# ------------------------------- # Difficult Rocket # Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com # All rights reserved # ------------------------------- import time import random import traceback from pathlib import Path from typing import List, Dict, Optional, Generator, Tuple from pyglet.gl import gl from pyglet.math import Mat4 from pyglet.text import Label from pyglet.sprite import Sprite from pyglet.graphics import Batch, Group from pyglet.shapes import Line, Rectangle from . import DR_mod_runtime from .types import SR1Textures, SR1Rotation # Difficult Rocket from Difficult_Rocket import DR_status from Difficult_Rocket.utils.translate import Tr from Difficult_Rocket.client import ClientWindow from Difficult_Rocket.api.types import Fonts, Options from Difficult_Rocket.command.line import CommandText from Difficult_Rocket.client.screen import BaseScreen from Difficult_Rocket.api.camera import CenterGroupCamera from lib_not_dr import loggers if DR_mod_runtime.use_DR_rust: from .Difficult_Rocket_rs import ( SR1PartList_rs, SR1Ship_rs, SR1PartData_rs, SR1PartType_rs, # SR1Connection_rs ) logger = loggers.get_logger("client.dr_game_sr1_ship") sr_tr = Tr(lang_path=Path(__file__).parent / "lang") class SR1ShipRenderStatus(Options): # NOQA name = "SR1ShipRenderStatus" # main status draw_done: bool = False draw_call: bool = False update_call: bool = False focus: bool = True moving: bool = False # button status show_moving: bool = False show_focus: bool = False show_scale: bool = False # debug status draw_d_pos: bool = False draw_mouse_pos: bool = False draw_mouse_d_pos: bool = False class SR1ShipRender(BaseScreen): """用于渲染 sr1 船的类""" name = "DR_game_sr1_ship_render" def __init__(self, main_window: ClientWindow): super().__init__(main_window) self.logger = logger logger.info(sr_tr().mod.info.setup.start(), tag="setup") load_start_time = time.time_ns() # status self.status = SR1ShipRenderStatus() self.dx = 0 self.dy = 0 self.width = main_window.width self.height = main_window.height self.main_batch = Batch() self.group_camera = CenterGroupCamera( window=main_window, order=10, parent=main_window.main_group, min_zoom=(1 / 2) ** 10, max_zoom=10, ) self.part_group = Group(0, parent=self.group_camera) 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.status.draw_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.status.draw_d_pos # Optional data self.textures: SR1Textures = SR1Textures() self.gen_draw: Optional[Generator] = None self.rust_ship: Optional[SR1Ship_rs] = None self.ship_name: Optional[str] = None # List/Dict data self.parts_sprite: Dict[int, List[Sprite]] = {} self.part_box_dict: Dict[int, Rectangle] = {} self.part_line_box: Dict[int, List[Line]] = {} self.part_line_list: List[Line] = [] 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") load_end_time = time.time_ns() logger.info( sr_tr() .mod.info.setup.use_time() .format((load_end_time - load_start_time) / 1000000000), tag="setup", ) @property def size(self) -> Tuple[int, int]: """渲染器的渲染大小""" return self.width, self.height @size.setter def size(self, value: Tuple[int, int]): if not self.width == value[0] or not self.height == value[1]: self.width, self.height = value 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), tag="load_xml") self.ship_name = file_path.split("/")[-1].split(".")[0] 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(), tag="load_xml") logger.info( sr_tr() .sr1.ship.xml.load_time() .format((time.time_ns() - start_time) / 1000000000), tag="load_xml", ) return True except Exception: traceback.print_exc() self.logger.error(traceback.format_exc(), tag="load_xml") return False def draw_parts(self, cache: List[Tuple[SR1PartType_rs, SR1PartData_rs]], count: int, each_count: int, draw_part_box: bool): #渲染传入的parts part_group = Group(2, parent=self.part_group) line_box_group = Group(6, parent=self.part_group) logger.info() for p_id, parts in cache: p_id: int parts: List[Tuple[SR1PartType_rs, SR1PartData_rs]] batch = [] for p_type, p_data in parts: sprite_name = self.part_list_rs.get_part_type( p_data.part_type_id ).sprite part_sprite = Sprite( img=self.textures.get_texture(sprite_name), x=p_data.x * 60, y=p_data.y * 60, z=random.random(), batch=self.main_batch, group=part_group, ) part_sprite.rotation = p_data.angle_r part_sprite.scale_x = -1 if p_data.flip_x else 1 part_sprite.scale_y = -1 if p_data.flip_y else 1 batch.append(part_sprite) part_box = self.rust_ship.get_part_box(p_id) if part_box and draw_part_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), ) (x, y), (x2, y2) = part_box part_line_box.append( Line( x=x * 30, y=y * 30, x2=x * 30, y2=y2 * 30, batch=self.main_batch, width=width, color=color, group=line_box_group, ) ) part_line_box.append( Line( x=x * 30, y=y2 * 30, x2=x2 * 30, y2=y2 * 30, batch=self.main_batch, width=width, color=color, group=line_box_group, ) ) part_line_box.append( Line( x=x2 * 30, y=y2 * 30, x2=x2 * 30, y2=y * 30, batch=self.main_batch, width=width, color=color, group=line_box_group, ) ) part_line_box.append( Line( x=x2 * 30, y=y * 30, x2=x * 30, y2=y * 30, batch=self.main_batch, width=width, color=color, group=line_box_group, ) ) # 直接用循环得了 self.part_line_box[p_id] = part_line_box self.parts_sprite[p_id] = batch count += 1 if count >= each_count: count = 0 return count return count def gen_sprite(self, each_count: int = 100) -> Generator: """ 生成 sprite 通过生成器减少一次性渲染的压力 :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.status.draw_done = False # rust 渲染 if DR_mod_runtime.use_DR_rust: ''' #渲染所有未连接零件 all_disconnected_groups = self.rust_ship.disconnected_parts() for cache, connections in all_disconnected_groups: ''' #渲染所有已连接零件 draw_part_box = True cache = self.rust_ship.as_dict() logger.info(cache) count=self.draw_parts(cache.items(), count, each_count, draw_part_box) if count >= each_count: count = 0 yield connect_line_group = Group(7, parent=self.part_group) for connect in self.rust_ship.connections().get_raw_data(): # 连接线 parent_part_data = cache[connect[2]][0][1] child_part_data = cache[connect[3]][0][1] 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 # python 渲染 # 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 # # # 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: # count += 1 # if count >= each_count: # count = 0 # yield count self.status.draw_done = True raise GeneratorExit def render_ship(self): """ 渲染船 """ self.status.draw_done = False logger.info(sr_tr().sr1.ship.ship.load().format(self.ship_name), tag="ship") start_time = time.perf_counter_ns() self.parts_sprite: Dict[int, Sprite] = {} self.part_line_box = {} self.part_line_list = [] self.group_camera.reset() # 调用生成器 减少卡顿 try: self.gen_draw = self.gen_sprite() if not self.status.draw_done: next(self.gen_draw) except (GeneratorExit, StopIteration): self.status.draw_done = True self.status.draw_call = False full_mass = 0 if DR_mod_runtime.use_DR_rust: full_mass = self.rust_ship.mass logger.info( sr_tr() .sr1.ship.ship.load_time() .format((time.perf_counter_ns() - start_time) / 1000000000), tag="ship", ) logger.info( sr_tr() .sr1.ship.ship.info() .format( len(self.rust_ship.as_list()), f"{full_mass}kg" if DR_mod_runtime.use_DR_rust else sr_tr().game.require_DR_rs(), ), tag="ship", ) def draw_batch(self, window: ClientWindow): if self.status.draw_done: self.render_d_label.text = ( f"x: {self.group_camera.view_x} y: {self.group_camera.view_y}" ) self.render_d_label.position = ( self.group_camera.view_x + (self.window_pointer.width / 2), self.group_camera.view_y + (self.window_pointer.height / 2) + 10, 0, ) # 0 for z self.render_d_line.x2 = self.group_camera.view_x self.render_d_line.y2 = self.group_camera.view_y gl.glEnable(gl.GL_SCISSOR_TEST) gl.glScissor(int(self.dx), int(self.dy), int(self.width), int(self.height)) gl.glViewport( int(self.dx), int(self.dy), self.window_pointer.width, self.window_pointer.height, ) self.main_batch.draw() # use group camera, no need to with gl.glViewport(0, 0, self.window_pointer.width, self.window_pointer.height) gl.glScissor(0, 0, self.window_pointer.width, self.window_pointer.height) gl.glDisable(gl.GL_SCISSOR_TEST) def on_draw(self, dt: float, window): # TODO: wait for pyglet 2.1 # def on_draw(self, window: ClientWindow): if self.status.draw_call: self.render_ship() if not self.status.draw_done: try: next(self.gen_draw) except (GeneratorExit, StopIteration): self.status.draw_done = True self.logger.info(sr_tr().sr1.ship.ship.render.done()) except TypeError: pass self.debug_label.draw() def on_resize(self, width: int, height: int, window: ClientWindow): self.debug_label.y = height - 100 if not self.status.draw_done: return self.render_d_line.x2 = width // 2 self.render_d_line.y2 = height // 2 self.width = width self.height = height def on_mouse_scroll( self, x: int, y: int, scroll_x: int, scroll_y: int, window: ClientWindow ): if not self.status.draw_done: return if self.status.focus: mouse_dx = x - (self.width / 2) + self.dx mouse_dy = y - (self.height / 2) + self.dy # 鼠标缩放位置相对于屏幕中心的位置 mouse_dx_d = mouse_dx - self.group_camera.view_x mouse_dy_d = mouse_dy - self.group_camera.view_y # 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.group_camera.zoom == 10 and scroll_y > 0): if self.group_camera.zoom * zoom_d >= 10: zoom_d = 10 / self.group_camera.zoom self.group_camera.zoom = 10 else: self.group_camera.zoom *= zoom_d mouse_dx_d *= 1 - zoom_d mouse_dy_d *= 1 - zoom_d self.group_camera.view_x += mouse_dx_d self.group_camera.view_y += mouse_dy_d elif self.status.moving: # 如果是在移动整体渲染位置 size_x, size_y = self.size size_x += round(scroll_y) * 10 size_y += round(scroll_y) * 10 if size_x < 10: size_x = 10 if size_y < 10: size_y = 10 self.size = size_x, size_y 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.group_camera.reset() else: self.status.draw_call = 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.status.draw_mouse_d_pos = self.render_d_line.visible self.logger.info(f"sr1 mouse {self.status.draw_mouse_d_pos}") elif command.find("ship"): if self.status.draw_done: 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.status.draw_done: 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], img_box[3] - img_box[1]) # 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) part_data = self.rust_ship.as_dict() for part, sprites in self.parts_sprite.items(): for index, sprite in enumerate(sprites): sprite_img = sprite.image print( f"sprite_img: {sprite_img} {part_data[part][index][1].x * 60} " f"{part_data[part][index][1].y * 60}" ) 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(part_data[part][index][1].angle), expand=True, ) if part_data[part][index][1].flip_y: pil_image.transpose(Image.FLIP_TOP_BOTTOM) if part_data[part][index][1].flip_x: pil_image.transpose(Image.FLIP_LEFT_RIGHT) img.paste( pil_image, ( int(part_data[part][index][1].x * 60 + img_center[0]), int(-part_data[part][index][1].y * 60 + img_center[1]), ), ) img.save(f"test{time.time()}.png", "PNG") elif command.find("save"): print("应该保存飞船的") # if command.find("save"): if not self.status.draw_done: logger.warn("not draw done", tag="save ship") return if not DR_mod_runtime.use_DR_rust: return print("saving") logger.info(sr_tr().sr1.ship.save.start().format(self.rust_ship)) self.rust_ship.save("./test-save.xml") def on_mouse_drag( self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: ClientWindow, ): if self.status.focus: self.group_camera.view_x += dx self.group_camera.view_y += dy self.status.update_call = True elif self.status.moving: # 如果是在移动整体渲染位置 self.dx += dx self.dy += dy def on_file_drop(self, x: int, y: int, paths: List[str], window: ClientWindow): if len(paths) > 1: for path in paths: try: self.load_xml(path) except Exception: traceback.print_exc() else: if Path(paths[0]).is_dir(): for path in Path(paths[0]).glob("*.xml"): try: self.load_xml(str(path)) except ValueError: traceback.print_exc() if self.load_xml(paths[0]): self.render_ship() # for path in paths: # if self.load_xml(path): # 加载成功一个就停下 # break # self.render_ship() @property def view(self): return self.window_pointer.view @view.setter def view(self, value: Mat4): self.window_pointer.view = value if __name__ == "__main__": from objprint import op op(SR1ShipRenderStatus())