Mercurial > touhou
annotate stageviewer.py @ 39:493b503c81e0
Fix PRNG and add some methods to perform like EoSD
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 15 Aug 2011 00:38:19 +0200 |
parents | a10e3f44a883 |
children | e01e88b06a13 |
rev | line source |
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4 | 1 #!/usr/bin/env python |
2 | |
3 import sys | |
4 import os | |
5 | |
6 import struct | |
7 from math import degrees, radians | |
8 from io import BytesIO | |
9 from itertools import chain | |
10 | |
11 import pygame | |
12 | |
13 | 13 from pytouhou.formats.pbg3 import PBG3 |
15 | 14 from pytouhou.formats.std import Stage |
15 from pytouhou.formats.anm0 import Animations | |
21
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Small refactoring, and Rumia \o/
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16 from pytouhou.game.sprite import AnmWrapper |
13 | 17 from pytouhou.game.background import Background |
16
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18 from pytouhou.opengl.texture import TextureManager |
13 | 19 |
4 | 20 import OpenGL |
21 OpenGL.FORWARD_COMPATIBLE_ONLY = True | |
22 from OpenGL.GL import * | |
23 from OpenGL.GLU import * | |
24 | |
25 | |
26 def main(path, stage_num): | |
27 # Initialize pygame | |
28 pygame.init() | |
29 window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF) | |
30 | |
31 # Initialize OpenGL | |
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Fix camera handling, thanks, elghinn!
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32 glMatrixMode(GL_PROJECTION) |
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33 glLoadIdentity() |
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Use the original game's near and far planes.
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34 gluPerspective(30, float(window.get_width())/window.get_height(), 101010101./2010101., 101010101./10101.) |
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35 |
4 | 36 glEnable(GL_DEPTH_TEST) |
37 glEnable(GL_BLEND) | |
38 glEnable(GL_TEXTURE_2D) | |
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39 glEnable(GL_FOG) |
14 | 40 glHint(GL_FOG_HINT, GL_NICEST) |
41 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) | |
42 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) | |
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43 glEnableClientState(GL_COLOR_ARRAY) |
4 | 44 glEnableClientState(GL_VERTEX_ARRAY) |
45 glEnableClientState(GL_TEXTURE_COORD_ARRAY) | |
46 | |
47 # Load data | |
48 with open(path, 'rb') as file: | |
49 archive = PBG3.read(file) | |
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50 texture_manager = TextureManager(archive) |
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51 |
15 | 52 stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)), stage_num) |
53 background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) | |
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54 background = Background(stage, AnmWrapper((background_anim,))) |
4 | 55 |
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56 print(background.stage.name) |
8 | 57 |
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58 frame = 0 |
4 | 59 |
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60 # Main loop |
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61 clock = pygame.time.Clock() |
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62 while True: |
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63 # Check events |
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64 for event in pygame.event.get(): |
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65 if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)): |
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66 sys.exit(0) |
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67 elif event.type == pygame.KEYDOWN: |
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68 if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT: |
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69 pygame.display.toggle_fullscreen() |
4 | 70 |
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71 # Update game |
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72 background.update(frame) |
13 | 73 |
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74 # Draw everything |
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75 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) |
4 | 76 |
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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 |
4 | 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) |
4 | 98 |
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99 for texture_key, (nb_vertices, vertices, uvs, colors) in background.objects_by_texture.items(): |
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100 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) |
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101 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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102 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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103 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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104 glDrawArrays(GL_QUADS, 0, nb_vertices) |
4 | 105 |
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106 #TODO: show the game itself |
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107 # It is displayed on (0, 0, 0), (0, 448, 0), (388, 448, 0), (388, 0, 0) |
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108 # using a camera at (192, 224, -835.979370) looking right behind itself |
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109 # Depth test should be disabled when rendering the game |
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110 |
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111 pygame.display.flip() |
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112 clock.tick(120) |
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113 frame += 1 |
4 | 114 |
115 | |
116 | |
117 try: | |
118 file_path, stage_num = sys.argv[1:] | |
119 stage_num = int(stage_num) | |
120 except ValueError: | |
121 print('Usage: %s std_dat_path stage_num' % sys.argv[0]) | |
122 else: | |
123 main(file_path, stage_num) | |
124 |