view pytouhou/game/sprite.py @ 401:3ce4065840e9

Calculate the fog per-fragment and remove the fixed-pipeline glFog* functions; now both vertex shaders are the same.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 14 Feb 2013 20:07:23 +0100
parents f3099ebf4f61
children 40d5f3083ebc
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
##
## This program is free software; you can redistribute it and/or modify
## it under the terms of the GNU General Public License as published
## by the Free Software Foundation; version 3 only.
##
## This program is distributed in the hope that it will be useful,
## but WITHOUT ANY WARRANTY; without even the implied warranty of
## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
## GNU General Public License for more details.
##


from pytouhou.utils.interpolator import Interpolator


class Sprite(object):
    __slots__ = ('anm', 'removed', 'changed', 'width_override', 'height_override',
                 'angle', 'force_rotation', 'scale_interpolator', 'fade_interpolator',
                 'offset_interpolator', 'automatic_orientation', 'blendfunc',
                 'texcoords', 'dest_offset', 'allow_dest_offset', 'texoffsets',
                 'mirrored', 'rescale', 'scale_speed', 'rotations_3d',
                 'rotations_speed_3d', 'corner_relative_placement', 'frame',
                 'color', 'alpha', 'visible', '_rendering_data')
    def __init__(self, width_override=0, height_override=0):
        self.anm = None
        self.removed = False
        self.changed = True
        self.visible = True

        self.width_override = width_override
        self.height_override = height_override
        self.angle = 0
        self.force_rotation = False

        self.scale_interpolator = None
        self.fade_interpolator = None
        self.offset_interpolator = None

        self.automatic_orientation = False

        self.blendfunc = 0 # 0 = Normal, 1 = saturate #TODO: proper constants

        self.texcoords = (0, 0, 0, 0) # x, y, width, height
        self.dest_offset = (0., 0., 0.)
        self.allow_dest_offset = False
        self.texoffsets = (0., 0.)
        self.mirrored = False
        self.rescale = (1., 1.)
        self.scale_speed = (0., 0.)
        self.rotations_3d = (0., 0., 0.)
        self.rotations_speed_3d = (0., 0., 0.)
        self.corner_relative_placement = False
        self.frame = 0
        self.color = (255, 255, 255)
        self.alpha = 255

        self._rendering_data = None


    def fade(self, duration, alpha, formula):
        self.fade_interpolator = Interpolator((self.alpha,), self.frame,
                                              (alpha,), self.frame + duration,
                                              formula)


    def scale_in(self, duration, sx, sy, formula):
        self.scale_interpolator = Interpolator(self.rescale, self.frame,
                                               (sx, sy), self.frame + duration,
                                               formula)


    def move_in(self, duration, x, y, z, formula):
        self.offset_interpolator = Interpolator(self.dest_offset, self.frame,
                                                (x, y, z), self.frame + duration,
                                                formula)


    def update_orientation(self, angle_base=0., force_rotation=False):
        if (self.angle != angle_base or self.force_rotation != force_rotation):
            self.angle = angle_base
            self.force_rotation = force_rotation
            self.changed = True