Difficult-Rocket/mods/dr_game/sr1_ship.py

634 lines
22 KiB
Python
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# -------------------------------
# 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 Difficult_Rocket.api.gui.widget import PressTextButton
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,
)
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())
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)
)
@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))
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())
logger.info(
sr_tr()
.sr1.ship.xml.load_time()
.format((time.time_ns() - start_time) / 1000000000)
)
return True
except Exception:
traceback.print_exc()
self.logger.error(traceback.format_exc())
return False
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:
cache = self.rust_ship.as_dict()
part_group = Group(2, parent=self.part_group)
line_box_group = Group(6, parent=self.part_group)
for p_id, parts in cache.items():
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:
# 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
yield
connect_line_group = Group(7, parent=self.part_group)
for connect in self.rust_ship.connection:
# 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))
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)
)
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(),
)
)
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
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} {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())