annotate pytouhou/game/background.py @ 28:f405b947624d

Massive sprite updating/matrix handling optimizations
author Thibaut Girka <thib@sitedethib.com>
date Fri, 12 Aug 2011 21:40:26 +0200
parents f17122405121
children afa91be769ae
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1 from io import BytesIO
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2 import os
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3 import struct
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4 from itertools import chain
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6 from pytouhou.utils.interpolator import Interpolator
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7 from pytouhou.game.sprite import Sprite
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10 class Background(object):
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11 def __init__(self, stage, anm_wrapper):
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12 self.stage = stage
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13 self.anm_wrapper = anm_wrapper
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14 self.objects = []
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15 self.object_instances = []
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16 self.objects_by_texture = {}
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18 self.position_interpolator = Interpolator((0, 0, 0))
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19 self.fog_interpolator = Interpolator((0, 0, 0, 0, 0))
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20 self.position2_interpolator = Interpolator((0, 0, 0))
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22 self.build_objects()
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23 self.build_object_instances()
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26 def build_object_instances(self):
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27 self.object_instances = []
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28 for obj, ox, oy, oz in self.stage.object_instances:
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29 obj_id = self.stage.objects.index(obj)
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31 obj_instance = []
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32 for face_vertices, face_uvs in self.objects[obj_id]:
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33 obj_instance.append((tuple((x + ox, y + oy, z + oz)
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34 for x, y, z in face_vertices),
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35 face_uvs))
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36 self.object_instances.append(obj_instance)
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37 # Z-sorting
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38 def keyfunc(obj):
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39 return min(z for face in obj for x, y, z in face[0])
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40 self.object_instances.sort(key=keyfunc, reverse=True)
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42
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43 def object_instances_to_vertices_uvs(self):
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44 vertices = tuple(vertex for obj in self.object_instances
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45 for face in obj for vertex in face[0])
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46 uvs = tuple(uv for obj in self.object_instances
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47 for face in obj for uv in face[1])
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48 return vertices, uvs
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51 def build_objects(self):
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52 self.objects = []
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53 for i, obj in enumerate(self.stage.objects):
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54 faces = []
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55 for script_index, ox, oy, oz, width_override, height_override in obj.quads:
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56 #TODO: per-texture rendering
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57 anm, sprite = self.anm_wrapper.get_sprite(script_index)
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58 sprite.update(width_override, height_override)
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59 uvs, vertices = sprite._uvs, tuple((x + ox, y + oy, z + oz) for x, y, z in sprite._vertices)
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60 faces.append((vertices, uvs))
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61 self.objects.append(faces)
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64 def update(self, frame):
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65 if not self.objects_by_texture:
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66 vertices, uvs = self.object_instances_to_vertices_uvs()
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67 nb_vertices = len(vertices)
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68 vertices_format = 'f' * (3 * nb_vertices)
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69 uvs_format = 'f' * (2 * nb_vertices)
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70 vertices = struct.pack(vertices_format, *chain(*vertices))
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71 uvs = struct.pack(uvs_format, *chain(*uvs))
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72 assert len(self.anm_wrapper.anm_files) == 1 #TODO
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73 anm = self.anm_wrapper.anm_files[0]
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74 self.objects_by_texture = {(anm.first_name, anm.secondary_name): (nb_vertices, vertices, uvs)}
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76 for frame_num, message_type, args in self.stage.script:
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77 if frame_num == frame:
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78 if message_type == 0:
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79 self.position_interpolator.set_interpolation_start(frame_num, args)
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80 elif message_type == 1:
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81 self.fog_interpolator.set_interpolation_end_values(args)
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82 elif message_type == 2:
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83 self.position2_interpolator.set_interpolation_end_values(args)
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84 elif message_type == 3:
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85 duration, = args
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86 self.position2_interpolator.set_interpolation_end_frame(frame_num + duration)
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87 elif message_type == 4:
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88 duration, = args
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89 self.fog_interpolator.set_interpolation_end_frame(frame_num + duration)
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90 if frame_num > frame and message_type == 0:
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91 self.position_interpolator.set_interpolation_end(frame_num, args)
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92 break
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94 self.position2_interpolator.update(frame)
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95 self.fog_interpolator.update(frame)
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96 self.position_interpolator.update(frame)
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