Mercurial > touhou
comparison pytouhou/ui/opengl/sprite.pyx @ 527:db28538cd399
Use Sprite C arrays instead of their tuple representation where it makes sense.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:19:08 +0100 |
parents | 43ecf0f98f4d |
children | dacdcca59b66 |
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526:0b2a92a25245 | 527:db28538cd399 |
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18 from pytouhou.utils.matrix cimport Matrix, scale2d, flip, rotate_x, rotate_y, rotate_z, translate, translate2d | 18 from pytouhou.utils.matrix cimport Matrix, scale2d, flip, rotate_x, rotate_y, rotate_z, translate, translate2d |
19 from .renderer cimport Texture #XXX | 19 from .renderer cimport Texture #XXX |
20 | 20 |
21 | 21 |
22 cpdef tuple get_sprite_rendering_data(Sprite sprite): | 22 cpdef tuple get_sprite_rendering_data(Sprite sprite): |
23 cdef double tx, ty, tw, th, sx, sy, rx, ry, rz, tox, toy | |
24 cdef Matrix vertmat | 23 cdef Matrix vertmat |
25 | 24 |
26 if not sprite.changed: | 25 if not sprite.changed: |
27 return sprite._rendering_data | 26 return sprite._rendering_data |
28 | 27 |
29 vertmat = Matrix(-.5, .5, .5, -.5, | 28 vertmat = Matrix(-.5, .5, .5, -.5, |
30 -.5, -.5, .5, .5, | 29 -.5, -.5, .5, .5, |
31 0, 0, 0, 0, | 30 0, 0, 0, 0, |
32 1, 1, 1, 1) | 31 1, 1, 1, 1) |
33 | 32 |
34 tx, ty, tw, th = sprite.texcoords | 33 tx, ty, tw, th = sprite._texcoords[0], sprite._texcoords[1], sprite._texcoords[2], sprite._texcoords[3] |
35 sx, sy = sprite.rescale | 34 sx, sy = sprite._rescale[0], sprite._rescale[1] |
36 width = sprite.width_override or (tw * sx) | 35 width = sprite.width_override or (tw * sx) |
37 height = sprite.height_override or (th * sy) | 36 height = sprite.height_override or (th * sy) |
38 | 37 |
39 scale2d(&vertmat, width, height) | 38 scale2d(&vertmat, width, height) |
40 if sprite.mirrored: | 39 if sprite.mirrored: |
41 flip(&vertmat) | 40 flip(&vertmat) |
42 | 41 |
43 rx, ry, rz = sprite.rotations_3d | 42 rx, ry, rz = sprite._rotations_3d[0], sprite._rotations_3d[1], sprite._rotations_3d[2] |
44 if sprite.automatic_orientation: | 43 if sprite.automatic_orientation: |
45 rz += pi/2. - sprite.angle | 44 rz += pi/2. - sprite.angle |
46 elif sprite.force_rotation: | 45 elif sprite.force_rotation: |
47 rz += sprite.angle | 46 rz += sprite.angle |
48 | 47 |
51 if ry: | 50 if ry: |
52 rotate_y(&vertmat, ry) | 51 rotate_y(&vertmat, ry) |
53 if rz: | 52 if rz: |
54 rotate_z(&vertmat, -rz) #TODO: minus, really? | 53 rotate_z(&vertmat, -rz) #TODO: minus, really? |
55 if sprite.allow_dest_offset: | 54 if sprite.allow_dest_offset: |
56 translate(&vertmat, sprite.dest_offset[0], sprite.dest_offset[1], sprite.dest_offset[2]) | 55 translate(&vertmat, sprite._dest_offset) |
57 if sprite.corner_relative_placement: # Reposition | 56 if sprite.corner_relative_placement: # Reposition |
58 translate2d(&vertmat, width / 2, height / 2) | 57 translate2d(&vertmat, width / 2, height / 2) |
59 | 58 |
60 x_1 = sprite.anm.size_inv[0] | 59 x_1 = sprite.anm.size_inv[0] |
61 y_1 = sprite.anm.size_inv[1] | 60 y_1 = sprite.anm.size_inv[1] |
62 tox, toy = sprite.texoffsets | 61 tox, toy = sprite._texoffsets[0], sprite._texoffsets[1] |
63 uvs = (tx * x_1 + tox, | 62 uvs = (tx * x_1 + tox, |
64 (tx + tw) * x_1 + tox, | 63 (tx + tw) * x_1 + tox, |
65 ty * y_1 + toy, | 64 ty * y_1 + toy, |
66 (ty + th) * y_1 + toy) | 65 (ty + th) * y_1 + toy) |
67 | 66 |
67 r, g, b, a = sprite._color[0], sprite._color[1], sprite._color[2], sprite._color[3] | |
68 | |
68 key = ((<Texture>sprite.anm.texture).key << 1) | sprite.blendfunc | 69 key = ((<Texture>sprite.anm.texture).key << 1) | sprite.blendfunc |
69 r, g, b = sprite.color | 70 values = tuple([x for x in (<float*>&vertmat)[:12]]), uvs, (r, g, b, a) |
70 values = tuple([x for x in (<float*>&vertmat)[:12]]), uvs, (r, g, b, sprite.alpha) | |
71 sprite._rendering_data = key, values | 71 sprite._rendering_data = key, values |
72 sprite.changed = False | 72 sprite.changed = False |
73 | 73 |
74 return sprite._rendering_data | 74 return sprite._rendering_data |