A little bit of clenaup.
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@ -14,7 +14,6 @@
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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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from ctypes import c_ubyte, c_uint, POINTER
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from array import array
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from engine import (
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INSTANCE_FLAG_SPAWNED, BATCH_MAX_SIZE, create_batch, draw_batch, destroy_batch)
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28
game/game.py
28
game/game.py
@ -20,12 +20,12 @@ from ctypes import Structure
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from engine import *
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from game import math
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from game import generator
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from game import shader
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from game import resources
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from game import batch
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from game import triangles
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from game import sea
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from game.generator import Generator
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from game.resources import RuntimeArchive
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from game.batch import Batch
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from game.camera import Camera
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from game.environment import Environment
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@ -42,9 +42,9 @@ sun_power = 1.0
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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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gen_begin = time.thread_time()
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generated = Generator(256)
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gen_end = time.thread_time()
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print("Done: ", round(gen_end - gen_begin, 2), "seconds")
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print("Initializing...")
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@ -66,7 +66,7 @@ def main():
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tests_normalmap_sampler = resolve_input(tests_shader, b'u_normal_sampler')
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print("Loading resources...")
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archive = resources.RuntimeArchive.load('data/rk_island.rkar')
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archive = RuntimeArchive.load('data/rk_island.rkar')
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print("Building tiles...")
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tiles_texture = archive.get_texture('tiles')
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@ -79,7 +79,7 @@ def main():
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rock_model = archive.get_model('rock')
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mud_model = archive.get_model('mud')
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lava_model = archive.get_model('lava')
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terrain_batch = batch.Batch(tiles_vertices, generated.size ** 2, params_format(PARAM_FORMAT_VEC3_SHORT), vec3)
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terrain_batch = Batch(tiles_vertices, generated.size ** 2, params_format(PARAM_FORMAT_VEC3_SHORT), vec3)
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#TODO: generator & for real
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vc = generated.volcano_c
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@ -112,7 +112,7 @@ def main():
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model = rock_model
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model.spawn(terrain_batch, vec3(float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
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class testsparams(Structure):
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class TestsParams(Structure):
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_fields_ = ('translation', vec3), ('orientation', vec3)
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tests_texture = archive.get_texture('tests')
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@ -121,14 +121,14 @@ def main():
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blob_model = archive.get_model('blob')
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cube_model = archive.get_model('cube')
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clouds_model = archive.get_model('clouds')
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tests_batch = batch.Batch(tests_vertices, 3,
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params_format(PARAM_FORMAT_VEC3_FLOAT, PARAM_FORMAT_VEC3_INT10 | PARAM_FORMAT_NORMALIZE), testsparams)
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tests_batch = Batch(tests_vertices, 3,
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params_format(PARAM_FORMAT_VEC3_FLOAT, PARAM_FORMAT_VEC3_INT10 | PARAM_FORMAT_NORMALIZE), TestsParams)
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blob_spawn_translation = vec3(-100.0, -500.0, 0.0)
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cube_spawn_translation = vec3(100.0, -500.0, 0.0)
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blob_id = blob_model.spawn(tests_batch,
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testsparams(blob_spawn_translation, vec3(*math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0)))))
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cube_id = cube_model.spawn(tests_batch, testsparams(cube_spawn_translation, vec3_forward))
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clouds_id = clouds_model.spawn(tests_batch, testsparams(vec3(0.0, 0.0, 32.0), vec3_forward))
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TestsParams(blob_spawn_translation, vec3(*math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0)))))
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cube_id = cube_model.spawn(tests_batch, TestsParams(cube_spawn_translation, vec3_forward))
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clouds_id = clouds_model.spawn(tests_batch, TestsParams(vec3(0.0, 0.0, 32.0), vec3_forward))
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sea_phase = resolve_input(sky_shader, 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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