Mercurial > touhou
changeset 119:fad7b44cebf2
Switch from pygame + PyOpenGL to pyglet
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Wed, 07 Sep 2011 18:12:24 +0200 |
parents | c596a1a69402 |
children | 4300a832f033 |
files | README eclviewer.py pytouhou/opengl/gamerenderer.py pytouhou/opengl/texture.py |
diffstat | 4 files changed, 65 insertions(+), 79 deletions(-) [+] |
line wrap: on
line diff
--- a/README +++ b/README @@ -12,8 +12,7 @@ Dependencies: ------------- * Python2 (>= 2.6) - * Pygame - * PyOpenGL + * Pyglet
--- a/eclviewer.py +++ b/eclviewer.py @@ -16,8 +16,6 @@ import sys import os -import pygame - from pytouhou.resource.loader import Loader from pytouhou.game.background import Background from pytouhou.opengl.gamerenderer import GameRenderer @@ -37,36 +35,12 @@ def main(path, stage_num): background_anm_wrapper = resource_loader.get_anm_wrapper(('stg%dbg.anm' % stage_num,)) background = Background(stage, background_anm_wrapper) - # Renderer - renderer = GameRenderer(resource_loader, game, background) - renderer.start() - # Let's go! print(stage.name) # Main loop - clock = pygame.time.Clock() - while True: - # Check events - for event in pygame.event.get(): - if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)): - sys.exit(0) - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT: - pygame.display.toggle_fullscreen() - keystate = 0 #TODO - - # Update game - background.update(game.game_state.frame) #TODO - game.run_iter(keystate) - - # Draw everything - renderer.render() - - pygame.display.flip() - - clock.tick(120) - + renderer = GameRenderer(resource_loader, game, background) + renderer.start() try:
--- a/pytouhou/opengl/gamerenderer.py +++ b/pytouhou/opengl/gamerenderer.py @@ -15,34 +15,30 @@ import struct from itertools import chain -import pygame - -import OpenGL -OpenGL.FORWARD_COMPATIBLE_ONLY = True -from OpenGL.GL import * -from OpenGL.GLU import * - +import pyglet +from pyglet.gl import * from pytouhou.opengl.texture import TextureManager from pytouhou.opengl.sprite import get_sprite_rendering_data from pytouhou.opengl.background import get_background_rendering_data -class GameRenderer(object): +class GameRenderer(pyglet.window.Window): def __init__(self, resource_loader, game=None, background=None): + pyglet.window.Window.__init__(self, caption='PyTouhou', resizable=False) + self.keys = pyglet.window.key.KeyStateHandler() + self.push_handlers(self.keys) + self.texture_manager = TextureManager(resource_loader) + self.fps_display = pyglet.clock.ClockDisplay() + self.game = game self.background = background - self.window = None - def start(self, width=384, height=448): - # Initialize pygame - pygame.init() - self.window = pygame.display.set_mode((width, height), - pygame.OPENGL | pygame.DOUBLEBUF) + self.set_size(width, height) # Initialize OpenGL glMatrixMode(GL_PROJECTION) @@ -59,6 +55,29 @@ class GameRenderer(object): glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) + pyglet.clock.schedule_interval(self.update, 1./120) + pyglet.app.run() + + + def on_resize(self, width, height): + glViewport(0, 0, width, height) + + + + def update(self, dt): + if self.background: + self.background.update(self.game.game_state.frame) + if self.game: + self.game.run_iter(0) #TODO: self.keys... + + + def on_key_press(self, symbol, modifiers): + if symbol == pyglet.window.key.ESCAPE: + pyglet.app.exit() + # XXX: Fullscreen will be enabled the day pyglet stops sucking + elif symbol == pyglet.window.key.F11: + self.set_fullscreen(not self.fullscreen) + def render_elements(self, elements): texture_manager = self.texture_manager @@ -76,15 +95,18 @@ class GameRenderer(object): for (texture_key, blendfunc), (vertices, uvs, colors) in objects_by_texture.items(): nb_vertices = len(vertices) + vertices = struct.pack(str(3 * nb_vertices) + 'f', *chain(*vertices)) + uvs = struct.pack(str(2 * nb_vertices) + 'f', *chain(*uvs)) + colors = struct.pack(str(4 * nb_vertices) + 'B', *chain(*colors)) glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) - glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) - glVertexPointer(3, GL_FLOAT, 0, struct.pack(str(3 * nb_vertices) + 'f', *chain(*vertices))) - glTexCoordPointer(2, GL_FLOAT, 0, struct.pack(str(2 * nb_vertices) + 'f', *chain(*uvs))) - glColorPointer(4, GL_UNSIGNED_BYTE, 0, struct.pack(str(4 * nb_vertices) + 'B', *chain(*colors))) + 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) - def render(self): + def on_draw(self): glClear(GL_DEPTH_BUFFER_BIT) back = self.background @@ -99,7 +121,7 @@ class GameRenderer(object): glFogi(GL_FOG_MODE, GL_LINEAR) glFogf(GL_FOG_START, fog_start) glFogf(GL_FOG_END, fog_end) - glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.)) + glFogfv(GL_FOG_COLOR, (GLfloat * 4)(fog_r / 255., fog_g / 255., fog_b / 255., 1.)) glMatrixMode(GL_MODELVIEW) glLoadIdentity() @@ -115,7 +137,7 @@ class GameRenderer(object): 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]) + 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) @@ -124,7 +146,6 @@ class GameRenderer(object): else: glClear(GL_COLOR_BUFFER_BIT) - if game is not None: glMatrixMode(GL_MODELVIEW) glLoadIdentity() @@ -141,3 +162,10 @@ class GameRenderer(object): self.render_elements(game.game_state.bullets) glEnable(GL_FOG) + #TODO + glMatrixMode(GL_MODELVIEW) + glLoadIdentity() + gluLookAt(192., 224., 835.979370, + 192, 224., 0., 0., 1., 0.) + self.fps_display.draw() +
--- a/pytouhou/opengl/texture.py +++ b/pytouhou/opengl/texture.py @@ -12,14 +12,9 @@ ## GNU General Public License for more details. ## -import pygame +import pyglet +from pyglet.gl import * import os -from io import BytesIO - -import OpenGL -OpenGL.FORWARD_COMPATIBLE_ONLY = True -from OpenGL.GL import * -from OpenGL.GLU import * class TextureManager(object): @@ -47,32 +42,22 @@ class TextureManager(object): def load_texture(self, key): first_name, secondary_name = key - image_file = self.loader.get_file(os.path.basename(first_name)) - textureSurface = pygame.image.load(image_file).convert_alpha() + image_file = pyglet.image.load(first_name, file=self.loader.get_file(os.path.basename(first_name))) if secondary_name: - alpha_image_file = self.loader.get_file(os.path.basename(secondary_name)) - alphaSurface = pygame.image.load(alpha_image_file) - assert textureSurface.get_size() == alphaSurface.get_size() - for x in range(alphaSurface.get_width()): - for y in range(alphaSurface.get_height()): - r, g, b, a = textureSurface.get_at((x, y)) - color2 = alphaSurface.get_at((x, y)) - textureSurface.set_at((x, y), (r, g, b, color2[0])) + alpha_file = pyglet.image.load(secondary_name, file=self.loader.get_file(os.path.basename(secondary_name))) + assert (image_file.width, image_file.height) == (alpha_file.width, image_file.height) - textureData = pygame.image.tostring(textureSurface, 'RGBA', 1) + data = image_file.get_data('RGB', image_file.width * 3) + alpha_data = alpha_file.get_data('RGB', image_file.width * 3) + image_file = pyglet.image.ImageData(image_file.width, image_file.height, 'RGBA', b''.join(data[i*3:i*3+3] + alpha_data[i*3] for i in range(image_file.width * image_file.height))) - width = textureSurface.get_width() - height = textureSurface.get_height() - - texture = glGenTextures(1) - glBindTexture(GL_TEXTURE_2D, texture) + #TODO - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, - GL_UNSIGNED_BYTE, textureData) + texture = image_file.get_texture() - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) + glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR) + glTexParameteri(texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) return texture