Mercurial > touhou
view stageviewer.py @ 42:1b0ca2fb89f9
Refactor ECL parsing/etc.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Thu, 18 Aug 2011 22:11:39 +0200 |
parents | a10e3f44a883 |
children | e01e88b06a13 |
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#!/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.anm0 import Animations from pytouhou.game.sprite import AnmWrapper from pytouhou.game.background import Background 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_DEPTH_TEST) 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_COLOR_ARRAY) 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) background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) background = Background(stage, AnmWrapper((background_anim,))) print(background.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 background.update(frame) # Draw everything glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_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, colors) 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) glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) 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 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)