rk_island/game/game.py

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# Copyright (C) 2022 RozK
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
from math import pi, tau, dist
from engine import *
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from game import math
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from game.time import Time
from game.events import Events
from game.mouse import Mouse
from game.keyboard import Keyboard
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from game.generator import Generator
from game.resources import RuntimeArchive
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from game.texture import Texture
from game.shader import Shader
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from game.camera import Camera
from game.environment import Environment
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from game.inputs import InputFloat
from game.batch import Batch
from game.scene import SceneNode, TextureNode, ShaderNode, InputNode, DrawNode, FuncNode
from game import sea
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proj_hfov = pi * 0.25
proj_ratio = 16.0 / 9.0
proj_near_z = 8.0
proj_far_z = 3000.0
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sun_direction = math.vec3_normalize((1.0, 0.0, 0.5))
sun_power = 1.0
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def update_camera(time, mouse, camera, environment):
camera_yaw = mouse.drag[0] * 0.001
camera_pitch = mouse.drag[1] * 0.001 + pi * 0.25
camera_distance = mouse.wheel * 20.0
camera.set_view(camera_yaw, camera_pitch, camera_distance)
environment.from_sun(camera.view, sun_direction, sun_power)
def update_tests(time, blob_translation, blob_spawn_translation, cube_translation, cube_spawn_translation, cube_orientation, clouds_orientation):
rotation = mat3()
mat3_rotation(rotation, vec3_up, (time.current * 0.21) % tau)
mat3_mul_vec3(blob_translation, rotation, blob_spawn_translation)
mat3_mul_vec3(cube_translation, rotation, cube_spawn_translation)
mat3_rotation(cube_orientation, vec3_up, (time.current * 0.43) % tau)
mat3_rotation(clouds_orientation, vec3_up, (time.current * -0.037) % tau)
def update_sea(time, camera, sea_phase):
camera.to_km()
sea_phase.update((time.current * 0.023) % 1.0)
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def main():
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print("Initializing...")
display = create_display(b'RK Island - Drag to rotate, wheel to zoom, q to quit', 1600, 900)
events = Events(display)
mouse = Mouse(events, wheel = 60, wheel_min = 20)
keyboard = Keyboard(events)
render_initialize(__debug__)
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tiles_shader = Shader('tiles', 'common')
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tests_shader = Shader('tests', 'common')
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sea_shader = Shader('sea')
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camera = Camera()
camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
environment = Environment()
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sea_phase = InputFloat(sea_shader.u_sea_phase, 0.0)
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print("Generating terrain...")
generated = Generator(256)
heightmap = Texture(
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TEXTURE_FORMAT_FLOAT_32, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
generated.packed_heights)
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normalmap = Texture(
TEXTURE_FORMAT_RGB10_A2, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
generated.packed_normals)
print("Loading resources...")
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archive = RuntimeArchive.load('data/rk_island.rkar')
print("Building tiles...")
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tiles_texture = archive.get_texture('tiles')
tiles_vertices = archive.get_vertices('tiles')
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water_model = archive.get_model('water')
sand_model = archive.get_model('sand')
grass_model = archive.get_model('grass')
forest_model = archive.get_model('forest')
rock_model = archive.get_model('rock')
mud_model = archive.get_model('mud')
lava_model = archive.get_model('lava')
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tiles_batch = Batch(tiles_vertices, generated.size ** 2, 8, translation = PARAM_FORMAT_VEC3_SHORT)
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#TODO: generator & for real
vc = generated.volcano_c
vr = generated.volcano_r
for my, mx in generated.map_coords:
vd = dist((mx + 0.5, my + 0.5), vc)
nx, ny, nz, h = generated.unpack(my, mx)
r = generated.rivers[my * generated.size + mx]
if h == 0.0:
continue
if r > 0.0:
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model = water_model
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elif h < 2.0:
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model = sand_model
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elif h < 180:
if nz > 0.9:
if ny < -0.01 and nz > 0.93:
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model = forest_model
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else:
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model = grass_model
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else:
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model = rock_model
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elif vd < vr - 3.0 and nz > 0.999:
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model = lava_model
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elif vd < vr + 2.0:
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model = mud_model
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elif vd < vr + 6.0 and nz < 0.67:
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model = mud_model
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else:
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model = rock_model
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model.spawn(tiles_batch, vec3(float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
tests_texture = archive.get_texture('tests')
tests_vertices = archive.get_vertices('tests')
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blob_model = archive.get_model('blob')
cube_model = archive.get_model('cube')
clouds_model = archive.get_model('clouds')
tests_batch = Batch(tests_vertices, 3, 3,
translation = PARAM_FORMAT_VEC3_FLOAT,
orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
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blob_spawn_translation = vec3(-100.0, -500.0, 0.0)
blob_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
blob_right = math.vec3_cross(blob_forward, math.vec3_up)
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blob_spawn_orientation = mat3(vec3(*blob_right), vec3(*blob_forward), vec3_up)
blob_id = blob_model.spawn(tests_batch, blob_spawn_translation, blob_spawn_orientation)
blob_translation = tests_batch.translation[blob_id]
cube_spawn_translation = vec3(100.0, -500.0, 0.0)
cube_id = cube_model.spawn(tests_batch, cube_spawn_translation, mat3_identity)
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cube_translation = tests_batch.translation[cube_id]
cube_orientation = tests_batch.orientation[cube_id]
clouds_id = clouds_model.spawn(tests_batch, vec3(0.0, 0.0, 32.0), mat3_identity)
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clouds_orientation = tests_batch.orientation[clouds_id]
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sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
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sea_triangles = sea.SeaTriangles(64, proj_far_z - 0.1, proj_ratio)
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scene = SceneNode(
FuncNode(update_camera, (mouse, camera, environment)),
TextureNode((tiles_texture, heightmap, normalmap),
ShaderNode(tiles_shader,
InputNode(tiles_shader, camera),
InputNode(tiles_shader, environment),
DrawNode(tiles_batch)
)
),
FuncNode(update_tests, (blob_translation, blob_spawn_translation, cube_translation, cube_spawn_translation, cube_orientation, clouds_orientation)),
TextureNode((tests_texture, heightmap, normalmap),
ShaderNode(tests_shader,
InputNode(tests_shader, camera),
InputNode(tests_shader, environment),
DrawNode(tests_batch)
)
),
FuncNode(update_sea, (camera, sea_phase)),
TextureNode((sea_polar_textures, sea_detail_texture),
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ShaderNode(sea_shader,
InputNode(sea_shader, camera),
InputNode(sea_shader, environment),
InputNode(sea_shader, sea_phase),
DrawNode(sea_triangles)
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)
)
)
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print("Running... Ctrl+c to quit")
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time = Time()
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try:
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while not keyboard.quit:
events.update()
begin_frame()
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time.update()
scene.draw(time)
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end_frame()
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swap_buffers(display)
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except KeyboardInterrupt:
pass
print("Quitting...")
del tests_batch
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del tiles_batch
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del sea_triangles
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del sea_polar_textures
del sea_detail_texture
del heightmap
del normalmap
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archive.destroy()
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del tiles_shader
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del tests_shader
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del sea_shader
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render_terminate()
del events
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destroy_display(display)