Mercurial > touhou
changeset 13:58bc264aba38
Refactor
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Fri, 05 Aug 2011 13:23:33 +0200 |
parents | 776453783743 |
children | 07a7f28c8aaa |
files | pytouhou/formats/std.py pytouhou/game/__init__.py pytouhou/game/background.py pytouhou/utils/interpolator.py stageviewer.py |
diffstat | 5 files changed, 230 insertions(+), 172 deletions(-) [+] |
line wrap: on
line diff
--- a/pytouhou/formats/std.py +++ b/pytouhou/formats/std.py @@ -79,8 +79,21 @@ class Stage(object): if size != 0x0c: raise Exception #TODO data = file.read(12) - #TODO: maybe add another class for instructions... - stage.script.append((frame, message_type, data)) + #TODO: maybe add a name somewhere + if message_type == 0: # ViewPos + args = unpack('<fff', data) + elif message_type == 1: # Color + args = unpack('<BBBBff', data) + elif message_type == 2: # ViewPos2 + args = unpack('<Iff', data) + elif message_type == 3: # StartInterpolatingViewPos2 + args = tuple(unpack('<III', data)[:1]) + elif message_type == 4: # StartInterpolatingFog + args = tuple(unpack('<III', data)[:1]) + else: + args = (data,) + print('Warning: unknown opcode %d' % message_type) #TODO + stage.script.append((frame, message_type, args)) return stage
new file mode 100644 --- /dev/null +++ b/pytouhou/game/background.py @@ -0,0 +1,159 @@ +from io import BytesIO +import os +import struct +from itertools import chain + +from pytouhou.utils.matrix import Matrix +from pytouhou.utils.interpolator import Interpolator + +from pytouhou.formats.std import Stage +from pytouhou.formats.anm0 import Animations + + + +class Background(object): + def __init__(self, archive, stage_num): + self.stage = Stage.read(BytesIO(archive.extract('stage%d.std' % stage_num))) + self.anim = Animations.read(BytesIO(archive.extract('stg%dbg.anm' % stage_num))) + texture_components = [None, None] + for i, component_name in ((0, self.anim.first_name), (1, self.anim.secondary_name)): + if component_name: + texture_components[i] = BytesIO(archive.extract(os.path.basename(component_name))) + self.texture_components = texture_components + self.objects = [] + self.object_instances = [] + self._uvs = b'' + self._vertices = b'' + self.build_objects() + self.build_object_instances() + + + def build_object_instances(self): + self.object_instances = [] + for obj, ox, oy, oz in self.stage.object_instances: + obj_id = self.stage.objects.index(obj) + + obj_instance = [] + for face_vertices, face_uvs in self.objects[obj_id]: + obj_instance.append((tuple((x + ox, y + oy, z + oz) + for x, y, z in face_vertices), + face_uvs)) + self.object_instances.append(obj_instance) + # Z-sorting + def keyfunc(obj): + return min(z for face in obj for x, y, z in face[0]) + self.object_instances.sort(key=keyfunc, reverse=True) + + + def object_instances_to_vertices_uvs(self): + vertices = tuple(vertex for obj in self.object_instances + for face in obj for vertex in face[0]) + uvs = tuple(uv for obj in self.object_instances + for face in obj for uv in face[1]) + return vertices, uvs + + + def build_objects(self): + self.objects = [] + for i, obj in enumerate(self.stage.objects): + faces = [] + for script_index, x, y, z, width_override, height_override in obj.quads: + #TODO: refactor + 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 self.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 = self.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) + vertmat = transform.mult(vertmat) + + uvs = [(tx / self.anim.size[0], 1. - (ty / self.anim.size[1])), + ((tx + tw) / self.anim.size[0], 1. - (ty / self.anim.size[1])), + ((tx + tw) / self.anim.size[0], 1. - ((ty + th) / self.anim.size[1])), + (tx / self.anim.size[0], 1. - ((ty + th) / self.anim.size[1]))] + + for i in xrange(4): + w = vertmat.data[3][i] + vertices.append((vertmat.data[0][i] / w + x, + vertmat.data[1][i] / w + y, + vertmat.data[2][i] / w + z)) + faces.append((vertices, uvs)) + self.objects.append(faces) + + + def update(self, frame): + if not self._uvs or not self._vertices: + vertices, uvs = self.object_instances_to_vertices_uvs() + self.nb_vertices = len(vertices) + vertices_format = 'f' * (3 * self.nb_vertices) + uvs_format = 'f' * (2 * self.nb_vertices) + self._vertices = struct.pack(vertices_format, *chain(*vertices)) + self._uvs = struct.pack(uvs_format, *chain(*uvs)) + + self.position_interpolator = Interpolator((0, 0, 0)) + self.fog_interpolator = Interpolator((0, 0, 0, 0, 0)) + self.position2_interpolator = Interpolator((0, 0, 0)) + + for frame_num, message_type, args in self.stage.script: + if frame_num == frame: + if message_type == 1: + self.fog_interpolator.set_interpolation_end_values(args) + elif message_type == 3: + duration, = args + self.position2_interpolator.set_interpolation_end_frame(frame_num + duration) + elif message_type == 4: + duration, = args + self.fog_interpolator.set_interpolation_end_frame(frame_num + duration) + elif message_type == 2: + self.position2_interpolator.set_interpolation_end_values(args) + if frame_num <= frame and message_type == 0: + self.position_interpolator.set_interpolation_start(frame_num, args) + if frame_num > frame and message_type == 0: + self.position_interpolator.set_interpolation_end(frame_num, args) + break + + self.position2_interpolator.update(frame) + self.fog_interpolator.update(frame) + self.position_interpolator.update(frame) +
new file mode 100644 --- /dev/null +++ b/pytouhou/utils/interpolator.py @@ -0,0 +1,36 @@ +class Interpolator(object): + def __init__(self, values=()): + self.values = tuple(values) + self.start_values = tuple(values) + self.end_values = tuple(values) + self.start_frame = 0 + self.end_frame = 0 + + + def set_interpolation_start(self, frame, values): + self.start_values = tuple(values) + self.start_frame = frame + + + def set_interpolation_end(self, frame, values): + self.end_values = tuple(values) + self.end_frame = frame + + + def set_interpolation_end_frame(self, end_frame): + self.end_frame = end_frame + + + def set_interpolation_end_values(self, values): + self.end_values = tuple(values) + + + def update(self, frame): + if frame >= self.end_frame: + self.values = tuple(self.end_values) + self.start_values = tuple(self.end_values) + self.start_frame = frame + else: + truc = float(frame - self.start_frame) / float(self.end_frame - self.start_frame) + self.values = tuple(start_value + truc * (end_value - start_value) + for (start_value, end_value) in zip(self.start_values, self.end_values))
--- a/stageviewer.py +++ b/stageviewer.py @@ -10,19 +10,17 @@ from itertools import chain import pygame +from pytouhou.formats.pbg3 import PBG3 +from pytouhou.game.background import Background + 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): + #TODO: move elsewhere textureSurface = pygame.image.load(image).convert_alpha() if alpha_image: @@ -51,85 +49,6 @@ def load_texture(image, alpha_image=None 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 / anim.size[0], 1. - (ty / anim.size[1])), - ((tx + tw) / anim.size[0], 1. - (ty / anim.size[1])), - ((tx + tw) / anim.size[0], 1. - ((ty + th) / anim.size[1])), - (tx / anim.size[0], 1. - ((ty + th) / anim.size[1]))] - - 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() @@ -153,49 +72,18 @@ def main(path, stage_num): # 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) + background = Background(archive, stage_num) - 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) + texture = load_texture(*background.texture_components) - 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) + print(background.stage.name) - 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: + # 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) @@ -203,63 +91,25 @@ def main(path, stage_num): if event.key == pygame.K_RETURN and event.mod & pygame.KMOD_ALT: pygame.display.toggle_fullscreen() + # Update game + background.update(frame) + + # Draw everything 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 + glVertexPointer(3, GL_FLOAT, 0, background._vertices) + glTexCoordPointer(2, GL_FLOAT, 0, background._uvs) - 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 - + 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) + 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 - - + #TODO glMatrixMode(GL_MODELVIEW) glLoadIdentity() # Some explanations on the magic constants: @@ -272,7 +122,7 @@ def main(path, stage_num): #print(glGetFloat(GL_MODELVIEW_MATRIX)) glTranslatef(-x, -y, -z) - glDrawArrays(GL_QUADS, 0, nb_vertices) + glDrawArrays(GL_QUADS, 0, background.nb_vertices) #TODO: show the game itself # It is displayed on (0, 0, 0), (0, 448, 0), (388, 448, 0), (388, 0, 0)