Mercurial > touhou
view pytouhou/game/background.py @ 28:f405b947624d
Massive sprite updating/matrix handling optimizations
author | Thibaut Girka <thib@sitedethib.com> |
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date | Fri, 12 Aug 2011 21:40:26 +0200 |
parents | f17122405121 |
children | afa91be769ae |
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from io import BytesIO import os import struct from itertools import chain from pytouhou.utils.interpolator import Interpolator from pytouhou.game.sprite import Sprite class Background(object): def __init__(self, stage, anm_wrapper): self.stage = stage self.anm_wrapper = anm_wrapper self.objects = [] self.object_instances = [] self.objects_by_texture = {} self.position_interpolator = Interpolator((0, 0, 0)) self.fog_interpolator = Interpolator((0, 0, 0, 0, 0)) self.position2_interpolator = Interpolator((0, 0, 0)) self.build_objects() self.build_object_instances() def build_object_instances(self): self.object_instances = [] for obj, ox, oy, oz in self.stage.object_instances: obj_id = self.stage.objects.index(obj) obj_instance = [] for face_vertices, face_uvs in self.objects[obj_id]: obj_instance.append((tuple((x + ox, y + oy, z + oz) for x, y, z in face_vertices), face_uvs)) self.object_instances.append(obj_instance) # Z-sorting def keyfunc(obj): return min(z for face in obj for x, y, z in face[0]) self.object_instances.sort(key=keyfunc, reverse=True) def object_instances_to_vertices_uvs(self): vertices = tuple(vertex for obj in self.object_instances for face in obj for vertex in face[0]) uvs = tuple(uv for obj in self.object_instances for face in obj for uv in face[1]) return vertices, uvs def build_objects(self): self.objects = [] for i, obj in enumerate(self.stage.objects): faces = [] for script_index, ox, oy, oz, width_override, height_override in obj.quads: #TODO: per-texture rendering anm, sprite = self.anm_wrapper.get_sprite(script_index) sprite.update(width_override, height_override) uvs, vertices = sprite._uvs, tuple((x + ox, y + oy, z + oz) for x, y, z in sprite._vertices) faces.append((vertices, uvs)) self.objects.append(faces) def update(self, frame): if not self.objects_by_texture: vertices, uvs = self.object_instances_to_vertices_uvs() nb_vertices = len(vertices) vertices_format = 'f' * (3 * nb_vertices) uvs_format = 'f' * (2 * nb_vertices) vertices = struct.pack(vertices_format, *chain(*vertices)) uvs = struct.pack(uvs_format, *chain(*uvs)) assert len(self.anm_wrapper.anm_files) == 1 #TODO anm = self.anm_wrapper.anm_files[0] self.objects_by_texture = {(anm.first_name, anm.secondary_name): (nb_vertices, vertices, uvs)} for frame_num, message_type, args in self.stage.script: if frame_num == frame: if message_type == 0: self.position_interpolator.set_interpolation_start(frame_num, args) elif message_type == 1: self.fog_interpolator.set_interpolation_end_values(args) elif message_type == 2: self.position2_interpolator.set_interpolation_end_values(args) elif message_type == 3: duration, = args self.position2_interpolator.set_interpolation_end_frame(frame_num + duration) elif message_type == 4: duration, = args self.fog_interpolator.set_interpolation_end_frame(frame_num + duration) if frame_num > frame and message_type == 0: self.position_interpolator.set_interpolation_end(frame_num, args) break self.position2_interpolator.update(frame) self.fog_interpolator.update(frame) self.position_interpolator.update(frame)