Mercurial > touhou
view pytouhou/ui/opengl/sprite.pyx @ 524:7f016dfbdfb1
Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:15:40 +0100 |
parents | 6e3b3d5d4691 |
children | 43ecf0f98f4d |
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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.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 cpdef tuple get_sprite_rendering_data(Sprite sprite): cdef double tx, ty, tw, th, sx, sy, rx, ry, rz, tox, toy 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) scale2d(&vertmat, width, height) if sprite.mirrored: flip(&vertmat) rx, ry, rz = sprite.rotations_3d 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[0], sprite.dest_offset[1], sprite.dest_offset[2]) if sprite.corner_relative_placement: # Reposition translate2d(&vertmat, width / 2, height / 2) size = sprite.anm.size x_1 = 1 / <double>size[0] y_1 = 1 / <double>size[1] tox, toy = sprite.texoffsets uvs = (tx * x_1 + tox, (tx + tw) * x_1 + tox, ty * y_1 + toy, (ty + th) * y_1 + toy) key = ((<Texture>sprite.anm.texture).key << 1) | sprite.blendfunc r, g, b = sprite.color values = tuple([x for x in (<float*>&vertmat)[:12]]), uvs, (r, g, b, sprite.alpha) sprite._rendering_data = key, values sprite.changed = False return sprite._rendering_data