view pytouhou/ui/opengl/sprite.pyx @ 612:73f134f84c7f

Request a RGB888 context, since SDL2’s default of RGB332 sucks. On X11/GLX, it will select the first config available, that is the best one, while on EGL it will iterate over them to select the one closest to what the application requested. Of course, anything lower than RGB888 looks bad and we really don’t want that.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 26 Mar 2015 20:20:37 +0100
parents 016f6b937893
children
line wrap: on
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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 libc.stdlib cimport malloc
from libc.string cimport memcpy
from libc.math cimport M_PI as pi

from pytouhou.utils.matrix cimport Matrix, scale2d, flip, rotate_x, rotate_y, rotate_z, translate, translate2d
from .renderer cimport Texture #XXX


cdef Matrix default
default = Matrix(-.5,   .5,   .5,  -.5,
                 -.5,  -.5,   .5,   .5,
                 0,    0,    0,    0,
                 1,    1,    1,    1)


cdef RenderingData* get_sprite_rendering_data(Sprite sprite) nogil:
    if sprite.changed:
        render_sprite(sprite)
    return <RenderingData*>sprite._rendering_data


def get_sprite_vertices(Sprite sprite):
    if sprite.changed:
        render_sprite(sprite)
    data = <RenderingData*>sprite._rendering_data
    return [(data.pos[0], data.pos[1], data.pos[2]),
            (data.pos[3], data.pos[4], data.pos[5]),
            (data.pos[6], data.pos[7], data.pos[8]),
            (data.pos[9], data.pos[10], data.pos[11])]


cdef void render_sprite(Sprite sprite) nogil:
    cdef Matrix vertmat

    if sprite._rendering_data == NULL:
        sprite._rendering_data = malloc(sizeof(RenderingData))

    data = <RenderingData*>sprite._rendering_data
    memcpy(&vertmat, &default, sizeof(Matrix))

    tx, ty, tw, th = sprite._texcoords[0], sprite._texcoords[1], sprite._texcoords[2], sprite._texcoords[3]
    sx, sy = sprite._rescale[0], sprite._rescale[1]
    width = sprite.width_override or (tw * sx)
    height = sprite.height_override or (th * sy)

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

    rx, ry, rz = sprite._rotations_3d[0], sprite._rotations_3d[1], sprite._rotations_3d[2]
    if sprite.automatic_orientation:
        rz += pi/2. - sprite.angle
    elif sprite.force_rotation:
        rz += sprite.angle

    if rx:
        rotate_x(&vertmat, -rx)
    if ry:
        rotate_y(&vertmat, ry)
    if rz:
        rotate_z(&vertmat, -rz) #TODO: minus, really?
    if sprite.allow_dest_offset:
        translate(&vertmat, sprite._dest_offset)
    if sprite.corner_relative_placement: # Reposition
        translate2d(&vertmat, width / 2, height / 2)

    memcpy(data.pos, &vertmat, 12 * sizeof(float))

    x_1 = sprite.anm.size_inv[0]
    y_1 = sprite.anm.size_inv[1]
    tox, toy = sprite._texoffsets[0], sprite._texoffsets[1]
    data.left = tx * x_1 + tox
    data.right = (tx + tw) * x_1 + tox
    data.bottom = ty * y_1 + toy
    data.top = (ty + th) * y_1 + toy

    for i in range(4):
        data.color[i] = sprite._color[i]

    data.key = ((<Texture>sprite.anm.texture).key << 1) | sprite.blendfunc
    sprite.changed = False