Mercurial > touhou
view eclviewer.py @ 100:5c40cc1b8019
Use game's frame for interpolation. No more time manipulation interfering with interpolators!
author | Thibaut Girka <thib@sitedethib.com> |
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date | Mon, 05 Sep 2011 00:29:31 +0200 |
parents | ac2e5e1c2c3c |
children | 101abdc1a20b |
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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 itertools import chain import pygame from pytouhou.resource.loader import Loader from pytouhou.game.background import Background from pytouhou.opengl.texture import TextureManager from pytouhou.game.game import Game 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): import logging logging.basicConfig(level=logging.DEBUG) # 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) resource_loader = Loader() texture_manager = TextureManager(resource_loader) resource_loader.scan_archives(os.path.join(path, name) for name in ('CM.DAT', 'ST.DAT')) game = Game(resource_loader, [Player()], stage_num, 3, 16) # Load common data etama_anm_wrappers = (resource_loader.get_anm_wrapper(('etama3.anm',)), resource_loader.get_anm_wrapper(('etama4.anm',))) effects_anm_wrapper = resource_loader.get_anm_wrapper(('eff00.anm',)) # Load stage data stage = resource_loader.get_stage('stage%d.std' % stage_num) enemies_anm_wrapper = resource_loader.get_anm_wrapper2(('stg%denm.anm' % stage_num, 'stg%denm2.anm' % stage_num)) background_anm_wrapper = resource_loader.get_anm_wrapper(('stg%dbg.anm' % stage_num,)) background = Background(stage, background_anm_wrapper) # Preload textures for anm_wrapper in chain(etama_anm_wrappers, (background_anm_wrapper, enemies_anm_wrapper, effects_anm_wrapper)): texture_manager.preload(anm_wrapper) # Let's go! print(stage.name) # 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() keystate = 0 #TODO # Update game background.update(game.game_state.frame) #TODO game.run_iter(keystate) # 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.) glTranslatef(-x, -y, -z) glEnable(GL_DEPTH_TEST) for (texture_key, blendfunc), (nb_vertices, vertices, uvs, colors) in background.objects_by_texture.items(): glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) 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) objects_by_texture = {} game.get_objects_by_texture(objects_by_texture) for (texture_key, blendfunc), (vertices, uvs, colors) in objects_by_texture.items(): nb_vertices = len(vertices) glBlendFunc(GL_SRC_ALPHA, (GL_ONE_MINUS_SRC_ALPHA, GL_ONE)[blendfunc]) glBindTexture(GL_TEXTURE_2D, texture_manager[texture_key]) glVertexPointer(3, GL_FLOAT, 0, struct.pack(str(3 * nb_vertices) + 'f', *chain(*vertices))) glTexCoordPointer(2, GL_FLOAT, 0, struct.pack(str(2 * nb_vertices) + 'f', *chain(*uvs))) glColorPointer(4, GL_UNSIGNED_BYTE, 0, struct.pack(str(4 * nb_vertices) + 'B', *chain(*colors))) glDrawArrays(GL_QUADS, 0, nb_vertices) glEnable(GL_FOG) pygame.display.flip() clock.tick(120) try: file_path, stage_num = sys.argv[1:] stage_num = int(stage_num) except ValueError: print('Usage: %s game_dir_path stage_num' % sys.argv[0]) else: main(file_path, stage_num)