view 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
line wrap: on
line source

#!/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)