Mercurial > touhou
view eclviewer.py @ 56:299de3a9b69f
Filter out off-screen enemies (the same way the official game does)
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 23 Aug 2011 00:15:22 +0200 |
parents | ab826bc29aa2 |
children | 3da4de9decd0 |
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#!/usr/bin/env python # -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## 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.sprite import AnmWrapper from pytouhou.game.background import Background from pytouhou.game.enemymanager import EnemyManager from pytouhou.opengl.texture import TextureManager from pytouhou.game.game import GameState from pytouhou.game.player import Player 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_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) 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(enemies2_anim) enemy_manager = EnemyManager(stage, AnmWrapper(anims), ecl, GameState([Player()], stage_num, 0, 16)) texture_manager.preload(anims) background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) background = Background(stage, AnmWrapper((background_anim,))) texture_manager.preload((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 # glClearColor(0.0, 0.0, 1.0, 0) glClear(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 dx, 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. + dx, 224. - dy, 0., 0., -1., 0.) #print(glGetFloat(GL_MODELVIEW_MATRIX)) glTranslatef(-x, -y, -z) glEnable(GL_DEPTH_TEST) 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) glDisable(GL_DEPTH_TEST) #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., 0., 0., -1., 0.) glDisable(GL_FOG) for texture_key, (nb_vertices, vertices, uvs, colors) 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) glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) 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)