2022-08-28 05:09:52 +02:00
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# Copyright (C) 2022 RozK
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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import time
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from math import pi, tau, dist
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from engine import *
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from game import math, resources, batch, triangles, generator, environment, sea
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def main():
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print("Generating terrain...")
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gen_begin = time.process_time()
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generated = generator.Generator(256)
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gen_end = time.process_time()
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print("Done: ", round(gen_end - gen_begin, 2), "seconds")
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print("Initializing...")
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2022-09-19 02:37:31 +02:00
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window = initialize(b'RK Island', 1600, 900)
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2022-08-28 05:09:52 +02:00
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terrain_shader = load_shader(b'game/shaders/terrain')
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sky_shader = load_shader(b'game/shaders/sky')
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print("Loading resources...")
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select_shader(terrain_shader)
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archive = resources.RuntimeArchive.load('data/rk_island.rkar')
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tiles_texture = archive.get_texture('tiles')
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tiles_vertices = archive.get_vertices('tiles')
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water = archive.get_model('water')
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sand = archive.get_model('sand')
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grass = archive.get_model('grass')
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forest = archive.get_model('forest')
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rock = archive.get_model('rock')
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mud = archive.get_model('mud')
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lava = archive.get_model('lava')
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heightmap = create_texture(1, b'u_height_sampler',
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TEXTURE_FORMAT_32F, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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generated.packed_heights)
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normalmap = create_texture(2, b'u_normal_sampler',
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TEXTURE_FORMAT_RGB10_A2, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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generated.packed_normals)
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select_vertices(tiles_vertices)
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terrain_batch = batch.Batch(
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generated.size ** 2, BATCH_TRANSLATION_FORMAT_SHORT, BATCH_ORIENTATION_FORMAT_NONE)
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unselect_vertices(tiles_vertices)
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terrain_environment_inputs = environment.resolve_inputs()
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tests_texture = archive.get_texture('tests')
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tests_vertices = archive.get_vertices('tests')
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blob = archive.get_model('blob')
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cube = archive.get_model('cube')
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clouds = archive.get_model('clouds')
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select_vertices(tests_vertices)
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tests_batch = batch.Batch(3, BATCH_TRANSLATION_FORMAT_FLOAT, BATCH_ORIENTATION_FORMAT_FLOAT)
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unselect_vertices(tests_vertices)
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unselect_shader(terrain_shader)
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#TODO: generator & for real
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print("Building tiles...")
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vc = generated.volcano_c
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vr = generated.volcano_r
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for my, mx in generated.map_coords:
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vd = dist((mx + 0.5, my + 0.5), vc)
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nx, ny, nz, h = generated.unpack(my, mx)
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r = generated.rivers[my * generated.size + mx]
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if h == 0.0:
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continue
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if r > 0.0:
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model = water
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elif h < 2.0:
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model = sand
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elif h < 180:
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if nz > 0.9:
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if ny < -0.01 and nz > 0.93:
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model = forest
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else:
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model = grass
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else:
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model = rock
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elif vd < vr - 3.0 and nz > 0.999:
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model = lava
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elif vd < vr + 2.0:
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model = mud
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elif vd < vr + 6.0 and nz < 0.67:
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model = mud
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else:
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model = rock
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model.spawn(terrain_batch, (float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0), None)
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blob_translation = vec3((-100.0, -500.0, 0.0))
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cube_translation = vec3((100.0, -500.0, 0.0))
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cube_orientation = vec3(vec3_forward)
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clouds_orientation = vec3(vec3_forward)
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blob_id = blob.spawn(tests_batch, blob_translation)
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cube_id = cube.spawn(tests_batch, cube_translation, cube_orientation)
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clouds_id = clouds.spawn(tests_batch, (0.0, 0.0, 32.0), clouds_orientation)
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proj_hfov = pi * 0.25
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proj_ratio = 16.0 / 9.0
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proj_near_z = 8.0
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proj_far_z = 3000.0
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select_shader(sky_shader)
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sky_environment_inputs = environment.resolve_inputs()
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sea_phase = resolve_input(b'u_sea_phase')
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sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
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sky_triangles = create_triangles(triangles.sky_triangles(64, proj_far_z - 0.1, proj_ratio))
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unselect_shader(sky_shader)
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sun_direction = vec3(math.vec3_normalize((1.0, 0.0, 1.0)))
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sun_power = 1.0
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camera = vec3((0.0, -1200.0, 500.0))
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lookat = vec3((0.0, 500.0, -500.0))
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start_time = time.monotonic()
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current_time = 0.0
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up = vec3(vec3_up)
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_rotation = mat3()
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_camera = vec3()
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_lookat = vec3()
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_blob_translation = vec3()
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_cube_translation = vec3()
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_cube_orientation = vec3()
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_clouds_orientation = vec3()
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print("Running...")
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frame_min = 10000.0
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frame_max = 0.0
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frame_avg = 0.0
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draw_min = 10000.0
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draw_max = 0.0
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draw_avg = 0.0
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perf_count = 0
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try:
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for x in range(10000):
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current_time = time.monotonic() - start_time
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begin_frame()
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frame_begin = time.thread_time()
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mat3_rotation(_rotation, up, (current_time * 0.05) % tau)
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mat3_mul_vec3(_camera, _rotation, camera)
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mat3_mul_vec3(_lookat, _rotation, lookat)
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set_view(_camera, _lookat)
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set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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mat3_rotation(_rotation, up, (current_time * 0.21) % tau)
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mat3_mul_vec3(_blob_translation, _rotation, blob_translation)
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tests_batch.set_translation(blob_id, _blob_translation)
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tests_batch.set_orientation(blob_id, vec3(math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))))
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mat3_mul_vec3(_cube_translation, _rotation, cube_translation)
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tests_batch.set_translation(cube_id, _cube_translation)
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mat3_rotation(_rotation, up, (current_time * 0.43) % tau)
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mat3_mul_vec3(_cube_orientation, _rotation, cube_orientation)
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tests_batch.set_orientation(cube_id, _cube_orientation)
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mat3_rotation(_rotation, up, (current_time * -0.037) % tau)
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mat3_mul_vec3(_clouds_orientation, _rotation, clouds_orientation)
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tests_batch.set_orientation(clouds_id, _clouds_orientation)
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environment_values = environment.from_sun(sun_direction, sun_power)
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select_shader(terrain_shader)
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select_texture(heightmap)
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select_texture(normalmap)
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environment.set_inputs(terrain_environment_inputs, environment_values)
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select_texture(tiles_texture)
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select_vertices(tiles_vertices)
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draw_begin = time.thread_time()
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terrain_batch.draw()
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draw_end = time.thread_time()
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unselect_vertices(tiles_vertices)
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unselect_texture(tiles_texture)
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select_texture(tests_texture)
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select_vertices(tests_vertices)
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tests_batch.draw()
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unselect_vertices(tests_vertices)
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unselect_texture(tests_texture)
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unselect_texture(normalmap)
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unselect_texture(heightmap)
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unselect_shader(terrain_shader)
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select_shader(sky_shader)
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environment.set_inputs(sky_environment_inputs, environment_values)
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set_input_float(sea_phase, (current_time * 0.023) % 1.0)
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select_texture(sea_polar_textures)
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select_texture(sea_detail_texture)
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draw_triangles(sky_triangles)
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unselect_texture(sea_detail_texture)
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unselect_texture(sea_polar_textures)
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unselect_shader(sky_shader)
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frame_end = time.thread_time()
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end_frame()
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draw_ms = draw_end - draw_begin
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draw_min = min(draw_min, draw_ms)
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draw_max = max(draw_max, draw_ms)
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draw_avg += draw_ms
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frame_ms = frame_end - frame_begin
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frame_min = min(frame_min, frame_ms)
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frame_max = max(frame_max, frame_ms)
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frame_avg += frame_ms
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perf_count += 1
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except KeyboardInterrupt:
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pass
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print("\rDraw *", perf_count,
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": min =", round(draw_min * 1000.0, 2),
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", max =", round(draw_max * 1000.0, 2),
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", avg =", round((draw_avg / perf_count) * 1000.0, 2), "ms")
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print("\rFrame *", perf_count,
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": min =", round(frame_min * 1000.0, 2),
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", max =", round(frame_max * 1000.0, 2),
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", avg =", round((frame_avg / perf_count) * 1000.0, 2), "ms")
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# seed 666
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# camera = vec3((0.0, -1200.0, 500.0))
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# lookat = vec3((0.0, 500.0, -500.0))
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# for x in range(10000)
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# current_time = 0
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2022-09-19 02:37:31 +02:00
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# Draw * 10000 : min = 0.11 , max = 1.87 , avg = 0.16 ms
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# Draw * 10000 : min = 0.11 , max = 1.75 , avg = 0.17 ms
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# Draw * 10000 : min = 0.11 , max = 1.84 , avg = 0.17 ms
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2022-08-28 05:09:52 +02:00
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print("Quitting...")
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del tests_batch
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del terrain_batch
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destroy_texture(sea_polar_textures)
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destroy_texture(sea_detail_texture)
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destroy_texture(heightmap)
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destroy_triangles(sky_triangles)
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archive.destroy()
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destroy_shader(terrain_shader)
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destroy_shader(sky_shader)
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terminate()
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