view eclviewer.py @ 94:ca571697ec83

Various minor optimisations and refactoring
author Thibaut Girka <thib@sitedethib.com>
date Sun, 04 Sep 2011 20:04:00 +0200
parents 85f3b8ba3f24
children ac2e5e1c2c3c
line wrap: on
line source

#!/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, Resources
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)

    texture_manager = TextureManager()

    # Load common data
    with open(os.path.join(path, 'CM.DAT'), 'rb') as file:
        archive = PBG3.read(file)
        texture_manager.set_archive(archive)
        etama_anm_wrappers = (AnmWrapper([Animations.read(BytesIO(archive.extract('etama3.anm')))]),
                              AnmWrapper([Animations.read(BytesIO(archive.extract('etama4.anm')))]))
        players_anm_wrappers = (AnmWrapper([Animations.read(BytesIO(archive.extract('player00.anm')))]),
                                AnmWrapper([Animations.read(BytesIO(archive.extract('player01.anm')))]))
        effects_anm_wrapper = AnmWrapper([Animations.read(BytesIO(archive.extract('eff00.anm')))])

        for anm_wrapper in etama_anm_wrappers:
            texture_manager.preload(anm_wrapper)

        for anm_wrapper in players_anm_wrappers:
            texture_manager.preload(anm_wrapper)

        texture_manager.preload(effects_anm_wrapper)

        resources = Resources(etama_anm_wrappers, players_anm_wrappers, effects_anm_wrapper)

    game_state = GameState(resources, [Player()], stage_num, 3, 16)

    # Load stage data
    with open(os.path.join(path, 'ST.DAT'), 'rb') as file:
        archive = PBG3.read(file)
        texture_manager.set_archive(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, game_state)
        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)

        frame += 1

        # 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 = {}
        enemy_manager.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)