diff eclviewer.py @ 18:ca26a84916cb

Add preliminary ECL viewer/interpreter.
author Thibaut Girka <thib@sitedethib.com>
date Tue, 09 Aug 2011 11:40:48 +0200
parents
children ca7886296d4a
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new file mode 100644
--- /dev/null
+++ b/eclviewer.py
@@ -0,0 +1,149 @@
+#!/usr/bin/env python
+
+import sys
+import os
+
+import struct
+from math import degrees, radians
+from io import BytesIO
+from itertools import chain
+
+import pygame
+
+from pytouhou.formats.pbg3 import PBG3
+from pytouhou.formats.std import Stage
+from pytouhou.formats.ecl import ECL
+from pytouhou.formats.anm0 import Animations
+from pytouhou.game.background import Background
+from pytouhou.game.enemymanager import EnemyManager
+from pytouhou.opengl.texture import TextureManager
+
+import OpenGL
+OpenGL.FORWARD_COMPATIBLE_ONLY = True
+from OpenGL.GL import *
+from OpenGL.GLU import *
+
+
+def main(path, stage_num):
+    # Initialize pygame
+    pygame.init()
+    window = pygame.display.set_mode((384, 448), pygame.OPENGL | pygame.DOUBLEBUF)
+
+    # Initialize OpenGL
+    glMatrixMode(GL_PROJECTION)
+    glLoadIdentity()
+    gluPerspective(30, float(window.get_width())/window.get_height(), 101010101./2010101., 101010101./10101.)
+
+    glEnable(GL_BLEND)
+    glEnable(GL_TEXTURE_2D)
+    glEnable(GL_FOG)
+    glHint(GL_FOG_HINT, GL_NICEST)
+    glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
+    glEnableClientState(GL_VERTEX_ARRAY)
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY)
+
+    # 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)
+
+        ecl = ECL.read(BytesIO(archive.extract('ecldata%d.ecl' % stage_num)))
+        enemies_anim = Animations.read(BytesIO(archive.extract('stg%denm.anm' % stage_num)))
+        anims = [enemies_anim]
+        try:
+            enemies2_anim = Animations.read(BytesIO(archive.extract('stg%denm2.anm' % stage_num)))
+        except KeyError:
+            pass
+        else:
+            anims.append(enemies_anim)
+        enemy_manager = EnemyManager(stage, anims, ecl)
+
+        background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num)))
+        background = Background(stage, background_anim)
+
+        print(enemy_manager.stage.name)
+
+        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()
+
+            # Update game
+            enemy_manager.update(frame)
+            background.update(frame)
+
+            # Draw everything
+            glClear(GL_COLOR_BUFFER_BIT)
+
+            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.))
+
+            #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)
+
+            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
+            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,
+                      192., 224., 750 - 835.979370, 0., -1., 0.) #TODO: 750 might not be accurate
+
+            glDisable(GL_FOG)
+            for texture_key, (nb_vertices, vertices, uvs) in enemy_manager.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)
+            glEnable(GL_FOG)
+
+            pygame.display.flip()
+            clock.tick(120)
+            frame += 1
+
+
+
+try:
+    file_path, stage_num = sys.argv[1:]
+    stage_num = int(stage_num)
+except ValueError:
+    print('Usage: %s std_dat_path stage_num' % sys.argv[0])
+else:
+    main(file_path, stage_num)
+