- emulator/render-bridge/: the pod->Dave's-renderer live bridge (rescued from session scratchpad): live_bridge.py (first-person cam from the 0x1f pose, arrow-key eye-height trim), fp/chase offline renders, fifobridge, diagnostics, gauge_arena[_sound].conf, and launch_pod.ps1 (one-command pod+bridge restart: pentapus VPX_EXPLODE + AWE32 sound + GL bridge). - _backend.py: renderer selection -- vrview_gl.GLRenderer (moderngl) by default, VRVIEW_SOFT=1 for the software reference; backend-agnostic frame save via last_frame. - GPU backend runs on side-by-side CPython 3.13 (moderngl/glcontext cp313 wheels; no MSVC needed): 63fps headless / 60.7 windowed vs 21fps software on the same scene, and the GL path also draws the vertex-alpha cloud dome. - vrview.py: VRVIEW_GAMMA env selects DAC gamma (1.25 live-renderer legacy vs 1.7 per the original GAMMA.C) for A/B against the real pod. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
59 lines
2.0 KiB
Python
59 lines
2.0 KiB
Python
#!/usr/bin/env python3
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"""Phase 0 hero shot: replay a BTL4OPT capture, aim a synthetic camera at the
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decoded animated mechs (anim_abs), lift the far-clip so the whole arena shows."""
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import os, sys, struct
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sys.path.insert(0, r'C:\VWE\TeslaRel410\dpl3-revive\patha')
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os.environ.setdefault('SDL_VIDEODRIVER', 'dummy')
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import numpy as np
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from vrboard import VirtualBoard, Assembler
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from decode_anim import find_framed_start
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from vrview import Renderer
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cap = sys.argv[1]
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upto = int(sys.argv[2])
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out = sys.argv[3]
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dist = float(sys.argv[4]) if len(sys.argv) > 4 else 900.0
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high = float(sys.argv[5]) if len(sys.argv) > 5 else 350.0
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data = open(cap, 'rb').read()
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board = VirtualBoard()
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asm = Assembler(); asm.feed(data[find_framed_start(data):])
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for m in asm:
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try: board.handle(m)
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except Exception: pass
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if board.frames >= upto: break
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r = Renderer(w=832, h=512)
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r.cache.maybe_rebuild(board)
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c = r.cache
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# aim at the centroid of the animated vehicles (the mechs)
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pts = np.array([np.array(f[9:12]) for f in board.anim_abs.values()])
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target = pts.mean(0)
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print('mech positions:'); print(pts.round(1))
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print('target', target.round(1))
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# camera: pulled back (+z), raised (-y is up in this y-down world)
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eye = target + np.array([dist*0.4, -high, dist])
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fwd = target - eye; fwd /= np.linalg.norm(fwd)
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back = -fwd
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worldup = np.array([0.0, -1.0, 0.0])
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right = np.cross(worldup, back); right /= np.linalg.norm(right)
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up = np.cross(back, right)
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M = np.eye(4)
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M[0,:3], M[1,:3], M[2,:3], M[3,:3] = right, up, back, eye
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r.cam_matrix = lambda _b, _M=M: _M
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# lift the far clip (yon = view-body float idx 13 -> byte offset 52) so the
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# whole arena renders instead of being culled at the fog wall
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if c.view is not None and c.view in board.nodes:
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vb = bytearray(board.nodes[c.view].get('body') or b'')
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if len(vb) >= 56:
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struct.pack_into('<f', vb, 52, 1.0e6) # yon
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board.nodes[c.view]['body'] = bytes(vb)
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print('patched yon -> 1e6')
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r.draw(board)
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r.pygame.image.save(r.screen, out)
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print('wrote', out)
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