def render(self): if self.texture is not None: self.texture.render() #TODO: do not use this kind drawing, but instead pass all vertices, like in the tutorial #TODO: check how to map the textures too glBegin(GL_QUADS) for v in self.vertices: glVertex3f(v[0], v[1], v[2]) glEnd()
def drawSideBars(self, visibility, song, pos): if not song: return if not song.readyToGo: return def project(beat): return 0.125 * beat / self.beatsPerUnit # glorandwarf: was 0.12 v = visibility w = self.boardWidth + 0.15 l = self.boardLength offset = (pos - self.lastBpmChange) / self.currentPeriod + self.baseBeat c = (1,1,1) board_tex = array([[0.0, project(offset - 2 * self.beatsPerUnit)], [1.0, project(offset - 2 * self.beatsPerUnit)], [0.0, project(offset - 1 * self.beatsPerUnit)], [1.0, project(offset - 1 * self.beatsPerUnit)], [0.0, project(offset + l * self.beatsPerUnit * .7)], [1.0, project(offset + l * self.beatsPerUnit * .7)], [0.0, project(offset + l * self.beatsPerUnit)], [1.0, project(offset + l * self.beatsPerUnit)]], dtype=float32) glEnable(GL_TEXTURE_2D) if self.theme == 2 and self.instrument.starPowerActive and self.oSideBars: self.oSideBars.texture.bind() else: self.sideBars.texture.bind() cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=self.sidebars_vtx, colors=self.board_col, texcoords=board_tex) glDisable(GL_TEXTURE_2D) if self.theme == 1: if shaders.enable("sololight"): shaders.modVar("color",shaders.var["solocolor"]) shaders.setVar("offset",(-3.5,-w/2)) glBegin(GL_TRIANGLE_STRIP) glVertex3f(w / 2-1.0, 0.4, -2) glVertex3f(w / 2+1.0, 0.4, -2) glVertex3f(w / 2-1.0, 0.4, l) glVertex3f(w / 2+1.0, 0.4, l) glEnd() shaders.setVar("offset",(-3.5,w/2)) shaders.setVar("time",shaders.time()+0.5) glBegin(GL_TRIANGLE_STRIP) glVertex3f(-w / 2+1.0, 0.4, -2) glVertex3f(-w / 2-1.0, 0.4, -2) glVertex3f(-w / 2+1.0, 0.4, l) glVertex3f(-w / 2-1.0, 0.4, l) glEnd() shaders.disable()
def renderNeck(self, visibility, song, pos): if not song: return if not song.readyToGo: return v = visibility w = self.boardWidth l = self.boardLength offset = (pos - self.lastBpmChange) / self.currentPeriod + self.baseBeat #myfingershurt: every theme can have oNeck: if self.guitarSolo and self.guitarSoloNeck != None and self.guitarSoloNeckMode == 1: neck = self.guitarSoloNeck elif self.scoreMultiplier > 4 and self.bassGrooveNeck != None and self.bassGrooveNeckMode == 1: neck = self.bassGrooveNeck elif self.instrument.starPowerActive and not (self.spcount2 != 0 and self.spcount < 1.2) and self.oNeck and self.scoreMultiplier <= 4 and self.ovrneckoverlay == False: neck = self.oNeck else: neck = self.neckDrawing self.renderNeckMethod(v*self.neckAlpha[1], offset, neck) if self.guitarSolo and self.guitarSoloNeck != None and self.guitarSoloNeckMode == 2: #static overlay self.renderNeckMethod(v*self.neckAlpha[2], 0, self.guitarSoloNeck) elif self.bgcount > 0 and self.bassGrooveNeck != None and self.bassGrooveNeckMode == 2: #static bass groove overlay self.renderNeckMethod(v*self.bgcount*self.neckAlpha[3], 0, self.bassGrooveNeck) if self.spcount2 != 0 and self.spcount < 1.2 and self.oNeck: #static overlay if self.oNeckovr != None and (self.scoreMultiplier > 4 or self.guitarSolo or self.ovrneckoverlay == True): neck = self.oNeckovr alpha = False else: neck = self.oNeck alpha = True self.renderNeckMethod(v*self.spcount*self.neckAlpha[4], offset, neck, alpha) if self.instrument.starPowerActive and not (self.spcount2 != 0 and self.spcount < 1.2) and self.oNeck and (self.scoreMultiplier > 4 or self.guitarSolo or self.ovrneckoverlay == True): #static overlay if self.oNeckovr != None: neck = self.oNeckovr alpha = False else: neck = self.oNeck alpha = True self.renderNeckMethod(v*self.neckAlpha[4], offset, neck, alpha) if shaders.enabled: shaders.globals["basspos"] = shaders.var["fret"][self.player][0] shaders.globals["notepos"] = shaders.var["fret"][self.player][1:] shaders.globals["bpm"] = self.instrument.currentBpm shaders.globals["songpos"] = pos shaders.globals["spEnabled"] = self.instrument.starPowerActive shaders.globals["isFailing"] = self.isFailing shaders.globals["isMultChanged"] = (shaders.var["scoreMult"][self.player] != self.scoreMultiplier) if shaders.globals["isMultChanged"]: shaders.var["multChangePos"][self.player] = pos shaders.globals["scoreMult"] = self.scoreMultiplier shaders.var["scoreMult"][self.player] = self.scoreMultiplier shaders.globals["isDrum"] = self.isDrum shaders.globals["soloActive"] = self.guitarSolo posx = shaders.time() fret = [] neckcol = (0,0,0) notecolors = list(self.engine.theme.noteColors) if self.isDrum: notecolors[4] = notecolors[0] notecolors[0] = self.engine.theme.noteColors[5] for i in range(5): blend = max(shaders.var["fret"][self.player][i] - posx + 1.5,0.01) neckcol = mixColors(neckcol, notecolors[i], blend) shaders.var["color"][self.player]=neckcol if shaders.enable("neck"): shaders.setVar("fretcol",neckcol) shaders.update() glBegin(GL_TRIANGLE_STRIP) glVertex3f(-w / 2, 0.1, -2) glVertex3f(w / 2, 0.1, -2) glVertex3f(-w / 2, 0.1, l) glVertex3f(w / 2, 0.1, l) glEnd() shaders.disable() else: if self.isFailing: self.renderNeckMethod(self.failcount, 0, self.failNeck) if (self.guitarSolo or self.instrument.starPowerActive) and self.theme == 1: shaders.var["solocolor"]=(0.3,0.7,0.9,0.6) else: shaders.var["solocolor"]=(0.0,)*4
def renderIncomingNeck(self, visibility, song, pos, time, neckTexture): #MFH - attempt to "scroll" an incoming guitar solo neck towards the player if not song: return if not song.readyToGo: return def project(beat): return 0.125 * beat / self.beatsPerUnit # glorandwarf: was 0.12 v = visibility w = self.boardWidth l = self.boardLength #offset = (pos - self.lastBpmChange) / self.currentPeriod + self.baseBeat offset = 0 z = ((time - pos) / self.currentPeriod) / self.beatsPerUnit color = (1,1,1) glEnable(GL_TEXTURE_2D) if neckTexture: neckTexture.texture.bind() glBegin(GL_TRIANGLE_STRIP) glColor4f(color[0],color[1],color[2], 0) glTexCoord2f(0.0, project(offset - 2 * self.beatsPerUnit)) #glVertex3f(-w / 2, 0, -2) glVertex3f(-w / 2, 0, z) #point A glTexCoord2f(1.0, project(offset - 2 * self.beatsPerUnit)) #glVertex3f( w / 2, 0, -2) glVertex3f( w / 2, 0, z) #point B glColor4f(color[0],color[1],color[2], v) glTexCoord2f(0.0, project(offset - 1 * self.beatsPerUnit)) #glVertex3f(-w / 2, 0, -1) glVertex3f(-w / 2, 0, z+1) #point C glTexCoord2f(1.0, project(offset - 1 * self.beatsPerUnit)) #glVertex3f( w / 2, 0, -1) glVertex3f( w / 2, 0, z+1) #point D glTexCoord2f(0.0, project(offset + l * self.beatsPerUnit * .7)) #glVertex3f(-w / 2, 0, l * .7) glVertex3f(-w / 2, 0, z+2+l * .7) #point E glTexCoord2f(1.0, project(offset + l * self.beatsPerUnit * .7)) #glVertex3f( w / 2, 0, l * .7) glVertex3f( w / 2, 0, z+2+l * .7) #point F glColor4f(color[0],color[1],color[2], 0) glTexCoord2f(0.0, project(offset + l * self.beatsPerUnit)) #glVertex3f(-w / 2, 0, l) glVertex3f(-w / 2, 0, z+2+l) #point G glTexCoord2f(1.0, project(offset + l * self.beatsPerUnit)) #glVertex3f( w / 2, 0, l) glVertex3f( w / 2, 0, z+2+l) #point H glEnd() glDisable(GL_TEXTURE_2D)