# ------------------------------- # Difficult Rocket # Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com # All rights reserved # ------------------------------- # import math import time import random import logging import traceback from pathlib import Path from defusedxml.ElementTree import parse from xml.etree.ElementTree import Element, ElementTree from typing import List, TYPE_CHECKING, Union, Dict, Optional, Generator, Tuple from pyglet.math import Vec4 from pyglet.text import Label from pyglet.sprite import Sprite # from pyglet.image import Texture from pyglet.graphics import Batch, Group from pyglet.shapes import Line, Rectangle # pyglet OpenGL from pyglet.gl import glViewport from . import DR_mod_runtime # Difficult Rocket from Difficult_Rocket import DR_status from Difficult_Rocket.utils.translate import Tr from Difficult_Rocket.api.camera import CenterCamera from Difficult_Rocket.api.types import Fonts, Options from Difficult_Rocket.command.line import CommandText from Difficult_Rocket.client.screen import BaseScreen from .types import SR1Textures, SR1PartTexture, SR1PartData, SR1Rotation, xml_bool if TYPE_CHECKING: from Difficult_Rocket.client import ClientWindow if DR_mod_runtime.use_DR_rust: from .Difficult_Rocket_rs import (SR1PartList_rs, SR1Ship_rs) logger = logging.getLogger('client.dr_game_sr1_ship') logger.level = logging.DEBUG sr_tr = Tr(lang_path=Path(__file__).parent / 'lang') def get_sr1_part(part_xml: Element) -> Optional[SR1PartData]: if part_xml.tag != 'Part': return None # print(f"tag: {part.tag} attrib: {part.attrib}") part_id = int(part_xml.attrib.get('id')) part_type = part_xml.attrib.get('partType') part_x = float(part_xml.attrib.get('x')) part_y = float(part_xml.attrib.get('y')) part_activate = xml_bool(part_xml.attrib.get('activated')) part_angle = float(part_xml.attrib.get('angle')) part_angle_v = float(part_xml.attrib.get('angleV')) part_editor_angle = int(part_xml.attrib.get('editorAngle')) part_flip_x = xml_bool(part_xml.attrib.get('flippedX')) part_flip_y = xml_bool(part_xml.attrib.get('flippedY')) part_explode = xml_bool(part_xml.attrib.get('exploded')) if part_type not in SR1PartTexture.part_type_sprite: part_textures = None else: part_textures = SR1PartTexture.get_textures_from_type(part_type) return SR1PartData(x=part_x, y=part_y, id=part_id, p_type=part_type, active=part_activate, angle=part_angle, angle_v=part_angle_v, editor_angle=part_editor_angle, flip_x=part_flip_x, flip_y=part_flip_y, explode=part_explode, textures=part_textures) class SR1ShipRender_Option(Options): # NOQA # debug option debug_d_pos: bool = False debug_mouse_pos: bool = False debug_mouse_d_pos: bool = False draw_size: Tuple[int, int] = (100, 100) class SR1ShipRender(BaseScreen): """用于渲染 sr1 船的类""" def __init__(self, main_window: "ClientWindow"): super().__init__(main_window) self.logger = logger logger.info(sr_tr().mod.info.setup.start()) load_start_time = time.time_ns() self.rendered = False self.focus = True self.need_draw = False self.drawing = False self.need_update_parts = False self.render_option = SR1ShipRender_Option() self.dx = 0 self.dy = 0 self.main_batch = Batch() self.part_group = Group(10, parent=main_window.main_group) self.debug_label = Label(x=20, y=main_window.height - 100, font_size=DR_status.std_font_size, text='SR1 render!', font_name=Fonts.微软等宽无线, width=main_window.width - 20, height=20, anchor_x='left', anchor_y='top', batch=self.main_batch, group=Group(5, parent=self.part_group)) self.render_d_line = Line(0, 0, 0, 0, width=5, color=(200, 200, 10, 255), batch=self.main_batch, group=Group(5, parent=self.part_group)) self.render_d_line.visible = self.render_option.debug_mouse_d_pos self.render_d_label = Label('debug label NODATA', font_name=Fonts.微软等宽无线, x=main_window.width / 2, y=main_window.height / 2) self.render_d_label.visible = self.render_option.debug_d_pos # Optional data self.gen_draw: Optional[Generator] = None self.textures: Union[SR1Textures, None] = None self.xml_name: Optional[str] = None # 准备移除, 更换为基于 rust 的 xml 解析 self.xml_doc: Optional[ElementTree] = None # 准备移除, 更换为基于 rust 的 xml 解析 self.xml_root: Optional[Element] = None # 准备移除, 更换为基于 rust 的 xml 解析 self.rust_ship: Optional[SR1Ship_rs] = None # List/Dict data self.part_data: Dict[int, SR1PartData] = {} self.parts_sprite: Dict[int, Sprite] = {} self.part_box_dict: Dict[int, Rectangle] = {} self.part_line_box: Dict[int, List[Line]] = {} self.part_line_list: List[Line] = [] load_end_time = time.time_ns() logger.info(sr_tr().mod.info.setup.use_time().format((load_end_time - load_start_time) / 1000000000)) self.camera = CenterCamera(main_window, min_zoom=(1 / 2) ** 10, max_zoom=10) if DR_mod_runtime.use_DR_rust: self.rust_parts = None self.part_list_rs = SR1PartList_rs('assets/builtin/PartList.xml', 'builtin_part_list') self.load_xml('assets/builtin/dock1.xml') def load_xml(self, file_path: str) -> bool: """ 加载 xml 文件 :param file_path: :return: """ try: start_time = time.time_ns() logger.info(sr_tr().sr1.ship.xml.loading().format(file_path)) cache_doc = parse(file_path) self.xml_doc = cache_doc self.xml_root = self.xml_doc.getroot() self.xml_name = file_path if DR_mod_runtime.use_DR_rust: self.rust_ship = SR1Ship_rs(file_path, self.part_list_rs, 'a_new_ship') logger.info(sr_tr().sr1.ship.xml.load_done()) logger.info(sr_tr().sr1.ship.xml.load_time().format( (time.time_ns() - start_time) / 1000000000)) return True except Exception as e: print(e) return False def load_textures(self): """ 初始化纹理加载 :return: """ self.textures = SR1Textures() def gen_sprite(self, part_datas: Dict[int, SR1PartData], each_count: int = 100) -> Generator: """ 生成 sprite 通过生成器减少一次性渲染的压力 :param part_datas: 所有的部件数据 :param each_count: 每次生成的数量 (默认 100) (过大会导致卡顿) :return: 生成器 """ count = 0 self.drawing = True for part_id, part in part_datas.items(): # 下面就是调用 pyglet 去渲染的部分 # render_scale = DR_status.gui_scale # 这个是 DR 的缩放比例 可以调节的 # 在不缩放的情况下,XML的1个单位长度对应60个像素 render_x = part.x * 60 render_y = part.y * 60 cache_sprite = Sprite(img=self.textures.get_texture(part.textures), x=render_x, y=render_y, z=random.random(), batch=self.main_batch, group=self.part_group) # 你得帮我换算一下 XML 里的 x y 和这里的屏幕像素的关系(OK # 旋转啥的不是大问题, 我找你要那个渲染代码就是要 x y 的换算逻辑 cache_sprite.rotation = SR1Rotation.get_rotation(part.angle) if part.flip_x: cache_sprite.scale_x = -1 if part.flip_y: cache_sprite.scale_y = -1 self.parts_sprite[part.id] = cache_sprite if DR_mod_runtime.use_DR_rust: line_box_group = Group(6, parent=self.part_group) part_debug_box = self.rust_ship.get_part_box(part.id) if part_debug_box: # 线框 part_line_box = [] width = 4 color = (random.randrange(0, 255), random.randrange(0, 255), random.randrange(0, 255), random.randrange(100, 200)) part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[0][1] * 30, x2=part_debug_box[0][0] * 30, y2=part_debug_box[1][1] * 30, batch=self.main_batch, width=width, color=color, group=line_box_group)) part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[1][1] * 30, x2=part_debug_box[1][0] * 30, y2=part_debug_box[1][1] * 30, batch=self.main_batch, width=width, color=color, group=line_box_group)) part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[1][1] * 30, x2=part_debug_box[1][0] * 30, y2=part_debug_box[0][1] * 30, batch=self.main_batch, width=width, color=color, group=line_box_group)) part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[0][1] * 30, x2=part_debug_box[0][0] * 30, y2=part_debug_box[0][1] * 30, batch=self.main_batch, width=width, color=color, group=line_box_group)) self.part_line_box[part.id] = part_line_box count += 1 if count >= each_count: count = 0 yield count if DR_mod_runtime.use_DR_rust: connect_line_group = Group(7, parent=self.part_group) for connect in self.rust_ship.connection: # 连接线 parent_part_data = self.part_data[connect[2]] child_part_data = self.part_data[connect[3]] color = (random.randrange(100, 255), random.randrange(0, 255), random.randrange(0, 255), 255) self.part_line_list.append(Line(x=parent_part_data.x * 60, y=parent_part_data.y * 60, x2=child_part_data.x * 60, y2=child_part_data.y * 60, batch=self.main_batch, group=connect_line_group, width=1, color=color)) count += 1 if count >= each_count * 3: count = 0 yield count self.drawing = False raise GeneratorExit def render_ship(self): """ 渲染船 """ if self.textures is None: self.load_textures() logger.info(sr_tr().sr1.ship.ship.load().format(self.xml_name)) start_time = time.perf_counter_ns() self.part_data: Dict[int, SR1PartData] = {} self.parts_sprite: Dict[int, Sprite] = {} self.part_line_box = {} self.part_line_list = [] self.camera.zoom = 1.0 self.camera.dx = 0 self.camera.dy = 0 parts = self.xml_root.find('Parts') for part_xml in parts: if part_xml.tag != 'Part': continue # 如果不是部件,则跳过 part = get_sr1_part(part_xml) if part.id in self.part_data: print(f'hey! warning! id{part.id}') self.part_data[part.id] = part # 调用生成器 减少卡顿 try: self.gen_draw = self.gen_sprite(self.part_data) next(self.gen_draw) except GeneratorExit: self.drawing = False self.need_draw = False full_mass = 0 if DR_mod_runtime.use_DR_rust: for part in self.part_data: full_mass += self.part_list_rs.get_part_type(self.part_data[part].p_type).mass * 500 logger.info(sr_tr().sr1.ship.ship.load_time().format( (time.perf_counter_ns() - start_time) / 1000000000)) logger.info(sr_tr().sr1.ship.ship.info().format( len(self.part_data), f'{full_mass}kg' if DR_mod_runtime.use_DR_rust else sr_tr().game.require_DR_rs())) self.rendered = True def draw_batch(self, window: "ClientWindow"): if self.rendered: self.render_d_label.text = f'x: {self.camera.dx} y: {self.camera.dy}' self.render_d_label.position = self.camera.dx + (self.window_pointer.width / 2), self.camera.dy + ( self.window_pointer.height / 2) + 10, 0 # 0 for z self.render_d_line.x2 = self.camera.dx self.render_d_line.y2 = self.camera.dy with self.camera: # glViewport(int(self.camera.dx), int(self.camera.dy), window.width // 2, window.height // 2) self.main_batch.draw() # glViewport(0, 0, window.width, window.height) def on_draw(self, window: "ClientWindow"): if self.need_draw: self.render_ship() if self.drawing: try: next(self.gen_draw) except GeneratorExit: self.drawing = False self.logger.info(sr_tr().sr1.ship.ship.render.done()) self.debug_label.draw() def on_resize(self, width: int, height: int, window: "ClientWindow"): self.debug_label.y = height - 100 if not self.rendered: return self.render_d_line.x2 = width // 2 self.render_d_line.y2 = height // 2 self.render_option.draw_size = (width, height) def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int, window: "ClientWindow"): if not self.rendered: return mouse_dx = x - (window.width / 2) mouse_dy = y - (window.height / 2) # 鼠标缩放位置相对于屏幕中心的位置 mouse_dx_d = mouse_dx - self.camera.dx mouse_dy_d = mouse_dy - self.camera.dy # 鼠标相对偏移量的偏移量 if scroll_y == 0: zoom_d = 1 else: zoom_d = ((2 ** scroll_y) - 1) * 0.5 + 1 # 缩放的变换量 if not (self.camera.zoom == 10 and scroll_y > 0): if self.camera.zoom * zoom_d >= 10: zoom_d = 10 / self.camera.zoom self.camera.zoom = 10 else: self.camera.zoom *= zoom_d mouse_dx_d *= (1 - zoom_d) mouse_dy_d *= (1 - zoom_d) self.camera.dx += mouse_dx_d self.camera.dy += mouse_dy_d def on_command(self, command: CommandText, window: "ClientWindow"): """ 解析命令 """ self.logger.info(f'command: {command}') if command.find('render'): if command.find('reset'): self.camera.zoom = 1 self.camera.dx = 0 self.camera.dy = 0 self.window_pointer.view = Vec4() else: self.need_draw = True print('应该渲染飞船的') elif command.find('debug'): if command.find('delta'): self.render_d_line.visible = not self.render_d_line.visible self.render_option.debug_mouse_d_pos = self.render_d_line.visible self.logger.info(f'sr1 mouse {self.render_option.debug_mouse_d_pos}') elif command.find('ship'): if self.rendered: for index, sprite in self.parts_sprite.items(): sprite.visible = not sprite.visible elif command.find('get_buf'): def screenshot(window): """ 从窗口截图 :param window: :return: """ from pyglet.gl import GLubyte, GL_RGBA, GL_UNSIGNED_BYTE, \ glReadPixels import pyglet format_str = "RGBA" buf = (GLubyte * (len(format_str) * window.width * window.height))() glReadPixels(0, 0, window.width, window.height, GL_RGBA, GL_UNSIGNED_BYTE, buf) return pyglet.image.ImageData(window.width, window.height, format_str, buf) image_data = screenshot(self.window_pointer) image_data.save('test.png') elif command.find('gen_img'): if not self.rendered: return if not DR_mod_runtime.use_DR_rust: # 这个功能依赖于 DR rs (简称,我懒得在Python端实现) return img_box = self.rust_ship.img_pos img_size = (img_box[2] - img_box[0] + 1000, img_box[3] - img_box[1] + 1000) # 中心点是左上角坐标 img_center = (abs(img_box[0]), abs(img_box[3])) try: from PIL import Image except ImportError: traceback.print_exc() print('PIL not found') return img = Image.new('RGBA', img_size) for part, sprite in self.parts_sprite.items(): sprite_img = sprite.image print(f"sprite_img: {sprite_img} {sprite_img.width} {sprite_img.height}") img_data = sprite_img.get_image_data() fmt = img_data.format if fmt != 'RGB': fmt = 'RGBA' pitch = -(img_data.width * len(fmt)) pil_image = Image.frombytes(fmt, (img_data.width, img_data.height), img_data.get_data(fmt, pitch)) pil_image = pil_image.rotate(SR1Rotation.get_rotation(self.part_data[part].angle), expand=True) if self.part_data[part].flip_y: pil_image.transpose(Image.FLIP_TOP_BOTTOM) if self.part_data[part].flip_x: pil_image.transpose(Image.FLIP_LEFT_RIGHT) img.paste(pil_image, ( int(self.part_data[part].x * 60 + img_center[0]), int(-self.part_data[part].y * 60 + img_center[1])), pil_image) img.save(f'test{time.time()}.png', 'PNG') elif command.find('test'): if command.find('save'): if not self.rendered: return if not DR_mod_runtime.use_DR_rust: return logger.info(sr_tr().sr1.ship.save.start().format(self.rust_ship)) self.rust_ship.save('./test-save.xml') elif command.find('render'): glViewport(0, 0, 1000, 1000) def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: "ClientWindow"): if not self.focus: return self.camera.dx += dx self.camera.dy += dy self.need_update_parts = True # self.update_parts() def on_file_drop(self, x: int, y: int, paths: List[str], window: "ClientWindow"): for path in paths: if self.load_xml(path): # 加载成功一个就停下 break self.render_ship() if __name__ == '__main__': from objprint import op op(SR1ShipRender_Option())