annotate stageviewer.py @ 15:07fba4e1da65

Refactor
author Thibaut Girka <thib@sitedethib.com>
date Fri, 05 Aug 2011 21:21:06 +0200
parents 07a7f28c8aaa
children 66ce9bb440ac
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1 #!/usr/bin/env python
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2
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3 import sys
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4 import os
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5
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6 import struct
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7 from math import degrees, radians
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8 from io import BytesIO
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9 from itertools import chain
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10
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11 import pygame
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12
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13 from pytouhou.formats.pbg3 import PBG3
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14 from pytouhou.formats.std import Stage
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15 from pytouhou.formats.anm0 import Animations
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16 from pytouhou.game.background import Background
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17 from pytouhou.opengl.texture import load_texture
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18
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19 import OpenGL
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20 OpenGL.FORWARD_COMPATIBLE_ONLY = True
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21 from OpenGL.GL import *
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22 from OpenGL.GLU import *
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23
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24
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25 def main(path, stage_num):
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26 # Initialize pygame
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27 pygame.init()
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28 window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF)
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29
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30 # Initialize OpenGL
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31 glMatrixMode(GL_PROJECTION)
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32 glLoadIdentity()
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33 gluPerspective(30, float(window.get_width())/window.get_height(), 101010101./2010101., 101010101./10101.)
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34
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35 glEnable(GL_DEPTH_TEST)
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36 glEnable(GL_BLEND)
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37 glEnable(GL_TEXTURE_2D)
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38 glEnable(GL_FOG)
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39 glHint(GL_FOG_HINT, GL_NICEST)
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40 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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41 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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42 glEnableClientState(GL_VERTEX_ARRAY)
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43 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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44
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45 # Load data
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46 with open(path, 'rb') as file:
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47 archive = PBG3.read(file)
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48 stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)), stage_num)
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49 background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num)))
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50 background = Background(stage, background_anim)
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51 texture = load_texture(archive, background.anim)
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52
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53 print(background.stage.name)
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54
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55 frame = 0
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56
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57 # Main loop
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58 clock = pygame.time.Clock()
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59 while True:
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60 # Check events
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61 for event in pygame.event.get():
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62 if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)):
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63 sys.exit(0)
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64 elif event.type == pygame.KEYDOWN:
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65 if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT:
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66 pygame.display.toggle_fullscreen()
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67
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68 # Update game
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69 background.update(frame)
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70
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71 # Draw everything
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72 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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73
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74 glVertexPointer(3, GL_FLOAT, 0, background._vertices)
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75 glTexCoordPointer(2, GL_FLOAT, 0, background._uvs)
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77 fog_b, fog_g, fog_r, _, fog_start, fog_end = background.fog_interpolator.values
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78 x, y, z = background.position_interpolator.values
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79 unknownx, dy, dz = background.position2_interpolator.values
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80
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81 glFogi(GL_FOG_MODE, GL_LINEAR)
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82 glFogf(GL_FOG_START, fog_start)
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83 glFogf(GL_FOG_END, fog_end)
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84 glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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85
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86 #TODO
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87 glMatrixMode(GL_MODELVIEW)
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88 glLoadIdentity()
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89 # Some explanations on the magic constants:
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90 # 192. = 384. / 2. = width / 2.
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91 # 224. = 448. / 2. = height / 2.
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92 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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93 # This is so that objects on the (O, x, y) plane use pixel coordinates
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94 gluLookAt(192., 224., - 835.979370 * dz,
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95 192., 224. - dy, 750 - 835.979370 * dz, 0., -1., 0.) #TODO: 750 might not be accurate
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96 #print(glGetFloat(GL_MODELVIEW_MATRIX))
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97 glTranslatef(-x, -y, -z)
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98
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99 glDrawArrays(GL_QUADS, 0, background.nb_vertices)
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100
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101 #TODO: show the game itself
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102 # It is displayed on (0, 0, 0), (0, 448, 0), (388, 448, 0), (388, 0, 0)
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103 # using a camera at (192, 224, -835.979370) looking right behind itself
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104 # Depth test should be disabled when rendering the game
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105
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106 pygame.display.flip()
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107 clock.tick(120)
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108 frame += 1
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109
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111
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112 try:
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113 file_path, stage_num = sys.argv[1:]
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114 stage_num = int(stage_num)
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115 except ValueError:
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116 print('Usage: %s std_dat_path stage_num' % sys.argv[0])
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117 else:
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118 main(file_path, stage_num)
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119