view bGrease/renderer/vector.py @ 144:86b9b181ad1c

Added drag and drop and context menu to the equipment part of the character screen.
author KarstenBock@gmx.net
date Sun, 09 Oct 2011 19:24:37 +0200
parents e856b604b650
children
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#############################################################################
#
# Copyright (c) 2010 by Casey Duncan and contributors
# All Rights Reserved.
#
# This software is subject to the provisions of the MIT License
# A copy of the license should accompany this distribution.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
#
#############################################################################

__version__ = '$Id$'

__all__ = ('Vector',)

from parpg.bGrease.geometry import Vec2d
import ctypes
from math import sin, cos, radians
import pyglet


class Vector(object):
        """Renders shapes in a classic vector graphics style

        :param scale: Scaling factor applied to shape vertices when rendered.

        :param line_width: The line width provided to ``glLineWidth`` before rendering.
        	If not specified or None, ``glLineWidth`` is not called, and the line
        	width used is determined by the OpenGL state at the time of rendering.

        :param anti_alias: If ``True``, OpenGL blending and line smoothing is enabled.
        	This allows for fractional line widths as well. If ``False``, the blending
        	and line smoothing modes are unchanged.

        :param corner_fill: If true (the default), the shape corners will be filled
        	with round points when the ``line_width`` exceeds 2.0. This improves
        	the visual quality of the rendering at larger line widths at some
        	cost to performance. Has no effect if ``line_width`` is not specified.

        :param position_component: Name of :class:`grease.component.Position` 
        	component to use. Shapes rendered are offset by the entity positions.

        :param renderable_component: Name of :class:`grease.component.Renderable` 
        	component to use. This component specifies the entities to be 
        	rendered and their base color.

        :param shape_component: Name of :class:`grease.component.Shape` 
        	component to use. Source of the shape vertices for each entity.

        The entities rendered are taken from the intersection of he position,
        renderable and shape components each time :meth:`draw` is called.
        """

        CORNER_FILL_SCALE = 0.6
        CORNER_FILL_THRESHOLD = 2.0

        def __init__(self, scale=1.0, line_width=None, anti_alias=True, corner_fill=True,
                     position_component='position', 
                     renderable_component='renderable', 
                     shape_component='shape'):
                self.scale = float(scale)
                self.corner_fill = corner_fill
                self.line_width = line_width
                self.anti_alias = anti_alias
                self._max_line_width = None
                self.position_component = position_component
                self.renderable_component = renderable_component
                self.shape_component = shape_component

        def set_world(self, world):
                self.world = world

        def _generate_verts(self):
                """Generate vertex and index arrays for rendering"""
                vert_count = sum(len(shape.verts) + 1
                                 for shape, ignored, ignored in self.world.components.join(
                                         self.shape_component, self.position_component, self.renderable_component))
                v_array = (CVertColor * vert_count)()
                if vert_count > 65536:
                        i_array = (ctypes.c_uint * 2 * vert_count)()
                        i_size = pyglet.gl.GL_UNSIGNED_INT
                else:
                        i_array = (ctypes.c_ushort * (2 * vert_count))()
                        i_size = pyglet.gl.GL_UNSIGNED_SHORT
                v_index = 0
                i_index = 0
                scale = self.scale
                rot_vec = Vec2d(0, 0)
                for shape, position, renderable in self.world.components.join(
                        self.shape_component, self.position_component, self.renderable_component):
                        shape_start = v_index
                        angle = radians(-position.angle)
                        rot_vec.x = cos(angle)
                        rot_vec.y = sin(angle)
                        r = int(renderable.color.r * 255)
                        g = int(renderable.color.g * 255)
                        b = int(renderable.color.b * 255)
                        a = int(renderable.color.a * 255)
                        for vert in shape.verts:
                                vert = vert.cpvrotate(rot_vec) * scale + position.position
                                v_array[v_index].vert.x = vert.x
                                v_array[v_index].vert.y = vert.y
                                v_array[v_index].color.r = r
                                v_array[v_index].color.g = g
                                v_array[v_index].color.b = b
                                v_array[v_index].color.a = a
                                if v_index > shape_start:
                                        i_array[i_index] = v_index - 1
                                        i_index += 1
                                        i_array[i_index] = v_index
                                        i_index += 1
                                v_index += 1
                        if shape.closed and v_index - shape_start > 2:
                                i_array[i_index] = v_index - 1
                                i_index += 1
                                i_array[i_index] = shape_start
                                i_index += 1
                return v_array, i_size, i_array, i_index

        def draw(self, gl=pyglet.gl):
                vertices, index_size, indices, index_count = self._generate_verts()
                if index_count:
                        if self.anti_alias:
                                gl.glEnable(gl.GL_LINE_SMOOTH)
                                gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST)
                                gl.glEnable(gl.GL_BLEND)
                                gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
                        gl.glPushClientAttrib(gl.GL_CLIENT_VERTEX_ARRAY_BIT)
                        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
                        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
                        gl.glVertexPointer(
                                2, gl.GL_FLOAT, ctypes.sizeof(CVertColor), ctypes.pointer(vertices))
                        gl.glColorPointer(
                                4, gl.GL_UNSIGNED_BYTE, ctypes.sizeof(CVertColor), 
                                ctypes.pointer(vertices[0].color))
                        if self.line_width is not None:
                                gl.glLineWidth(self.line_width)
                                if self._max_line_width is None:
                                        range_out = (ctypes.c_float * 2)()
                                        gl.glGetFloatv(gl.GL_ALIASED_LINE_WIDTH_RANGE, range_out)
                                        self._max_line_width = float(range_out[1]) * self.CORNER_FILL_SCALE
                                if self.corner_fill and self.line_width > self.CORNER_FILL_THRESHOLD:
                                        gl.glEnable(gl.GL_POINT_SMOOTH)
                                        gl.glPointSize(
                                                min(self.line_width * self.CORNER_FILL_SCALE, self._max_line_width))
                                        gl.glDrawArrays(gl.GL_POINTS, 0, index_count)
                        gl.glDrawElements(gl.GL_LINES, index_count, index_size, ctypes.pointer(indices))
                        gl.glPopClientAttrib()


class CVert(ctypes.Structure):
        _fields_ = [("x", ctypes.c_float), ("y", ctypes.c_float)]

class CColor(ctypes.Structure):
        _fields_ = [
                ("r", ctypes.c_ubyte), 
                ("g", ctypes.c_ubyte), 
                ("b", ctypes.c_ubyte), 
                ("a", ctypes.c_ubyte),
        ]

class CVertColor(ctypes.Structure):
        _fields_ = [("vert", CVert), ("color", CColor)]