Rework camera.

This commit is contained in:
Roz K 2022-12-18 05:40:52 +01:00
parent 1abfdfadf8
commit 1e2b666af3
Signed by: roz
GPG Key ID: 51FBF4E483E1C822
2 changed files with 59 additions and 60 deletions

View File

@ -15,33 +15,29 @@
from engine import mat4, mat4_projection, mat4_lookat, resolve_input, set_input_mat4
class _Inputs:
__slots__ = 'projection', 'view'
def __init__(self, shader, projection, view):
self.projection = resolve_input(shader, projection)
self.view = resolve_input(shader, view)
class Camera:
__slots__ = '_projection_input', '_projection', '_view_input', '_view'
__slots__ = 'projection', 'view'
def __init__(self):
self._projection_input = None
self._projection = mat4()
self._view_input = None
self._view = mat4()
@property
def projection(self):
return self._projection
@property
def view(self):
return self._view
self.projection = mat4()
self.view = mat4()
def set_projection(self, half_fov, ratio, near_z, far_z):
mat4_projection(self._projection, half_fov, ratio, near_z, far_z)
mat4_projection(self.projection, half_fov, ratio, near_z, far_z)
def set_view(self, origin, lookat):
mat4_lookat(self._view, origin, lookat)
mat4_lookat(self.view, origin, lookat)
def resolve_inputs(self, shader, projection_input = b'u_projection', view_input = b'u_view'):
self._projection_input = resolve_input(shader, projection_input)
self._view_input = resolve_input(shader, view_input)
def resolve_inputs(self, shader, projection = b'u_projection', view = b'u_view'):
return _Inputs(shader, projection, view)
def update_inputs(self):
set_input_mat4(self._projection_input, self._projection)
set_input_mat4(self._view_input, self._view)
def update_inputs(self, inputs):
set_input_mat4(inputs.projection, self.projection)
set_input_mat4(inputs.view, self.view)

View File

@ -18,8 +18,25 @@ from math import pi, tau, dist
from engine import *
from game import (
math, resources, shader, camera, batch, triangles, generator, environment, sea)
from game import math
from game import generator
from game import shader
from game import resources
from game import batch
from game import triangles
from game import environment
from game.camera import Camera
from game import sea
proj_hfov = pi * 0.25
proj_ratio = 16.0 / 9.0
proj_near_z = 8.0
proj_far_z = 3000.0
sun_direction = vec3(math.vec3_normalize((1.0, 0.0, 1.0)))
sun_power = 1.0
camera_origin = vec3((0.0, -1200.0, 500.0))
camera_lookat = vec3((0.0, 500.0, -500.0))
def main():
print("Generating terrain...")
@ -108,36 +125,22 @@ def main():
cube_id = cube.spawn(tests_batch, cube_translation, cube_orientation)
clouds_id = clouds.spawn(tests_batch, (0.0, 0.0, 32.0), clouds_orientation)
proj_hfov = pi * 0.25
proj_ratio = 16.0 / 9.0
proj_near_z = 8.0
proj_far_z = 3000.0
terrain_environment_inputs = environment.resolve_inputs(terrain_shader)
terrain_camera = camera.Camera()
terrain_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
terrain_camera.resolve_inputs(terrain_shader)
tests_environment_inputs = environment.resolve_inputs(tests_shader)
tests_camera = camera.Camera()
tests_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
tests_camera.resolve_inputs(tests_shader)
sky_environment_inputs = environment.resolve_inputs(sky_shader)
sea_phase = resolve_input(sky_shader, b'u_sea_phase')
sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
sea_polar_sampler = resolve_input(sky_shader, b'u_sea_polar_sampler')
sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
sea_detail_sampler = resolve_input(sky_shader, b'u_sea_detail_sampler')
sky_triangles = create_triangles(triangles.sky_triangles(64, proj_far_z - 0.1, proj_ratio))
sky_camera = camera.Camera()
sky_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
sky_camera.resolve_inputs(sky_shader)
sun_direction = vec3(math.vec3_normalize((1.0, 0.0, 1.0)))
sun_power = 1.0
origin = vec3((0.0, -1200.0, 500.0))
lookat = vec3((0.0, 500.0, -500.0))
camera = Camera()
camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
terrain_camera_inputs = camera.resolve_inputs(terrain_shader)
tests_camera_inputs = camera.resolve_inputs(tests_shader)
sky_camera_inputs = camera.resolve_inputs(sky_shader)
terrain_environment_inputs = environment.resolve_inputs(terrain_shader)
tests_environment_inputs = environment.resolve_inputs(tests_shader)
sky_environment_inputs = environment.resolve_inputs(sky_shader)
up = vec3(vec3_up)
_rotation = mat3()
@ -165,15 +168,6 @@ def main():
begin_frame()
frame_begin = time.thread_time()
mat3_rotation(_rotation, up, (current_time * 0.05) % tau)
mat3_mul_vec3(_origin, _rotation, origin)
mat3_mul_vec3(_lookat, _rotation, lookat)
terrain_camera.set_view(_origin, _lookat)
tests_camera.set_view(_origin, _lookat)
sky_camera.set_view(vec3(math.vec3_scale(_origin, 0.001)), vec3(math.vec3_scale(_lookat, 0.001)))
environment_values = environment.from_sun(terrain_camera.view, sun_direction, sun_power)
mat3_rotation(_rotation, up, (current_time * 0.21) % tau)
mat3_mul_vec3(_blob_translation, _rotation, blob_translation)
tests_batch.set_param(0, blob_id, _blob_translation)
@ -187,8 +181,15 @@ def main():
mat3_mul_vec3(_clouds_orientation, _rotation, clouds_orientation)
tests_batch.set_param(1, clouds_id, _clouds_orientation)
mat3_rotation(_rotation, up, (current_time * 0.05) % tau)
mat3_mul_vec3(_origin, _rotation, camera_origin)
mat3_mul_vec3(_lookat, _rotation, camera_lookat)
camera.set_view(_origin, _lookat)
environment_values = environment.from_sun(camera.view, sun_direction, sun_power)
select_shader(terrain_shader)
terrain_camera.update_inputs()
camera.update_inputs(terrain_camera_inputs)
environment.update_inputs(terrain_environment_inputs, environment_values)
select_texture(tiles_texture, tiles_sampler)
select_texture(heightmap, terrain_heightmap_sampler)
@ -204,7 +205,7 @@ def main():
unselect_shader(terrain_shader)
select_shader(tests_shader)
tests_camera.update_inputs()
camera.update_inputs(tests_camera_inputs)
environment.update_inputs(tests_environment_inputs, environment_values)
select_texture(tests_texture, tests_sampler)
select_texture(heightmap, tests_heightmap_sampler)
@ -217,8 +218,10 @@ def main():
unselect_texture(heightmap)
unselect_shader(tests_shader)
camera.set_view(vec3(math.vec3_scale(_origin, 0.001)), vec3(math.vec3_scale(_lookat, 0.001)))
select_shader(sky_shader)
sky_camera.update_inputs()
camera.update_inputs(sky_camera_inputs)
environment.update_inputs(sky_environment_inputs, environment_values)
set_input_float(sea_phase, (current_time * 0.023) % 1.0)
select_texture(sea_polar_textures, sea_polar_sampler)
@ -255,8 +258,8 @@ def main():
", avg =", round((frame_avg / perf_count) * 1000.0, 2), "ms")
# seed 666
# origin = vec3((0.0, -1200.0, 500.0))
# lookat = vec3((0.0, 500.0, -500.0))
# camera_origin = vec3((0.0, -1200.0, 500.0))
# camera_lookat = vec3((0.0, 500.0, -500.0))
# for x in range(10000)
# current_time = 0
# Draw * 9999 : min = 0.2 , max = 2.16 , avg = 0.26 ms