Mercurial > touhou
view pytouhou/ui/glide/sprite.pyx @ 772:7492d384d122 default tip
Rust: Add a Glide renderer (2D only for now)
This is an experiment for a Rust renderer, iterating over the Python data using
pyo3. It requires --feature=glide to be passed to cargo build, doesn’t support
NPOT textures, text rendering, the background, or even msg faces, some of that
may come in a future changeset.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 05 Sep 2022 17:53:36 +0200 |
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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 cdef Matrix default default = Matrix(-.5, .5, .5, -.5, -.5, -.5, .5, .5, 0, 0, 0, 0, 1, 1, 1, 1) def get_sprite_rendering_data(Sprite sprite): if sprite.changed: render_sprite(sprite) data = <RenderingData*>sprite._rendering_data color = <unsigned int>data.color[0] << 24 | <unsigned int>data.color[1] << 16 | <unsigned int>data.color[2] << 8 | <unsigned int>data.color[3] return (data.pos, [data.left, data.right, data.bottom, data.top], color) 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] sprite.changed = False