisable(GL_DEPTH_TEST)
+
+
     cpdef ortho_2d(self, left, right, bottom, top):
         mat = Matrix()
         mat[0][0] = 2 / (right - left)