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>
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