annotate pytouhou/ui/opengl/sprite.pyx @ 524:7f016dfbdfb1

Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Wed, 18 Dec 2013 18:15:40 +0100
parents 6e3b3d5d4691
children 43ecf0f98f4d
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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16 from libc.math cimport M_PI as pi
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18 from pytouhou.utils.matrix cimport Matrix, scale2d, flip, rotate_x, rotate_y, rotate_z, translate, translate2d
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19 from .renderer cimport Texture #XXX
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22 cpdef tuple get_sprite_rendering_data(Sprite sprite):
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23 cdef double tx, ty, tw, th, sx, sy, rx, ry, rz, tox, toy
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24 cdef Matrix vertmat
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25
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26 if not sprite.changed:
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27 return sprite._rendering_data
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29 vertmat = Matrix(-.5, .5, .5, -.5,
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30 -.5, -.5, .5, .5,
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31 0, 0, 0, 0,
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32 1, 1, 1, 1)
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33
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34 tx, ty, tw, th = sprite.texcoords
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35 sx, sy = sprite.rescale
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36 width = sprite.width_override or (tw * sx)
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37 height = sprite.height_override or (th * sy)
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39 scale2d(&vertmat, width, height)
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40 if sprite.mirrored:
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41 flip(&vertmat)
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42
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43 rx, ry, rz = sprite.rotations_3d
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44 if sprite.automatic_orientation:
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45 rz += pi/2. - sprite.angle
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46 elif sprite.force_rotation:
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47 rz += sprite.angle
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49 if rx:
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50 rotate_x(&vertmat, -rx)
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51 if ry:
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52 rotate_y(&vertmat, ry)
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53 if rz:
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54 rotate_z(&vertmat, -rz) #TODO: minus, really?
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55 if sprite.allow_dest_offset:
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56 translate(&vertmat, sprite.dest_offset[0], sprite.dest_offset[1], sprite.dest_offset[2])
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57 if sprite.corner_relative_placement: # Reposition
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58 translate2d(&vertmat, width / 2, height / 2)
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60 size = sprite.anm.size
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61 x_1 = 1 / <double>size[0]
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62 y_1 = 1 / <double>size[1]
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63 tox, toy = sprite.texoffsets
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64 uvs = (tx * x_1 + tox,
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65 (tx + tw) * x_1 + tox,
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66 ty * y_1 + toy,
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67 (ty + th) * y_1 + toy)
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69 key = ((<Texture>sprite.anm.texture).key << 1) | sprite.blendfunc
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70 r, g, b = sprite.color
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71 values = tuple([x for x in (<float*>&vertmat)[:12]]), uvs, (r, g, b, sprite.alpha)
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72 sprite._rendering_data = key, values
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73 sprite.changed = False
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75 return sprite._rendering_data