Mercurial > touhou
diff stageviewer.py @ 16:66ce9bb440ac
Refactor in order to support multiple textures
author | Thibaut Girka <thib@sitedethib.com> |
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date | Sat, 06 Aug 2011 12:36:25 +0200 |
parents | 07fba4e1da65 |
children | bf225780973f |
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--- a/stageviewer.py +++ b/stageviewer.py @@ -14,7 +14,7 @@ from pytouhou.formats.pbg3 import PBG3 from pytouhou.formats.std import Stage from pytouhou.formats.anm0 import Animations from pytouhou.game.background import Background -from pytouhou.opengl.texture import load_texture +from pytouhou.opengl.texture import TextureManager import OpenGL OpenGL.FORWARD_COMPATIBLE_ONLY = True @@ -45,67 +45,69 @@ def main(path, stage_num): # Load data with open(path, 'rb') as file: archive = PBG3.read(file) + texture_manager = TextureManager(archive) + stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num)), stage_num) background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) background = Background(stage, background_anim) - texture = load_texture(archive, background.anim) - print(background.stage.name) + print(background.stage.name) - frame = 0 + frame = 0 - # Main loop - clock = pygame.time.Clock() - while True: - # Check events - for event in pygame.event.get(): - if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)): - sys.exit(0) - elif event.type == pygame.KEYDOWN: - if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT: - pygame.display.toggle_fullscreen() + # Main loop + clock = pygame.time.Clock() + while True: + # Check events + for event in pygame.event.get(): + if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key in (pygame.K_ESCAPE, pygame.K_q)): + sys.exit(0) + elif event.type == pygame.KEYDOWN: + if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT: + pygame.display.toggle_fullscreen() - # Update game - background.update(frame) + # Update game + background.update(frame) - # Draw everything - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) + # Draw everything + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) - glVertexPointer(3, GL_FLOAT, 0, background._vertices) - glTexCoordPointer(2, GL_FLOAT, 0, background._uvs) + fog_b, fog_g, fog_r, _, fog_start, fog_end = background.fog_interpolator.values + x, y, z = background.position_interpolator.values + unknownx, dy, dz = background.position2_interpolator.values - fog_b, fog_g, fog_r, _, fog_start, fog_end = background.fog_interpolator.values - x, y, z = background.position_interpolator.values - unknownx, dy, dz = background.position2_interpolator.values - - glFogi(GL_FOG_MODE, GL_LINEAR) - glFogf(GL_FOG_START, fog_start) - glFogf(GL_FOG_END, fog_end) - glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.)) + glFogi(GL_FOG_MODE, GL_LINEAR) + glFogf(GL_FOG_START, fog_start) + glFogf(GL_FOG_END, fog_end) + glFogfv(GL_FOG_COLOR, (fog_r / 255., fog_g / 255., fog_b / 255., 1.)) - #TODO - glMatrixMode(GL_MODELVIEW) - glLoadIdentity() - # Some explanations on the magic constants: - # 192. = 384. / 2. = width / 2. - # 224. = 448. / 2. = height / 2. - # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) - # This is so that objects on the (O, x, y) plane use pixel coordinates - gluLookAt(192., 224., - 835.979370 * dz, - 192., 224. - dy, 750 - 835.979370 * dz, 0., -1., 0.) #TODO: 750 might not be accurate - #print(glGetFloat(GL_MODELVIEW_MATRIX)) - glTranslatef(-x, -y, -z) + #TODO + glMatrixMode(GL_MODELVIEW) + glLoadIdentity() + # Some explanations on the magic constants: + # 192. = 384. / 2. = width / 2. + # 224. = 448. / 2. = height / 2. + # 835.979370 = 224./math.tan(math.radians(15)) = (height/2.)/math.tan(math.radians(fov/2)) + # This is so that objects on the (O, x, y) plane use pixel coordinates + gluLookAt(192., 224., - 835.979370 * dz, + 192., 224. - dy, 750 - 835.979370 * dz, 0., -1., 0.) #TODO: 750 might not be accurate + #print(glGetFloat(GL_MODELVIEW_MATRIX)) + glTranslatef(-x, -y, -z) - glDrawArrays(GL_QUADS, 0, background.nb_vertices) + for texture_key, (nb_vertices, vertices, uvs) in background.objects_by_texture.items(): + glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) + glVertexPointer(3, GL_FLOAT, 0, vertices) + glTexCoordPointer(2, GL_FLOAT, 0, uvs) + glDrawArrays(GL_QUADS, 0, nb_vertices) - #TODO: show the game itself - # It is displayed on (0, 0, 0), (0, 448, 0), (388, 448, 0), (388, 0, 0) - # using a camera at (192, 224, -835.979370) looking right behind itself - # Depth test should be disabled when rendering the game + #TODO: show the game itself + # It is displayed on (0, 0, 0), (0, 448, 0), (388, 448, 0), (388, 0, 0) + # using a camera at (192, 224, -835.979370) looking right behind itself + # Depth test should be disabled when rendering the game - pygame.display.flip() - clock.tick(120) - frame += 1 + pygame.display.flip() + clock.tick(120) + frame += 1