Mercurial > touhou
changeset 37:a10e3f44a883
Add alpha (anm0 instruction 3) support
author | Thibaut Girka <thib@sitedethib.com> |
---|---|
date | Sun, 14 Aug 2011 18:00:06 +0200 |
parents | f46c18872796 |
children | cb5b27011044 |
files | eclviewer.py pytouhou/game/background.py pytouhou/game/enemymanager.py pytouhou/game/sprite.py stageviewer.py |
diffstat | 5 files changed, 42 insertions(+), 19 deletions(-) [+] |
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--- a/eclviewer.py +++ b/eclviewer.py @@ -41,6 +41,7 @@ def main(path, stage_num): 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) @@ -87,7 +88,8 @@ def main(path, stage_num): background.update(frame) # Draw everything - glClear(GL_COLOR_BUFFER_BIT) +# glClearColor(0.0, 0.0, 1.0, 0) +# 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 @@ -111,10 +113,11 @@ def main(path, stage_num): #print(glGetFloat(GL_MODELVIEW_MATRIX)) glTranslatef(-x, -y, -z) - for texture_key, (nb_vertices, vertices, uvs) in background.objects_by_texture.items(): + for texture_key, (nb_vertices, vertices, uvs, colors) 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) + glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) glDrawArrays(GL_QUADS, 0, nb_vertices) #TODO @@ -129,10 +132,11 @@ def main(path, stage_num): 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(): + for texture_key, (nb_vertices, vertices, uvs, colors) 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) + glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) glDrawArrays(GL_QUADS, 0, nb_vertices) glEnable(GL_FOG)
--- a/pytouhou/game/background.py +++ b/pytouhou/game/background.py @@ -29,10 +29,11 @@ class Background(object): obj_id = self.stage.objects.index(obj) obj_instance = [] - for face_vertices, face_uvs in self.objects[obj_id]: + for face_vertices, face_uvs, face_colors in self.objects[obj_id]: obj_instance.append((tuple((x + ox, y + oy, z + oz) for x, y, z in face_vertices), - face_uvs)) + face_uvs, + face_colors)) self.object_instances.append(obj_instance) # Z-sorting def keyfunc(obj): @@ -40,12 +41,14 @@ class Background(object): self.object_instances.sort(key=keyfunc, reverse=True) - def object_instances_to_vertices_uvs(self): + def object_instances_to_vertices_uvs_colors(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 + colors = tuple(color for obj in self.object_instances + for face in obj for color in face[2]) + return vertices, uvs, colors def build_objects(self): @@ -56,23 +59,26 @@ class Background(object): #TODO: per-texture rendering anm, sprite = self.anm_wrapper.get_sprite(script_index) if sprite.update(): - sprite.update_uvs_vertices(width_override, height_override) + sprite.update_vertices_uvs_colors(width_override, height_override) uvs, vertices = sprite._uvs, tuple((x + ox, y + oy, z + oz) for x, y, z in sprite._vertices) - faces.append((vertices, uvs)) + colors = sprite._colors + faces.append((vertices, uvs, colors)) self.objects.append(faces) def update(self, frame): if not self.objects_by_texture: - vertices, uvs = self.object_instances_to_vertices_uvs() + vertices, uvs, colors = self.object_instances_to_vertices_uvs_colors() nb_vertices = len(vertices) vertices_format = 'f' * (3 * nb_vertices) uvs_format = 'f' * (2 * nb_vertices) + colors_format = 'B' * (4 * nb_vertices) vertices = struct.pack(vertices_format, *chain(*vertices)) uvs = struct.pack(uvs_format, *chain(*uvs)) + colors = struct.pack(colors_format, *chain(*colors)) assert len(self.anm_wrapper.anm_files) == 1 #TODO anm = self.anm_wrapper.anm_files[0] - self.objects_by_texture = {(anm.first_name, anm.secondary_name): (nb_vertices, vertices, uvs)} + self.objects_by_texture = {(anm.first_name, anm.secondary_name): (nb_vertices, vertices, uvs, colors)} for frame_num, message_type, args in self.stage.script: if frame_num == frame:
--- a/pytouhou/game/enemymanager.py +++ b/pytouhou/game/enemymanager.py @@ -123,10 +123,11 @@ class Enemy(object): objects_by_texture = {} key = self.anm.first_name, self.anm.secondary_name if not key in objects_by_texture: - objects_by_texture[key] = (0, [], []) + objects_by_texture[key] = (0, [], [], []) vertices = tuple((x + self.x, y + self.y, z) for x, y, z in self.sprite._vertices) objects_by_texture[key][1].extend(vertices) objects_by_texture[key][2].extend(self.sprite._uvs) + objects_by_texture[key][3].extend(self.sprite._colors) #TODO: effects/bullet launch return objects_by_texture @@ -166,7 +167,7 @@ class Enemy(object): changed = self.sprite.update() visible = self.is_visible(384, 448) if changed and visible: - self.sprite.update_uvs_vertices() + self.sprite.update_vertices_uvs_colors() elif not self.sprite.playing: visible = False self.sprite = None @@ -220,14 +221,16 @@ class EnemyManager(object): self.objects_by_texture = {} for enemy in visible_enemies: if enemy.is_visible(384, 448): #TODO - for key, (count, vertices, uvs) in enemy.get_objects_by_texture().items(): + for key, (count, vertices, uvs, colors) in enemy.get_objects_by_texture().items(): if not key in self.objects_by_texture: - self.objects_by_texture[key] = (0, [], []) + self.objects_by_texture[key] = (0, [], [], []) self.objects_by_texture[key][1].extend(vertices) self.objects_by_texture[key][2].extend(uvs) - for key, (nb_vertices, vertices, uvs) in self.objects_by_texture.items(): + self.objects_by_texture[key][3].extend(colors) + for key, (nb_vertices, vertices, uvs, colors) in self.objects_by_texture.items(): nb_vertices = len(vertices) vertices = pack('f' * (3 * nb_vertices), *chain(*vertices)) uvs = pack('f' * (2 * nb_vertices), *chain(*uvs)) - self.objects_by_texture[key] = (nb_vertices, vertices, uvs) + colors = pack('B' * (4 * nb_vertices), *chain(*colors)) + self.objects_by_texture[key] = (nb_vertices, vertices, uvs, colors)
--- a/pytouhou/game/sprite.py +++ b/pytouhou/game/sprite.py @@ -28,11 +28,13 @@ class Sprite(object): self.keep_still = False self.playing = True self.frame = 0 + self.alpha = 255 self._uvs = [] self._vertices = [] + self._colors = [] - def update_uvs_vertices(self, override_width=0, override_height=0): + def update_vertices_uvs_colors(self, override_width=0, override_height=0): vertmat = Matrix([[-.5, .5, .5, -.5], [-.5, -.5, .5, .5], [ .0, .0, .0, .0], @@ -66,6 +68,7 @@ class Sprite(object): d = vertmat.data assert (d[3][0], d[3][1], d[3][2], d[3][3]) == (1., 1., 1., 1.) + self._colors = [(255, 255, 255, self.alpha)] * 4 self._uvs, self._vertices = uvs, zip(d[0], d[1], d[2]) @@ -83,10 +86,15 @@ class Sprite(object): frame, instr_type, data = script[self.instruction_pointer] if frame == self.frame: changed = True + if instr_type == 0: + self.playing = False + return False if instr_type == 1: self.texcoords = self.anm.sprites[unpack('<I', data)[0]] elif instr_type == 2: self.rescale = unpack('<ff', data) + elif instr_type == 3: + self.alpha = unpack('<I', data)[0] % 256 #TODO elif instr_type == 5: self.frame, = unpack('<I', data) self.instruction_pointer = 0
--- a/stageviewer.py +++ b/stageviewer.py @@ -40,6 +40,7 @@ def main(path, stage_num): 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) @@ -95,10 +96,11 @@ def main(path, stage_num): #print(glGetFloat(GL_MODELVIEW_MATRIX)) glTranslatef(-x, -y, -z) - for texture_key, (nb_vertices, vertices, uvs) in background.objects_by_texture.items(): + for texture_key, (nb_vertices, vertices, uvs, colors) 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) + glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors) glDrawArrays(GL_QUADS, 0, nb_vertices) #TODO: show the game itself