Mercurial > touhou
view stageviewer.py @ 8:f3ff96192476
Fix z-sorting issues
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 02 Aug 2011 13:21:28 +0200 |
parents | 02a5f5314a19 |
children | 668b808b73ef |
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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 import OpenGL OpenGL.FORWARD_COMPATIBLE_ONLY = True from OpenGL.GL import * from OpenGL.GLU import * from pytouhou.formats.pbg3 import PBG3 from pytouhou.formats.std import Stage from pytouhou.formats.anm0 import Animations from pytouhou.utils.matrix import Matrix def load_texture(image, alpha_image=None): textureSurface = pygame.image.load(image).convert_alpha() if alpha_image: alphaSurface = pygame.image.load(alpha_image) assert textureSurface.get_size() == alphaSurface.get_size() for x in range(alphaSurface.get_width()): for y in range(alphaSurface.get_height()): r, g, b, a = textureSurface.get_at((x, y)) color2 = alphaSurface.get_at((x, y)) textureSurface.set_at((x, y), (r, g, b, color2[0])) textureData = pygame.image.tostring(textureSurface, 'RGBA', 1) width = textureSurface.get_width() height = textureSurface.get_height() texture = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, texture) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) return texture, width, height def build_objects_faces(stage, anim): objects_faces = [] for i, obj in enumerate(stage.objects): faces = [] for script_index, x, y, z, width_override, height_override in obj.quads: #TODO: move mof of it elsewhere vertices = [] uvs = [] vertmat = Matrix() vertmat.data[0][0] = -.5 vertmat.data[1][0] = -.5 vertmat.data[0][1] = .5 vertmat.data[1][1] = -.5 vertmat.data[0][2] = .5 vertmat.data[1][2] = .5 vertmat.data[0][3] = -.5 vertmat.data[1][3] = .5 for i in range(4): vertmat.data[2][i] = 0. vertmat.data[3][i] = 1. properties = {} for time, instr_type, data in anim.scripts[script_index]: if instr_type == 15: properties[15] = b'' break elif time == 0: #TODO properties[instr_type] = data #if 15 not in properties: #TODO: Skip properties # continue #TODO: properties 3 and 4 if 1 in properties: tx, ty, tw, th = anim.sprites[struct.unpack('<I', properties[1])[0]] width, height = 1., 1. if 2 in properties: width, height = struct.unpack('<ff', properties[2]) width = width_override or width * tw height = height_override or height * th transform = Matrix.get_scaling_matrix(width, height, 1.) if 7 in properties: transform = Matrix.get_scaling_matrix(-1., 1., 1.).mult(transform) if 9 in properties: rx, ry, rz = struct.unpack('<fff', properties[9]) transform = Matrix.get_rotation_matrix(-rx, 'x').mult(transform) transform = Matrix.get_rotation_matrix(ry, 'y').mult(transform) transform = Matrix.get_rotation_matrix(-rz, 'z').mult(transform) #TODO: minus, really? if 23 in properties: # Reposition transform = Matrix.get_translation_matrix(width / 2., height / 2., 0.).mult(transform) transform = Matrix.get_translation_matrix(x, y, z).mult(transform) vertmat = transform.mult(vertmat) uvs = [(tx / 256., 1. - (ty / 256.)), ((tx + tw) / 256., 1. - (ty / 256.)), ((tx + tw) / 256., 1. - ((ty + th) / 256.)), (tx / 256., 1. - ((ty + th) / 256.))] for i in xrange(4): w = vertmat.data[3][i] vertices.append((vertmat.data[0][i] / w, vertmat.data[1][i] / w, vertmat.data[2][i] / w)) faces.append((vertices, uvs)) objects_faces.append(faces) return objects_faces def objects_faces_to_vertices_uvs(objects): vertices = tuple(vertex for obj in objects for face in obj for vertex in face[0]) #TODO: check uvs = tuple(uv for obj in objects for face in obj for uv in face[1]) #TODO: check return vertices, uvs 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(), 20, 2000) glHint(GL_FOG_HINT, GL_NICEST) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnable(GL_DEPTH_TEST) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glEnable(GL_TEXTURE_2D) glEnable(GL_FOG) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) # Load data with open(path, 'rb') as file: archive = PBG3.read(file) stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num))) anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) textures_components = [None, None] for i, component_name in enumerate((anim.first_name, anim.secondary_name)): if component_name: textures_components[i] = BytesIO(archive.extract(os.path.basename(component_name))) texture = load_texture(*textures_components) print(stage.name) uvs = [] vertices = [] objects_faces = build_objects_faces(stage, anim) objects_instances_faces = [] for obj, ox, oy, oz in stage.object_instances: obj_id = stage.objects.index(obj) obj_instance = [] for face_vertices, face_uvs in objects_faces[obj_id]: obj_instance.append((tuple((x + ox, y + oy, z + oz) for x, y, z in face_vertices), face_uvs)) objects_instances_faces.append(obj_instance) def keyfunc(obj): return min(z for face in obj for x, y, z in face[0]) objects_instances_faces.sort(key=keyfunc, reverse=True) vertices, uvs = objects_faces_to_vertices_uvs(objects_instances_faces) nb_vertices = len(vertices) vertices_format = 'f' * (3 * nb_vertices) uvs_format = 'f' * (2 * nb_vertices) vertices, uvs = objects_faces_to_vertices_uvs(objects_instances_faces) glVertexPointer(3, GL_FLOAT, 0, struct.pack(vertices_format, *chain(*vertices))) glTexCoordPointer(2, GL_FLOAT, 0, struct.pack(uvs_format, *chain(*uvs))) x, y, z = 0, 0, 0 frame = 0 interpolation = 0, 0, 0 interpolation2 = 0, 0, 0 # Main loop clock = pygame.time.Clock() while True: 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() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) for frame_num, message_type, data in stage.script: if frame_num == frame and message_type == 1: #TODO: move interpolation elsewhere next_fog_b, next_fog_g, next_fog_r, _, next_fog_start, next_fog_end = struct.unpack('<BBBBff', data) if frame_num == frame and message_type == 3: duration, junk1, junk2 = struct.unpack('<III', data) interpolation = frame_num, duration, frame_num + duration old_unknownx, old_dy, old_dz = unknownx, dy, dz if frame_num == frame and message_type == 4: duration, junk1, junk2 = struct.unpack('<III', data) interpolation2 = frame_num, duration, frame_num + duration old_fog_b, old_fog_g, old_fog_r, old_fog_start, old_fog_end = fog_b, fog_g, fog_r, fog_start, fog_end if frame_num <= frame and message_type == 0: last_message = frame_num, message_type, data if frame_num <= frame and message_type == 2: next_unknownx, next_dy, next_dz = struct.unpack('<fff', data) if frame_num > frame and message_type == 0: next_message = frame_num, message_type, data break if frame < interpolation[2]: truc = float(frame - interpolation[0]) / interpolation[1] unknownx = old_unknownx + (next_unknownx - old_unknownx) * truc dy = old_dy + (next_dy - old_dy) * truc dz = old_dz + (next_dz - old_dz) * truc else: unknownx, dy, dz = next_unknownx, next_dy, next_dz if frame < interpolation2[2]: truc = float(frame - interpolation2[0]) / interpolation2[1] fog_b = old_fog_b + (next_fog_b - old_fog_b) * truc fog_g = old_fog_g + (next_fog_g - old_fog_g) * truc fog_r = old_fog_r + (next_fog_r - old_fog_r) * truc fog_start = old_fog_start + (next_fog_start - old_fog_start) * truc fog_end = old_fog_end + (next_fog_end - old_fog_end) * truc else: fog_r, fog_g, fog_b, fog_start, fog_end = next_fog_r, next_fog_g, next_fog_b, next_fog_start, next_fog_end 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.)) x1, y1, z1 = struct.unpack('<fff', last_message[2]) x2, y2, z2 = struct.unpack('<fff', next_message[2]) truc = (float(frame) - last_message[0]) / (next_message[0] - last_message[0]) x = x1 + (x2 - x1) * truc y = y1 + (y2 - y1) * truc z = z1 + (z2 - z1) * truc glMatrixMode(GL_MODELVIEW) glLoadIdentity() 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) glDrawArrays(GL_QUADS, 0, nb_vertices) 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)