Mercurial > touhou
view eclviewer.py @ 23:444ac7bca7bc
Refacto ECL stuff, add support for a few instructions, and add some culling
author | Thibaut Girka <thib@sitedethib.com> |
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date | Fri, 12 Aug 2011 19:13:43 +0200 |
parents | bf225780973f |
children | cc864aadc733 |
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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.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 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(enemies2_anim) enemy_manager = EnemyManager(stage, AnmWrapper(anims), ecl) background_anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) background = Background(stage, AnmWrapper((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)