view pytouhou/opengl/sprite.pyx @ 164:5271789c067d

Implement player bullets rendering and updating.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Sun, 16 Oct 2011 08:01:28 -0700
parents fab7ad2f0d8b
children
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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 math import pi

from pytouhou.utils.matrix cimport Matrix


cpdef object get_sprite_rendering_data(object sprite):
    cdef Matrix vertmat

    if not sprite._changed:
        return sprite._rendering_data

    vertmat = Matrix([[-.5,     .5,     .5,    -.5],
                      [-.5,    -.5,     .5,     .5],
                      [ .0,     .0,     .0,     .0],
                      [ 1.,     1.,     1.,     1.]])

    tx, ty, tw, th = sprite.texcoords
    sx, sy = sprite.rescale
    width = sprite.width_override or (tw * sx)
    height = sprite.height_override or (th * sy)

    vertmat.scale2d(width, height)
    if sprite.mirrored:
        vertmat.flip()

    rx, ry, rz = sprite.rotations_3d
    if sprite.automatic_orientation:
        rz += pi/2. - sprite.angle
    elif sprite.force_rotation:
        rz += sprite.angle

    if (rx, ry, rz) != (0., 0., 0.):
        if rx:
            vertmat.rotate_x(-rx)
        if ry:
            vertmat.rotate_y(ry)
        if rz:
            vertmat.rotate_z(-rz) #TODO: minus, really?
    if sprite.corner_relative_placement: # Reposition
        vertmat.translate(width / 2., height / 2., 0.)
    if sprite.allow_dest_offset:
        vertmat.translate(sprite.dest_offset[0], sprite.dest_offset[1], sprite.dest_offset[2])

    x_1 = 1. / sprite.anm.size[0]
    y_1 = 1. / sprite.anm.size[1]
    tox, toy = sprite.texoffsets
    uvs = [tx * x_1 + tox,         1. - (ty * y_1) + toy,
           (tx + tw) * x_1 + tox,  1. - (ty * y_1) + toy,
           (tx + tw) * x_1 + tox,  1. - ((ty + th) * y_1 + toy),
           tx * x_1 + tox,         1. - ((ty + th) * y_1 + toy)]

    (x1, x2 , x3, x4), (y1, y2, y3, y4), (z1, z2, z3, z4), _ = vertmat.data

    key = (sprite.anm.first_name, sprite.anm.secondary_name), sprite.blendfunc
    r, g, b = sprite.color
    values = ((x1, y1, z1), (x2, y2, z2), (x3, y3, z3), (x4, y4, z4)), uvs, [r, g, b, sprite.alpha] * 4
    sprite._rendering_data = key, values
    sprite._changed = False

    return sprite._rendering_data