annotate pytouhou/ui/opengl/sprite.pyx @ 532:dacdcca59b66

Don’t put back the rendering data into a tuple, use a specialised struct inside Sprite to pass it to the renderer.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 19 Dec 2013 21:55:26 +0100
parents db28538cd399
children e15672733c93
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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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532
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16 from libc.stdlib cimport malloc
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17 from libc.string cimport memcpy
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18 from libc.math cimport M_PI as pi
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20 from pytouhou.utils.matrix cimport Matrix, scale2d, flip, rotate_x, rotate_y, rotate_z, translate, translate2d
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21 from .renderer cimport Texture #XXX
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532
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24 cdef Matrix default
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25 default = Matrix(-.5, .5, .5, -.5,
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26 -.5, -.5, .5, .5,
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27 0, 0, 0, 0,
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28 1, 1, 1, 1)
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31 cdef RenderingData* get_sprite_rendering_data(Sprite sprite) nogil:
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32 if sprite.changed:
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33 render_sprite(sprite)
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34 return <RenderingData*>sprite._rendering_data
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37 cdef void render_sprite(Sprite sprite) nogil:
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38 cdef Matrix vertmat
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40 if sprite._rendering_data == NULL:
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41 sprite._rendering_data = malloc(sizeof(RenderingData))
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43 data = <RenderingData*>sprite._rendering_data
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44 memcpy(&vertmat, &default, sizeof(Matrix))
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46 tx, ty, tw, th = sprite._texcoords[0], sprite._texcoords[1], sprite._texcoords[2], sprite._texcoords[3]
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47 sx, sy = sprite._rescale[0], sprite._rescale[1]
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48 width = sprite.width_override or (tw * sx)
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49 height = sprite.height_override or (th * sy)
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51 scale2d(&vertmat, width, height)
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52 if sprite.mirrored:
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53 flip(&vertmat)
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55 rx, ry, rz = sprite._rotations_3d[0], sprite._rotations_3d[1], sprite._rotations_3d[2]
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56 if sprite.automatic_orientation:
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57 rz += pi/2. - sprite.angle
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58 elif sprite.force_rotation:
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59 rz += sprite.angle
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61 if rx:
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62 rotate_x(&vertmat, -rx)
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63 if ry:
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64 rotate_y(&vertmat, ry)
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65 if rz:
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66 rotate_z(&vertmat, -rz) #TODO: minus, really?
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67 if sprite.allow_dest_offset:
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68 translate(&vertmat, sprite._dest_offset)
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69 if sprite.corner_relative_placement: # Reposition
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70 translate2d(&vertmat, width / 2, height / 2)
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72 memcpy(data.pos, &vertmat, 12 * sizeof(float))
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74 x_1 = sprite.anm.size_inv[0]
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75 y_1 = sprite.anm.size_inv[1]
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76 tox, toy = sprite._texoffsets[0], sprite._texoffsets[1]
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77 data.left = tx * x_1 + tox
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78 data.right = (tx + tw) * x_1 + tox
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79 data.bottom = ty * y_1 + toy
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80 data.top = (ty + th) * y_1 + toy
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82 for i in xrange(4):
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83 data.color[i] = sprite._color[i]
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85 data.key = ((<Texture>sprite.anm.texture).key << 1) | sprite.blendfunc
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86 sprite.changed = False