Mercurial > touhou
annotate eclviewer.py @ 45:e01e88b06a13
Fix camera handling, should be much closer to the original, now
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 22 Aug 2011 09:11:16 +0200 |
parents | a10e3f44a883 |
children | cbe1cb50f2fd |
rev | line source |
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18
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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.ecl import ECL |
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16 from pytouhou.formats.anm0 import Animations |
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17 from pytouhou.game.sprite import AnmWrapper |
18
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18 from pytouhou.game.background import Background |
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19 from pytouhou.game.enemymanager import EnemyManager |
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20 from pytouhou.opengl.texture import TextureManager |
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21 |
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22 import OpenGL |
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23 OpenGL.FORWARD_COMPATIBLE_ONLY = True |
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24 from OpenGL.GL import * |
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25 from OpenGL.GLU import * |
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26 |
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27 |
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28 def main(path, stage_num): |
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29 # Initialize pygame |
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30 pygame.init() |
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31 window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF) |
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32 |
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33 # Initialize OpenGL |
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34 glMatrixMode(GL_PROJECTION) |
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35 glLoadIdentity() |
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36 gluPerspective(30, float(window.get_width())/window.get_height(), 101010101./2010101., 101010101./10101.) |
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37 |
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38 glEnable(GL_BLEND) |
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39 glEnable(GL_TEXTURE_2D) |
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40 glEnable(GL_FOG) |
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41 glHint(GL_FOG_HINT, GL_NICEST) |
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42 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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43 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
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44 glEnableClientState(GL_COLOR_ARRAY) |
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45 glEnableClientState(GL_VERTEX_ARRAY) |
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46 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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47 |
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48 # Load data |
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49 with open(path, 'rb') as file: |
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50 archive = PBG3.read(file) |
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51 texture_manager = TextureManager(archive) |
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52 |
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53 stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)), stage_num) |
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54 |
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55 ecl = ECL.read(BytesIO(archive.extract('ecldata%d.ecl' % stage_num))) |
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56 enemies_anim = Animations.read(BytesIO(archive.extract('stg%denm.anm' % stage_num))) |
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57 anims = [enemies_anim] |
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58 try: |
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59 enemies2_anim = Animations.read(BytesIO(archive.extract('stg%denm2.anm' % stage_num))) |
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60 except KeyError: |
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61 pass |
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62 else: |
19 | 63 anims.append(enemies2_anim) |
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64 enemy_manager = EnemyManager(stage, AnmWrapper(anims), ecl) |
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65 texture_manager.preload(anims) |
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66 |
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67 background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) |
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68 background = Background(stage, AnmWrapper((background_anim,))) |
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69 texture_manager.preload((background_anim,)) |
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70 |
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71 print(enemy_manager.stage.name) |
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72 |
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73 frame = 0 |
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74 |
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75 # Main loop |
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76 clock = pygame.time.Clock() |
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77 while True: |
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78 # Check events |
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79 for event in pygame.event.get(): |
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80 if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)): |
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81 sys.exit(0) |
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82 elif event.type == pygame.KEYDOWN: |
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83 if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT: |
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84 pygame.display.toggle_fullscreen() |
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85 |
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86 # Update game |
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87 enemy_manager.update(frame) |
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88 background.update(frame) |
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89 |
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90 # Draw everything |
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91 # glClearColor(0.0, 0.0, 1.0, 0) |
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92 glClear(GL_DEPTH_BUFFER_BIT) |
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93 |
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94 fog_b, fog_g, fog_r, _, fog_start, fog_end = background.fog_interpolator.values |
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95 x, y, z = background.position_interpolator.values |
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96 dx, dy, dz = background.position2_interpolator.values |
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97 |
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98 glFogi(GL_FOG_MODE, GL_LINEAR) |
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99 glFogf(GL_FOG_START, fog_start) |
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100 glFogf(GL_FOG_END, fog_end) |
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101 glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.)) |
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102 |
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103 #TODO |
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104 glMatrixMode(GL_MODELVIEW) |
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105 glLoadIdentity() |
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106 # Some explanations on the magic constants: |
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107 # 192. = 384. / 2. = width / 2. |
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108 # 224. = 448. / 2. = height / 2. |
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109 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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110 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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111 gluLookAt(192., 224., - 835.979370 * dz, |
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112 192. + dx, 224. - dy, 0., 0., -1., 0.) |
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113 #print(glGetFloat(GL_MODELVIEW_MATRIX)) |
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114 glTranslatef(-x, -y, -z) |
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115 |
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116 glEnable(GL_DEPTH_TEST) |
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117 for texture_key, (nb_vertices, vertices, uvs, colors) in background.objects_by_texture.items(): |
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118 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) |
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119 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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120 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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121 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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122 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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123 glDisable(GL_DEPTH_TEST) |
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124 |
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125 #TODO |
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126 glMatrixMode(GL_MODELVIEW) |
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127 glLoadIdentity() |
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128 # Some explanations on the magic constants: |
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129 # 192. = 384. / 2. = width / 2. |
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130 # 224. = 448. / 2. = height / 2. |
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131 # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) |
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132 # This is so that objects on the (O, x, y) plane use pixel coordinates |
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133 gluLookAt(192., 224., - 835.979370, |
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134 192., 224., 0., 0., -1., 0.) |
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135 |
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136 glDisable(GL_FOG) |
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137 for texture_key, (nb_vertices, vertices, uvs, colors) in enemy_manager.objects_by_texture.items(): |
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138 glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) |
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139 glVertexPointer(3, GL_FLOAT, 0, vertices) |
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140 glTexCoordPointer(2, GL_FLOAT, 0, uvs) |
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141 glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) |
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142 glDrawArrays(GL_QUADS, 0, nb_vertices) |
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143 glEnable(GL_FOG) |
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144 |
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145 pygame.display.flip() |
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146 clock.tick(120) |
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147 frame += 1 |
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148 |
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149 |
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150 |
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151 try: |
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152 file_path, stage_num = sys.argv[1:] |
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153 stage_num = int(stage_num) |
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154 except ValueError: |
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155 print('Usage: %s std_dat_path stage_num' % sys.argv[0]) |
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156 else: |
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157 main(file_path, stage_num) |
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158 |