def setupLight(self, light, n, pos): l = light.techniqueCommon glEnable(GL_LIGHTING) glEnable(GL_LIGHT0 + n) glLightfv(GL_LIGHT0 + n, GL_POSITION, (pos[0], pos[1], pos[2], 0.0)) glLightfv(GL_LIGHT0 + n, GL_DIFFUSE, (l.color[0], l.color[1], l.color[2], 0.0)) glLightfv(GL_LIGHT0 + n, GL_AMBIENT, (0.0, 0.0, 0.0, 0.0))
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)
def drawBPM(self, visibility, song, pos): if not song: return if not song.readyToGo: return v = visibility w = self.boardWidth track = song.track[self.player] glEnable(GL_TEXTURE_2D) for time, event in track.getEvents(pos - self.currentPeriod * 2, pos + self.currentPeriod * self.beatsPerBoard): if not isinstance(event, Bars): continue glPushMatrix() z = ((time - pos) / self.currentPeriod) / self.beatsPerUnit z2 = ((time + event.length - pos) / self.currentPeriod) / self.beatsPerUnit if z > self.boardLength: f = (self.boardLength - z) / (self.boardLength * .2) elif z < 0: f = min(1, max(0, 1 + z2)) else: f = 1.0 if event.barType == 0: #half-beat sw = 0.1 #width self.bpm_halfbeat.texture.bind() elif event.barType == 1: #beat sw = 0.1 #width self.bpm_beat.texture.bind() elif event.barType == 2: #measure sw = 0.1 #width self.bpm_measure.texture.bind() bpm_vtx = array([[-(w / 2), 0, z + sw], [-(w / 2), 0, z - sw], [(w / 2), 0, z + sw], [(w / 2), 0, z - sw]], dtype=float32) bpm_tex = array([[0.0, 1.0], [0.0, 0.0], [1.0, 1.0], [1.0, 0.0]], dtype=float32) bpm_col = array([[1, 1, 1, v], [1, 1, 1, v], [1, 1, 1, v], [1, 1, 1, v]], dtype=float32) cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=bpm_vtx, colors=bpm_col, texcoords=bpm_tex) glPopMatrix() glDisable(GL_TEXTURE_2D)
def __init_openGL(self): glShadeModel(GL_SMOOTH) glClearColor(0, 0, 0, 0) glClearDepth(1) glEnable(GL_DEPTH_TEST) glEnable(GL_TEXTURE_2D) glDepthFunc(GL_LEQUAL) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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 renderNeckMethod(self, visibility, offset, neck, alpha = False): #blazingamer: New neck rendering method def project(beat): return 0.125 * beat / self.beatsPerUnit # glorandwarf: was 0.12 if self.instrument.starPowerActive and self.theme == 0:#8bit color = self.engine.theme.spNoteColor #self.spColor #(.3,.7,.9) elif self.instrument.starPowerActive and self.theme == 1: color = self.engine.theme.spNoteColor #self.spColor #(.3,.7,.9) else: color = (1,1,1) v = visibility l = self.boardLength glEnable(GL_TEXTURE_2D) 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) #must be seperate for neck flashing. board_col = array([[color[0],color[1],color[2], 0], [color[0],color[1],color[2], 0], [color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], 0], [color[0],color[1],color[2], 0]], dtype=float32) if alpha == True: glBlendFunc(GL_ONE, GL_ONE) neck.texture.bind() cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=self.board_vtx, colors=board_col, texcoords=board_tex) if alpha == True: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glDisable(GL_TEXTURE_2D)
def draw(self, color = (1, 1, 1, 1), rect = (0,1,0,1), lOffset = 0.0, rOffset = 0.0): with cmglPushedSpecificMatrix(GL_TEXTURE): with cmglPushedSpecificMatrix(GL_PROJECTION): with cmglMatrixMode(GL_PROJECTION): self.context.setProjection() with cmglPushedMatrix(): glLoadIdentity() self._getEffectiveTransform().applyGL() glScalef(self.texture.pixelSize[0], self.texture.pixelSize[1], 1) glTranslatef(-.5, -.5, 0) glColor4f(*color) glEnable(GL_TEXTURE_2D) self.texture.bind() self.triangVtx[0,0] = 0.0-lOffset self.triangVtx[0,1] = 1.0 self.triangVtx[1,0] = 1.0-rOffset self.triangVtx[1,1] = 1.0 self.triangVtx[2,0] = 0.0+lOffset self.triangVtx[2,1] = 0.0 self.triangVtx[3,0] = 1.0+rOffset self.triangVtx[3,1] = 0.0 self.textriangVtx[0,0] = rect[0] self.textriangVtx[0,1] = rect[3] self.textriangVtx[1,0] = rect[1] self.textriangVtx[1,1] = rect[3] self.textriangVtx[2,0] = rect[0] self.textriangVtx[2,1] = rect[2] self.textriangVtx[3,0] = rect[1] self.textriangVtx[3,1] = rect[2] cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=self.triangVtx, texcoords=self.textriangVtx) glDisable(GL_TEXTURE_2D)
def render(self, visibility, topMost): #MFH - display version in any menu: if not visibility: self.active = False return self.active = True if self.graphicMenu and self.menuBackground: self.engine.graphicMenuShown = True else: self.engine.graphicMenuShown = False self.engine.view.setOrthogonalProjection(normalize = True) try: v = (1 - visibility) ** 2 # Default to this font if none was specified font = self.font tipFont = self.tipFont if self.fadeScreen: Dialogs.fadeScreen(v) wS, hS = self.engine.view.geometry[2:4] if self.graphicMenu and self.menuBackground: #volshebnyi - better menu scaling self.engine.drawImage(self.menuBackground, scale = (1.0,-1.0), coord = (wS/2,hS/2), stretched = 3) else: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_COLOR_MATERIAL) n = len(self.choices) x, y = self.pos for i, choice in enumerate(self.choices[self.viewOffset:self.viewOffset + self.viewSize]): if self.graphicMenu: if self.currentIndex == i: xpos = (.5,1) else: xpos = (0,.5) ypos = float(i+self.viewOffset) self.menuText.transform.reset() self.menuText.transform.scale(.5*self.menuScale,(-1.0/n*self.menuScale)) self.menuText.transform.translate(wS*self.menux,(hS*self.menuy)-(hS*self.vSpace)*i) self.menuText.draw(rect = (xpos[0],xpos[1],ypos/n,(ypos+1.0)/n)) #self.engine.drawImage(self.menuText, scale = (self.menuScale,-self.menuScale*2/n), coord = (wS*self.menux,hS*(self.menuy-self.vSpace*i)), rect = (xpos[0],xpos[1],ypos/n,(ypos+1.0)/n), stretched = 11) else: text = choice.getText(i + self.viewOffset == self.currentIndex) glPushMatrix() glRotate(v * 45, 0, 0, 1) scale = 0.002 if self.mainMenu and self.theme < 2 and i % 2 == 1:#8bit scale = 0.0016 w, h = font.getStringSize(" ", scale = scale) # Draw arrows if scrolling is needed to see all items if i == 0 and self.viewOffset > 0: self.engine.theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / self.viewOffset) / 3)) glPushMatrix() glTranslatef(x - v / 4 - w * 2, y + h / 2, 0) self.renderTriangle(up = (0, -1), s = .015) glPopMatrix() elif i == self.viewSize - 1 and self.viewOffset + self.viewSize < n: self.engine.theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / (n - self.viewOffset - self.viewSize)) / 3)) glPushMatrix() glTranslatef(x - v / 4 - w * 2, y + h / 2, 0) self.renderTriangle(up = (0, 1), s = .015) glPopMatrix() if i + self.viewOffset == self.currentIndex: if choice.tipText and self.showTips: if self.tipColor: c1, c2, c3 = self.tipColor glColor3f(c1,c2,c3) elif self.textColor: c1, c2, c3 = self.textColor glColor3f(c1,c2,c3) else: self.engine.theme.setBaseColor(1-v) tipScale = self.tipScale if self.tipScroll > -(self.tipSize) and self.tipScroll < 1: tipFont.render(choice.tipText, (self.tipScroll, self.tipY), scale = tipScale) if self.tipScrollMode == 0: if self.tipScrollB > -(self.tipSize) and self.tipScrollB < 1: tipFont.render(choice.tipText, (self.tipScrollB, self.tipY), scale = tipScale) a = (math.sin(self.time) * .15 + .75) * (1 - v * 2) self.engine.theme.setSelectedColor(a) a *= -.005 glTranslatef(a, a, a) else: self.engine.theme.setBaseColor(1 - v) #MFH - settable color through Menu constructor if i + self.viewOffset == self.currentIndex and self.selectedColor: c1,c2,c3 = self.selectedColor glColor3f(c1,c2,c3) elif self.textColor: c1,c2,c3 = self.textColor glColor3f(c1,c2,c3) #MFH - now to catch " >" main menu options and blank them: if text == " >": text = "" if self.engine.data.submenuSelectFound and len(text) > 0 and not self.mainMenu and self.useSelectedBox: Tw, Th = font.getStringSize(text,scale) lineSpacing = font.getLineSpacing(scale) frameWidth = Tw*1.10 #frameHeight = (Th+Th2)*1.10 frameHeight = Th + lineSpacing boxXOffset = (x + (Tw/2))*wS boxYOffset = (1.0 - (y*4.0/3.0) - (Th*1.2/2))*hS subSelectHYFactor = 640.000/self.engine.view.aspectRatio subSelectHFactor = subSelectHYFactor/self.engine.data.subSelectImgH self.engine.data.submenuSelect.transform.reset() tempWScale = frameWidth*self.engine.data.subSelectWFactor tempHScale = -(frameHeight)*subSelectHFactor self.engine.data.submenuSelect.transform.scale(tempWScale,tempHScale) self.engine.data.submenuSelect.transform.translate(boxXOffset,boxYOffset) self.engine.data.submenuSelect.draw() font.render(text, (x - v / 4, y), scale = scale) v *= 2 if self.theme == 1 and self.font == self.engine.data.pauseFont: # evilynux - Ugly workaround for Gh3 y += h*.70 #Worldrave - Changed Pause menu spacing back to .70 from .65 for now. else: y += h glPopMatrix() finally: self.engine.view.resetProjection()
def clear(self, r = 0, g = 0, b = 0, a = 0): glDepthMask(1) glEnable(GL_COLOR_MATERIAL) glClearColor(r, g, b, a) glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
def drawTrack(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 if self.theme == 0 or self.theme == 1: size = 2 else: size = 0 v = visibility w = self.boardWidth l = self.boardLength if self.staticStrings: offset = 0 else: offset = (pos - self.lastBpmChange) / self.currentPeriod + self.baseBeat track_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) #MFH - logic to briefly display oFlash if self.theme == 2 and self.overdriveFlashCount < self.overdriveFlashCounts and self.oFlash: self.oFlash.texture.bind() elif self.theme == 2 and self.instrument.starPowerActive and self.oCenterLines: self.oCenterLines.texture.bind() else: self.centerLines.texture.bind() track_vtx = array([[-w / 2, 0, -2+size], [w / 2, 0, -2+size], [-w / 2, 0, -1+size], [w / 2, 0, -1+size], [-w / 2, 0, l * .7], [w / 2, 0, l * .7], [-w / 2, 0, l], [w / 2, 0, l]], dtype=float32) if self.staticStrings: #MFH color = (1,1,1) track_col = array([[color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], v], [color[0],color[1],color[2], 0], [color[0],color[1],color[2], 0]], dtype=float32) cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=track_vtx, colors=track_col, texcoords=track_tex) else: #MFH: original moving strings cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=track_vtx, colors=self.board_col, texcoords=track_tex) glDisable(GL_TEXTURE_2D)
def render(self, text, pos = (0, 0), rotate = 0, scale = DEFAULT_SCALE, shadowoffset = (.0022, .0005), align = LEFT, new = False): """ Draw some text. @param text: Text to draw @param pos: Text coordinate tuple (x, y) @param rotate: Angle to rotate text, in degrees @param scale: Scale factor """ # deufeufeu : new drawing relaying only on pygame.font.render # : I know me miss special unicodes characters, but the gain # : is really important. # evilynux : Use arrays to increase performance def drawSquare(w,h,tw,th): self.square_prim[1,0] = self.square_prim[3,0] = w self.square_prim[2,1] = self.square_prim[3,1] = h self.square_tex[0,1] = self.square_tex[1,1] = th self.square_tex[1,0] = self.square_tex[3,0] = tw cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=self.square_prim, texcoords=self.square_tex) if not text: return try: t,w,h = self.stringsCache.get(text) except KeyError: s = self.font.render(text, True, (255,255,255)) t = Texture() t.setFilter(GL_LINEAR, GL_LINEAR) t.setRepeat(GL_CLAMP, GL_CLAMP) t.loadSurface(s, alphaChannel = True) del s w, h = self.font.size(text) self.stringsCache.add(text,(t,w,h)) x, y = pos scale *= self.scale w, h = w*scale*self.aspectRatioFactor, h*scale if align == CENTER: #we have already done all the calculating. Why not add this? - akedrou x -= (w/2) elif align == RIGHT: x -= w y -= (h/2) tw,th = t.size glEnable(GL_TEXTURE_2D) with cmglPushedMatrix(): if rotate: if not isinstance(rotate, tuple): glRotatef(rotate, 0, 0, 1.0) else: glRotatef(0, *rotate) glTranslatef(x,y,0) t.bind() if self.outline: with cmglPushedAttrib(GL_CURRENT_BIT): glColor4f(0, 0, 0, .25 * glGetDoublev(GL_CURRENT_COLOR)[3]) blur = 2 * DEFAULT_SCALE for offset in [(-.7, -.7), (0, -1), (.7, -.7), (-1, 0), (1, 0), (-.7, .7), (0, 1), (.7, .7)]: with cmglPushedMatrix(): glTranslatef(blur * offset[0], blur * offset[1], 0) drawSquare(w,h,tw,th) if self.shadow: with cmglPushedAttrib(GL_CURRENT_BIT): glColor4f(0, 0, 0, 1) with cmglPushedMatrix(): glTranslatef(shadowoffset[0], shadowoffset[1], 0) drawSquare(w,h,tw,th) drawSquare(w,h,tw,th) glDisable(GL_TEXTURE_2D)
def textureSetup(self): # Free memory if we already allocated space for textures. if len(self.animTexs) > 0: glDeleteTextures(self.animTexs) self.animTexs = glGenTextures(len(self.animImgs)) for texIdx, img in enumerate(self.animImgs): animSize = img.get_size() if img.get_alpha is None: color = "RGB" colorGL = GL_RGB else: color = "RGBA" colorGL = GL_RGBA # Log.debug("AnimationPlayer: Image %d format: %s (%dx%d)" % (texIdx, color, animSize[0], animSize[1])) glBindTexture(GL_TEXTURE_2D, self.animTexs[texIdx]) surfaceData = pygame.image.tostring(img, color, True) # Linear filtering glTexImage2D(GL_TEXTURE_2D, 0, 3, animSize[0], animSize[1], 0, colorGL, GL_UNSIGNED_BYTE, surfaceData) # MipMapping # gluBuild2DMipmaps(GL_TEXTURE_2D, colorGL, # animSize[0], animSize[1], colorGL, # GL_UNSIGNED_BYTE, surfaceData) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) Log.debug("AnimationPlayer progress: %d%%" % \ ( 100*(texIdx+1+len(self.animImgs)) / \ (2*len(self.animImgs)) )) # Resize animation (polygon) to respect resolution ratio # (The math is actually simple, take the time to draw it down if required) winRes = float(self.winWidth)/float(self.winHeight) animWidth = float(self.animImgs[0].get_size()[0]) animHeight = float(self.animImgs[0].get_size()[1]) animRes = animWidth/animHeight vtxX = 1.0 vtxY = 1.0 if winRes > animRes: r = float(self.winHeight)/animHeight vtxX = 1.0 - abs(self.winWidth-r*animWidth) / (float(self.winWidth)) elif winRes < animRes: r = float(self.winWidth)/animWidth vtxY = 1.0 - abs(self.winHeight-r*animHeight) / (float(self.winHeight)) # Vertices animVtx = array([[-vtxX, vtxY], [ vtxX, -vtxY], [ vtxX, vtxY], [-vtxX, vtxY], [-vtxX, -vtxY], [ vtxX, -vtxY]], dtype=float32) # Texture coordinates texCoord = array([[0.0, 1.0], [1.0, 0.0], [1.0, 1.0], [0.0, 1.0], [0.0, 0.0], [1.0, 0.0]], dtype=float32) # Create a compiled OpenGL call list and do array-based drawing # Could have used GL_QUADS but IIRC triangles are recommended self.animList = cmglList() with self.animList: glEnable(GL_TEXTURE_2D) glColor3f(1., 1., 1.) cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=animVtx, texcoords=texCoord) glDisable(GL_TEXTURE_2D)