Mercurial > touhou
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> |
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date | Wed, 18 Dec 2013 18:15:40 +0100 |
parents | 6e3b3d5d4691 |
children | 43ecf0f98f4d |
rev | line source |
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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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15 |
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16 from libc.math cimport M_PI as pi |
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17 |
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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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20 |
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21 |
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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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28 |
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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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38 |
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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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48 |
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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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59 |
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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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68 |
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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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74 |
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75 return sprite._rendering_data |