annotate stageviewer.py @ 12:776453783743

Add PRNG reverse-engineered from EoSD's 102h.exe.
author Thibaut Girka <thib@sitedethib.com>
date Fri, 05 Aug 2011 10:19:14 +0200
parents 548662d70860
children 58bc264aba38
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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 import OpenGL
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14 OpenGL.FORWARD_COMPATIBLE_ONLY = True
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15 from OpenGL.GL import *
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16 from OpenGL.GLU import *
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17
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18 from pytouhou.formats.pbg3 import PBG3
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19 from pytouhou.formats.std import Stage
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20 from pytouhou.formats.anm0 import Animations
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21
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22 from pytouhou.utils.matrix import Matrix
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23
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24
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25 def load_texture(image, alpha_image=None):
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26 textureSurface = pygame.image.load(image).convert_alpha()
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27
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28 if alpha_image:
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29 alphaSurface = pygame.image.load(alpha_image)
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30 assert textureSurface.get_size() == alphaSurface.get_size()
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31 for x in range(alphaSurface.get_width()):
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32 for y in range(alphaSurface.get_height()):
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33 r, g, b, a = textureSurface.get_at((x, y))
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34 color2 = alphaSurface.get_at((x, y))
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35 textureSurface.set_at((x, y), (r, g, b, color2[0]))
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36
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37 textureData = pygame.image.tostring(textureSurface, 'RGBA', 1)
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38
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39 width = textureSurface.get_width()
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40 height = textureSurface.get_height()
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41
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42 texture = glGenTextures(1)
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43 glBindTexture(GL_TEXTURE_2D, texture)
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44
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45 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA,
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46 GL_UNSIGNED_BYTE, textureData)
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47
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48 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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49 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
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50
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51 return texture, width, height
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52
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53
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54
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55 def build_objects_faces(stage, anim):
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56 objects_faces = []
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57 for i, obj in enumerate(stage.objects):
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58 faces = []
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59 for script_index, x, y, z, width_override, height_override in obj.quads:
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60 #TODO: move mof of it elsewhere
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61 vertices = []
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62 uvs = []
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63 vertmat = Matrix()
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64 vertmat.data[0][0] = -.5
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65 vertmat.data[1][0] = -.5
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66
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67 vertmat.data[0][1] = .5
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68 vertmat.data[1][1] = -.5
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69
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70 vertmat.data[0][2] = .5
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71 vertmat.data[1][2] = .5
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72
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73 vertmat.data[0][3] = -.5
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74 vertmat.data[1][3] = .5
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75
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76 for i in range(4):
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77 vertmat.data[2][i] = 0.
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78 vertmat.data[3][i] = 1.
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79
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80 properties = {}
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81 for time, instr_type, data in anim.scripts[script_index]:
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82 if instr_type == 15:
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83 properties[15] = b''
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84 break
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85 elif time == 0: #TODO
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86 properties[instr_type] = data
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87 #if 15 not in properties: #TODO: Skip properties
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88 # continue
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89
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90 #TODO: properties 3 and 4
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91 if 1 in properties:
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92 tx, ty, tw, th = anim.sprites[struct.unpack('<I', properties[1])[0]]
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93 width, height = 1., 1.
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94 if 2 in properties:
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95 width, height = struct.unpack('<ff', properties[2])
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96 width = width_override or width * tw
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97 height = height_override or height * th
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98 transform = Matrix.get_scaling_matrix(width, height, 1.)
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99 if 7 in properties:
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100 transform = Matrix.get_scaling_matrix(-1., 1., 1.).mult(transform)
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101 if 9 in properties:
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102 rx, ry, rz = struct.unpack('<fff', properties[9])
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103 transform = Matrix.get_rotation_matrix(-rx, 'x').mult(transform)
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104 transform = Matrix.get_rotation_matrix(ry, 'y').mult(transform)
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105 transform = Matrix.get_rotation_matrix(-rz, 'z').mult(transform) #TODO: minus, really?
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106 if 23 in properties: # Reposition
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107 transform = Matrix.get_translation_matrix(width / 2., height / 2., 0.).mult(transform)
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108
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109 transform = Matrix.get_translation_matrix(x, y, z).mult(transform)
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110 vertmat = transform.mult(vertmat)
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111
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112 uvs = [(tx / anim.size[0], 1. - (ty / anim.size[1])),
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113 ((tx + tw) / anim.size[0], 1. - (ty / anim.size[1])),
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114 ((tx + tw) / anim.size[0], 1. - ((ty + th) / anim.size[1])),
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115 (tx / anim.size[0], 1. - ((ty + th) / anim.size[1]))]
4
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116
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117 for i in xrange(4):
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118 w = vertmat.data[3][i]
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119 vertices.append((vertmat.data[0][i] / w, vertmat.data[1][i] / w, vertmat.data[2][i] / w))
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120 faces.append((vertices, uvs))
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121 objects_faces.append(faces)
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122 return objects_faces
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123
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124
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125
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126 def objects_faces_to_vertices_uvs(objects):
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127 vertices = tuple(vertex for obj in objects for face in obj for vertex in face[0]) #TODO: check
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128 uvs = tuple(uv for obj in objects for face in obj for uv in face[1]) #TODO: check
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129 return vertices, uvs
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130
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131
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132
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133 def main(path, stage_num):
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134 # Initialize pygame
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135 pygame.init()
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136 window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF)
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137
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138 # Initialize OpenGL
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139 glMatrixMode(GL_PROJECTION)
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140 glLoadIdentity()
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141 gluPerspective(30, float(window.get_width())/window.get_height(), 101010101./2010101., 101010101./10101.)
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142
7
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143 glHint(GL_FOG_HINT, GL_NICEST)
4
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144 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
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145 glEnable(GL_DEPTH_TEST)
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146 glEnable(GL_BLEND)
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147 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
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148 glEnable(GL_TEXTURE_2D)
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149 glEnable(GL_FOG)
4
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150 glEnableClientState(GL_VERTEX_ARRAY)
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151 glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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152
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153 # Load data
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154 with open(path, 'rb') as file:
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155 archive = PBG3.read(file)
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156 stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)))
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157 anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num)))
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158 textures_components = [None, None]
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159 for i, component_name in enumerate((anim.first_name, anim.secondary_name)):
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160 if component_name:
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161 textures_components[i] = BytesIO(archive.extract(os.path.basename(component_name)))
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162 texture = load_texture(*textures_components)
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163
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164 print(stage.name)
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165
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166 uvs = []
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167 vertices = []
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168 objects_faces = build_objects_faces(stage, anim)
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169 objects_instances_faces = []
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170 for obj, ox, oy, oz in stage.object_instances:
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171 obj_id = stage.objects.index(obj)
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172
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173 obj_instance = []
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174 for face_vertices, face_uvs in objects_faces[obj_id]:
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175 obj_instance.append((tuple((x + ox, y + oy, z + oz) for x, y, z in face_vertices),
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176 face_uvs))
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177 objects_instances_faces.append(obj_instance)
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178
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179 def keyfunc(obj):
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180 return min(z for face in obj for x, y, z in face[0])
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181 objects_instances_faces.sort(key=keyfunc, reverse=True)
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182
4
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183 vertices, uvs = objects_faces_to_vertices_uvs(objects_instances_faces)
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184 nb_vertices = len(vertices)
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185 vertices_format = 'f' * (3 * nb_vertices)
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186 uvs_format = 'f' * (2 * nb_vertices)
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187 vertices, uvs = objects_faces_to_vertices_uvs(objects_instances_faces)
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188 glVertexPointer(3, GL_FLOAT, 0, struct.pack(vertices_format, *chain(*vertices)))
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189 glTexCoordPointer(2, GL_FLOAT, 0, struct.pack(uvs_format, *chain(*uvs)))
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190
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191 x, y, z = 0, 0, 0
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192 frame = 0
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193 interpolation = 0, 0, 0
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194 interpolation2 = 0, 0, 0
4
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195
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196 # Main loop
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197 clock = pygame.time.Clock()
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198 while True:
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199 for event in pygame.event.get():
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200 if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)):
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201 sys.exit(0)
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202 elif event.type == pygame.KEYDOWN:
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203 if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT:
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204 pygame.display.toggle_fullscreen()
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205
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206 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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207
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208 for frame_num, message_type, data in stage.script:
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209 if frame_num == frame and message_type == 1:
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210 #TODO: move interpolation elsewhere
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211 next_fog_b, next_fog_g, next_fog_r, _, next_fog_start, next_fog_end = struct.unpack('<BBBBff', data)
4
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212 if frame_num == frame and message_type == 3:
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diff changeset
213 duration, junk1, junk2 = struct.unpack('<III', data)
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214 interpolation = frame_num, duration, frame_num + duration
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215 old_unknownx, old_dy, old_dz = unknownx, dy, dz
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216 if frame_num == frame and message_type == 4:
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217 duration, junk1, junk2 = struct.unpack('<III', data)
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218 interpolation2 = frame_num, duration, frame_num + duration
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219 old_fog_b, old_fog_g, old_fog_r, old_fog_start, old_fog_end = fog_b, fog_g, fog_r, fog_start, fog_end
4
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220 if frame_num <= frame and message_type == 0:
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diff changeset
221 last_message = frame_num, message_type, data
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222 if frame_num <= frame and message_type == 2:
7
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223 next_unknownx, next_dy, next_dz = struct.unpack('<fff', data)
4
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224 if frame_num > frame and message_type == 0:
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225 next_message = frame_num, message_type, data
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diff changeset
226 break
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227
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228 if frame < interpolation[2]:
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229 truc = float(frame - interpolation[0]) / interpolation[1]
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230 unknownx = old_unknownx + (next_unknownx - old_unknownx) * truc
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231 dy = old_dy + (next_dy - old_dy) * truc
7
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232 dz = old_dz + (next_dz - old_dz) * truc
4
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233 else:
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diff changeset
234 unknownx, dy, dz = next_unknownx, next_dy, next_dz
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diff changeset
235
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diff changeset
236 if frame < interpolation2[2]:
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diff changeset
237 truc = float(frame - interpolation2[0]) / interpolation2[1]
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238 fog_b = old_fog_b + (next_fog_b - old_fog_b) * truc
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diff changeset
239 fog_g = old_fog_g + (next_fog_g - old_fog_g) * truc
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diff changeset
240 fog_r = old_fog_r + (next_fog_r - old_fog_r) * truc
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diff changeset
241 fog_start = old_fog_start + (next_fog_start - old_fog_start) * truc
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242 fog_end = old_fog_end + (next_fog_end - old_fog_end) * truc
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diff changeset
243 else:
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diff changeset
244 fog_r, fog_g, fog_b, fog_start, fog_end = next_fog_r, next_fog_g, next_fog_b, next_fog_start, next_fog_end
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diff changeset
245
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diff changeset
246
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diff changeset
247 glFogi(GL_FOG_MODE, GL_LINEAR)
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diff changeset
248 glFogf(GL_FOG_START, fog_start)
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diff changeset
249 glFogf(GL_FOG_END, fog_end)
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diff changeset
250 glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.))
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diff changeset
251
4
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252
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253 x1, y1, z1 = struct.unpack('<fff', last_message[2])
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254 x2, y2, z2 = struct.unpack('<fff', next_message[2])
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diff changeset
255
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256 truc = (float(frame) - last_message[0]) / (next_message[0] - last_message[0])
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diff changeset
257
5
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diff changeset
258 x = x1 + (x2 - x1) * truc
4
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259 y = y1 + (y2 - y1) * truc
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diff changeset
260 z = z1 + (z2 - z1) * truc
4
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diff changeset
261
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parents:
diff changeset
262
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diff changeset
263 glMatrixMode(GL_MODELVIEW)
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diff changeset
264 glLoadIdentity()
11
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diff changeset
265 # Some explanations on the magic constants:
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266 # 192. = 384. / 2. = width / 2.
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diff changeset
267 # 224. = 448. / 2. = height / 2.
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diff changeset
268 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2))
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diff changeset
269 # This is so that objects on the (O, x, y) plane use pixel coordinates
7
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diff changeset
270 gluLookAt(192., 224., - 835.979370 * dz,
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diff changeset
271 192., 224. - dy, 750 - 835.979370 * dz, 0., -1., 0.) #TODO: 750 might not be accurate
5
aa201d8cfc19 Fix camera handling, thanks, elghinn!
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diff changeset
272 #print(glGetFloat(GL_MODELVIEW_MATRIX))
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parents: 4
diff changeset
273 glTranslatef(-x, -y, -z)
4
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274
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275 glDrawArrays(GL_QUADS, 0, nb_vertices)
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276
11
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277 #TODO: show the game itself
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278 # It is displayed on (0, 0, 0), (0, 448, 0), (388, 448, 0), (388, 0, 0)
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279 # using a camera at (192, 224, -835.979370) looking right behind itself
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280 # Depth test should be disabled when rendering the game
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281
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282 pygame.display.flip()
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283 clock.tick(120)
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284 frame += 1
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285
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286
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287
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288 try:
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289 file_path, stage_num = sys.argv[1:]
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290 stage_num = int(stage_num)
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291 except ValueError:
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292 print('Usage: %s std_dat_path stage_num' % sys.argv[0])
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293 else:
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294 main(file_path, stage_num)
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295