Basic scene graph.
This commit is contained in:
parent
9fff666ebf
commit
6485da7d67
238
game/game.py
238
game/game.py
@ -13,24 +13,26 @@
|
||||
# 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/>.
|
||||
|
||||
import time
|
||||
from math import pi, tau, dist
|
||||
from ctypes import Structure
|
||||
|
||||
from engine import *
|
||||
|
||||
from game import math
|
||||
from game import triangles
|
||||
from game import sea
|
||||
from game.shader import Shader
|
||||
from game.generator import Generator
|
||||
from game.resources import RuntimeArchive
|
||||
from game.batch import Batch
|
||||
from game.camera import Camera
|
||||
from game.environment import Environment
|
||||
from game.time import Time
|
||||
from game.events import Events
|
||||
from game.mouse import Mouse
|
||||
from game.keyboard import Keyboard
|
||||
from game.generator import Generator
|
||||
from game.resources import RuntimeArchive
|
||||
from game.texture import Texture
|
||||
from game.shader import Shader
|
||||
from game.camera import Camera
|
||||
from game.environment import Environment
|
||||
from game.inputs import InputFloat
|
||||
from game.batch import Batch
|
||||
from game.scene import SceneNode, TextureNode, ShaderNode, InputNode, DrawNode, FuncNode
|
||||
from game.triangles import SkyTriangles
|
||||
from game import sea
|
||||
|
||||
proj_hfov = pi * 0.25
|
||||
proj_ratio = 16.0 / 9.0
|
||||
@ -40,27 +42,49 @@ proj_far_z = 3000.0
|
||||
sun_direction = math.vec3_normalize((1.0, 0.0, 0.5))
|
||||
sun_power = 1.0
|
||||
|
||||
def main():
|
||||
print("Generating terrain...")
|
||||
gen_begin = time.thread_time()
|
||||
generated = Generator(256)
|
||||
gen_end = time.thread_time()
|
||||
print("Done: ", round(gen_end - gen_begin, 2), "seconds")
|
||||
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)
|
||||
|
||||
def main():
|
||||
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__)
|
||||
terrain_shader = Shader('terrain', 'common')
|
||||
|
||||
tiles_shader = Shader('terrain', 'common')
|
||||
tests_shader = Shader('tests', 'common')
|
||||
sky_shader = Shader('sky')
|
||||
|
||||
heightmap = create_texture(
|
||||
camera = Camera()
|
||||
camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
|
||||
environment = Environment()
|
||||
sea_phase = InputFloat(sky_shader.u_sea_phase, 0.0)
|
||||
|
||||
print("Generating terrain...")
|
||||
generated = Generator(256)
|
||||
|
||||
heightmap = Texture(
|
||||
TEXTURE_FORMAT_FLOAT_32, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
|
||||
generated.packed_heights)
|
||||
normalmap = create_texture(
|
||||
normalmap = Texture(
|
||||
TEXTURE_FORMAT_RGB10_A2, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
|
||||
generated.packed_normals)
|
||||
|
||||
@ -77,7 +101,7 @@ def main():
|
||||
rock_model = archive.get_model('rock')
|
||||
mud_model = archive.get_model('mud')
|
||||
lava_model = archive.get_model('lava')
|
||||
terrain_batch = Batch(tiles_vertices, generated.size ** 2, 8, translation = PARAM_FORMAT_VEC3_SHORT)
|
||||
tiles_batch = Batch(tiles_vertices, generated.size ** 2, 8, translation = PARAM_FORMAT_VEC3_SHORT)
|
||||
|
||||
#TODO: generator & for real
|
||||
vc = generated.volcano_c
|
||||
@ -108,7 +132,7 @@ def main():
|
||||
model = mud_model
|
||||
else:
|
||||
model = rock_model
|
||||
model.spawn(terrain_batch, vec3(float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
|
||||
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')
|
||||
@ -118,153 +142,75 @@ def main():
|
||||
tests_batch = Batch(tests_vertices, 3, 3,
|
||||
translation = PARAM_FORMAT_VEC3_FLOAT,
|
||||
orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
|
||||
|
||||
blob_spawn_translation = vec3(-100.0, -500.0, 0.0)
|
||||
cube_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)
|
||||
blob_id = blob_model.spawn(tests_batch,
|
||||
blob_spawn_translation, mat3(vec3(*blob_right), vec3(*blob_forward), vec3_up))
|
||||
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)
|
||||
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)
|
||||
clouds_orientation = tests_batch.orientation[clouds_id]
|
||||
|
||||
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')
|
||||
sky_triangles = create_triangles(triangles.sky_triangles(64, proj_far_z - 0.1, proj_ratio))
|
||||
sky_triangles = SkyTriangles(64, proj_far_z - 0.1, proj_ratio)
|
||||
|
||||
camera = Camera()
|
||||
camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
|
||||
environment = Environment()
|
||||
|
||||
blob_translation = tests_batch.translation[blob_id]
|
||||
cube_translation = tests_batch.translation[cube_id]
|
||||
cube_orientation = tests_batch.orientation[cube_id]
|
||||
clouds_orientation = tests_batch.orientation[clouds_id]
|
||||
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),
|
||||
ShaderNode(sky_shader,
|
||||
InputNode(sky_shader, camera),
|
||||
InputNode(sky_shader, environment),
|
||||
InputNode(sky_shader, sea_phase),
|
||||
DrawNode(sky_triangles)
|
||||
)
|
||||
)
|
||||
)
|
||||
|
||||
print("Running... Ctrl+c to quit")
|
||||
start_time = time.monotonic()
|
||||
current_time = 0.0
|
||||
frame = 0
|
||||
frame_min = 10000.0
|
||||
frame_max = 0.0
|
||||
frame_avg = 0.0
|
||||
draw_min = 10000.0
|
||||
draw_max = 0.0
|
||||
draw_avg = 0.0
|
||||
perf_count = 0
|
||||
time = Time()
|
||||
try:
|
||||
while True:
|
||||
current_time = time.monotonic() - start_time
|
||||
frame_begin = time.thread_time()
|
||||
|
||||
while not keyboard.quit:
|
||||
events.update()
|
||||
if keyboard.quit:
|
||||
break
|
||||
|
||||
begin_frame()
|
||||
|
||||
camera_distance = mouse.wheel * 20.0
|
||||
camera_yaw = mouse.drag[0] * 0.001
|
||||
camera_pitch = mouse.drag[1] * 0.001 + pi * 0.25
|
||||
camera.set_view(camera_yaw, camera_pitch, camera_distance)
|
||||
environment.from_sun(camera.view, sun_direction, sun_power)
|
||||
|
||||
terrain_shader.select()
|
||||
camera.set_inputs(terrain_shader)
|
||||
environment.set_inputs(terrain_shader)
|
||||
select_texture(0, tiles_texture)
|
||||
select_texture(1, heightmap)
|
||||
select_texture(2, normalmap)
|
||||
draw_begin = time.thread_time()
|
||||
terrain_batch.draw()
|
||||
draw_end = time.thread_time()
|
||||
unselect_texture(0, tiles_texture)
|
||||
unselect_texture(1, heightmap)
|
||||
unselect_texture(2, normalmap)
|
||||
terrain_shader.unselect()
|
||||
|
||||
rotation = mat3()
|
||||
mat3_rotation(rotation, vec3_up, (current_time * 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, (current_time * 0.43) % tau)
|
||||
mat3_rotation(clouds_orientation, vec3_up, (current_time * -0.037) % tau)
|
||||
|
||||
tests_shader.select()
|
||||
camera.set_inputs(tests_shader)
|
||||
environment.set_inputs(tests_shader)
|
||||
select_texture(0, tests_texture)
|
||||
select_texture(1, heightmap)
|
||||
select_texture(2, normalmap)
|
||||
tests_batch.draw()
|
||||
unselect_texture(0, tests_texture)
|
||||
unselect_texture(1, heightmap)
|
||||
unselect_texture(2, normalmap)
|
||||
tests_shader.unselect()
|
||||
|
||||
camera.to_km()
|
||||
|
||||
sky_shader.select()
|
||||
camera.set_inputs(sky_shader)
|
||||
environment.set_inputs(sky_shader)
|
||||
set_input_float(sky_shader.u_sea_phase, (current_time * 0.023) % 1.0)
|
||||
select_texture(0, sea_polar_textures)
|
||||
select_texture(1, sea_detail_texture)
|
||||
draw_triangles(sky_triangles)
|
||||
unselect_texture(0, sea_polar_textures)
|
||||
unselect_texture(1, sea_detail_texture)
|
||||
sky_shader.unselect()
|
||||
|
||||
frame_end = time.thread_time()
|
||||
time.update()
|
||||
scene.draw(time)
|
||||
end_frame()
|
||||
swap_buffers(display)
|
||||
|
||||
if frame > 0:
|
||||
draw_ms = draw_end - draw_begin
|
||||
draw_min = min(draw_min, draw_ms)
|
||||
draw_max = max(draw_max, draw_ms)
|
||||
draw_avg += draw_ms
|
||||
frame_ms = frame_end - frame_begin
|
||||
frame_min = min(frame_min, frame_ms)
|
||||
frame_max = max(frame_max, frame_ms)
|
||||
frame_avg += frame_ms
|
||||
perf_count += 1
|
||||
frame += 1
|
||||
|
||||
except KeyboardInterrupt:
|
||||
pass
|
||||
|
||||
print("\rDraw *", perf_count,
|
||||
": min =", round(draw_min * 1000.0, 2),
|
||||
", max =", round(draw_max * 1000.0, 2),
|
||||
", avg =", round((draw_avg / perf_count) * 1000.0, 2), "ms")
|
||||
|
||||
print("\rFrame *", perf_count,
|
||||
": min =", round(frame_min * 1000.0, 2),
|
||||
", max =", round(frame_max * 1000.0, 2),
|
||||
", avg =", round((frame_avg / perf_count) * 1000.0, 2), "ms")
|
||||
|
||||
# seed 666
|
||||
# for _ in range(10000):
|
||||
# current_time = 0 # time.monotonic() - start_time
|
||||
|
||||
# Draw * 9999 : min = 0.14 , max = 0.43 , avg = 0.19 ms
|
||||
# Draw * 9999 : min = 0.14 , max = 0.35 , avg = 0.19 ms
|
||||
# Draw * 9999 : min = 0.13 , max = 0.44 , avg = 0.18 ms
|
||||
|
||||
# Frame * 9999 : min = 0.21 , max = 0.7 , avg = 0.33 ms
|
||||
# Frame * 9999 : min = 0.2 , max = 0.54 , avg = 0.31 ms
|
||||
# Frame * 9999 : min = 0.19 , max = 0.6 , avg = 0.29 ms
|
||||
|
||||
print("Quitting...")
|
||||
del tests_batch
|
||||
del terrain_batch
|
||||
destroy_texture(sea_polar_textures)
|
||||
destroy_texture(sea_detail_texture)
|
||||
destroy_texture(heightmap)
|
||||
destroy_texture(normalmap)
|
||||
destroy_triangles(sky_triangles)
|
||||
del tiles_batch
|
||||
del sky_triangles
|
||||
del sea_polar_textures
|
||||
del sea_detail_texture
|
||||
del heightmap
|
||||
del normalmap
|
||||
archive.destroy()
|
||||
del terrain_shader
|
||||
del tiles_shader
|
||||
del tests_shader
|
||||
del sky_shader
|
||||
render_terminate()
|
||||
|
29
game/inputs.py
Normal file
29
game/inputs.py
Normal file
@ -0,0 +1,29 @@
|
||||
# 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 engine import set_input_float
|
||||
|
||||
class InputFloat:
|
||||
__slots__ = '_input', 'value'
|
||||
|
||||
def __init__(self, input, value):
|
||||
self._input = input
|
||||
self.value = value
|
||||
|
||||
def update(self, value):
|
||||
self.value = value
|
||||
|
||||
def set_inputs(self, shader):
|
||||
set_input_float(self._input, self.value)
|
@ -20,6 +20,7 @@ from pathlib import Path
|
||||
import png
|
||||
|
||||
import engine
|
||||
from game.texture import Texture
|
||||
|
||||
VERTEX_SIZE = 20
|
||||
VERTEX_FORMAT = engine.vertex_format(
|
||||
@ -133,7 +134,7 @@ class TextureData:
|
||||
_write_blob(file, self.pixels)
|
||||
|
||||
def create_texture(data):
|
||||
return engine.create_texture(data.format, data.width, data.height, data.nlevels, data.flags, data.pixels)
|
||||
return Texture(data.format, data.width, data.height, data.nlevels, data.flags, data.pixels)
|
||||
|
||||
class VerticesData:
|
||||
__slots__ = 'name', 'vertices', 'indices'
|
||||
@ -208,8 +209,6 @@ class Archive:
|
||||
def destroy(self):
|
||||
for vertices in self.vertices_db.values():
|
||||
engine.destroy_vertices(vertices)
|
||||
for texture in self.textures_db.values():
|
||||
engine.destroy_texture(texture)
|
||||
self.textures_db.clear()
|
||||
self.vertices_db.clear()
|
||||
self.models_db.clear()
|
||||
|
95
game/scene.py
Normal file
95
game/scene.py
Normal file
@ -0,0 +1,95 @@
|
||||
# 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/>.
|
||||
|
||||
class Node:
|
||||
__slots__ = '_subnodes'
|
||||
|
||||
def __init__(self, *subnodes):
|
||||
self._subnodes = subnodes
|
||||
|
||||
def draw(self, time):
|
||||
for subnode in self._subnodes:
|
||||
subnode.draw(time)
|
||||
|
||||
class SceneNode(Node):
|
||||
__slots__ = '_subnodes'
|
||||
|
||||
def __init__(self, *subnodes):
|
||||
Node.__init__(self, *subnodes)
|
||||
self._subnodes = subnodes
|
||||
|
||||
def draw(self, time):
|
||||
Node.draw(self, time)
|
||||
|
||||
class TextureNode(Node):
|
||||
__slots__ = '_textures'
|
||||
|
||||
def __init__(self, textures, *subnodes):
|
||||
Node.__init__(self, *subnodes)
|
||||
self._textures = textures
|
||||
|
||||
def draw(self, time):
|
||||
for slot, texture in enumerate(self._textures):
|
||||
texture.select(slot)
|
||||
Node.draw(self, time)
|
||||
for slot, texture in enumerate(self._textures):
|
||||
texture.unselect(slot)
|
||||
|
||||
class ShaderNode(Node):
|
||||
__slots__ = '_shader'
|
||||
|
||||
def __init__(self, shader, *subnodes):
|
||||
Node.__init__(self, *subnodes)
|
||||
self._shader = shader
|
||||
|
||||
def draw(self, time):
|
||||
self._shader.select()
|
||||
Node.draw(self, time)
|
||||
self._shader.unselect()
|
||||
|
||||
class InputNode(Node):
|
||||
__slots__ = '_shader', '_input'
|
||||
|
||||
def __init__(self, shader, input, *subnodes):
|
||||
Node.__init__(self, *subnodes)
|
||||
self._shader = shader
|
||||
self._input = input
|
||||
|
||||
def draw(self, time):
|
||||
self._input.set_inputs(self._shader)
|
||||
Node.draw(self, time)
|
||||
|
||||
class DrawNode(Node):
|
||||
__slots__ = '_drawable'
|
||||
|
||||
def __init__(self, drawable, *subnodes):
|
||||
Node.__init__(self, *subnodes)
|
||||
self._drawable = drawable
|
||||
|
||||
def draw(self, time):
|
||||
self._drawable.draw()
|
||||
Node.draw(self, time)
|
||||
|
||||
class FuncNode(Node):
|
||||
__slots__ = '_func', '_params'
|
||||
|
||||
def __init__(self, func, params, *subnodes):
|
||||
Node.__init__(self, *subnodes)
|
||||
self._func = func
|
||||
self._params = params
|
||||
|
||||
def draw(self, time):
|
||||
self._func(time, *self._params)
|
||||
Node.draw(self, time)
|
@ -17,10 +17,10 @@ from itertools import product
|
||||
from math import tau, cos, sin, copysign
|
||||
from array import array
|
||||
|
||||
from engine import (create_texture,
|
||||
TEXTURE_FORMAT_RGB10_A2, TEXTURE_FORMAT_TYPECODE, TEXTURE_FLAG_MIN_LINEAR, TEXTURE_FLAG_MAG_LINEAR)
|
||||
from engine import TEXTURE_FORMAT_RGB10_A2, TEXTURE_FORMAT_TYPECODE, TEXTURE_FLAG_MIN_LINEAR, TEXTURE_FLAG_MAG_LINEAR
|
||||
|
||||
from game.math import vec3_scale, vec3_direction, vec3_cross, vec3_normal_rgb10a2
|
||||
from game.texture import Texture
|
||||
from game.resources import load_png
|
||||
|
||||
_format = TEXTURE_FORMAT_RGB10_A2
|
||||
@ -51,7 +51,7 @@ def load_polar_textures(paths, waves_height = 0.008):
|
||||
_width, _height, normals = load_texture(path)
|
||||
assert _width == width and _height == height
|
||||
data.extend(list(map(_conv, normals)))
|
||||
return create_texture(_format, width, height, len(paths), _flags, data)
|
||||
return Texture(_format, width, height, len(paths), _flags, data)
|
||||
|
||||
def load_detail_texture(path, scale = 0.5, waves_height = 0.002):
|
||||
width, height, data = load_png(path)
|
||||
@ -68,4 +68,4 @@ def load_detail_texture(path, scale = 0.5, waves_height = 0.002):
|
||||
return vec3_scale(n, copysign(1.0, n[2]))
|
||||
normals = list(map(normal, product(range(height), range(width)), data))
|
||||
data = array(_typecode, list(map(_conv, normals)))
|
||||
return create_texture(_format, width, height, 0, _flags, data)
|
||||
return Texture(_format, width, height, 0, _flags, data)
|
||||
|
31
game/texture.py
Normal file
31
game/texture.py
Normal file
@ -0,0 +1,31 @@
|
||||
# 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 engine import create_texture, select_texture, unselect_texture, destroy_texture
|
||||
|
||||
class Texture:
|
||||
__slots__ = '_texture'
|
||||
|
||||
def __init__(self, format, width, height, nlevels, flags, pixels):
|
||||
self._texture = create_texture(format, width, height, nlevels, flags, pixels)
|
||||
|
||||
def __del__(self):
|
||||
destroy_texture(self._texture)
|
||||
|
||||
def select(self, slot):
|
||||
select_texture(slot, self._texture)
|
||||
|
||||
def unselect(self, slot):
|
||||
unselect_texture(slot, self._texture)
|
29
game/time.py
Normal file
29
game/time.py
Normal file
@ -0,0 +1,29 @@
|
||||
# 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 time import monotonic
|
||||
|
||||
class Time:
|
||||
__slots__ = '_start', 'current', 'delta'
|
||||
|
||||
def __init__(self):
|
||||
self._start = monotonic()
|
||||
self.current = 0.0
|
||||
self.delta = 0.0
|
||||
|
||||
def update(self):
|
||||
current = monotonic() - self._start
|
||||
self.delta = current - self.current
|
||||
self.current = current
|
@ -16,35 +16,49 @@
|
||||
from itertools import chain
|
||||
from array import array
|
||||
from math import cos, sin
|
||||
from engine import create_triangles, draw_triangles, destroy_triangles
|
||||
|
||||
# TODO: with FOV
|
||||
def sky_triangles(vsubdivs, distance, projection_ratio):
|
||||
assert vsubdivs > 0
|
||||
vertices = []
|
||||
hsubdivs = round(vsubdivs * projection_ratio)
|
||||
z = -distance
|
||||
width = distance * projection_ratio
|
||||
height = distance
|
||||
startx = width * -0.5
|
||||
starty = height * -0.5
|
||||
stepx = width / hsubdivs
|
||||
stepy = height / vsubdivs
|
||||
y1 = starty
|
||||
y2 = y1 + stepy
|
||||
for sy in range(vsubdivs):
|
||||
x1 = startx
|
||||
x2 = x1 + stepx
|
||||
for sx in range(hsubdivs):
|
||||
a = (x1, y2, z)
|
||||
b = (x2, y1, z)
|
||||
vertices.append((x1, y1, z))
|
||||
vertices.append(b)
|
||||
vertices.append(a)
|
||||
vertices.append((x2, y2, z))
|
||||
vertices.append(a)
|
||||
vertices.append(b)
|
||||
x1 = x2
|
||||
x2 += stepx
|
||||
y1 = y2
|
||||
y2 += stepy
|
||||
return array('f', chain.from_iterable(vertices))
|
||||
class Triangles:
|
||||
__slots__ = '_triangles'
|
||||
|
||||
def __init__(self, triangles):
|
||||
self._triangles = create_triangles(triangles)
|
||||
|
||||
def __del__(self):
|
||||
destroy_triangles(self._triangles)
|
||||
|
||||
def draw(self):
|
||||
draw_triangles(self._triangles)
|
||||
|
||||
class SkyTriangles(Triangles):
|
||||
# TODO: with FOV
|
||||
def __init__(self, vsubdivs, distance, projection_ratio):
|
||||
assert vsubdivs > 0
|
||||
vertices = []
|
||||
hsubdivs = round(vsubdivs * projection_ratio)
|
||||
z = -distance
|
||||
width = distance * projection_ratio
|
||||
height = distance
|
||||
startx = width * -0.5
|
||||
starty = height * -0.5
|
||||
stepx = width / hsubdivs
|
||||
stepy = height / vsubdivs
|
||||
y1 = starty
|
||||
y2 = y1 + stepy
|
||||
for sy in range(vsubdivs):
|
||||
x1 = startx
|
||||
x2 = x1 + stepx
|
||||
for sx in range(hsubdivs):
|
||||
a = (x1, y2, z)
|
||||
b = (x2, y1, z)
|
||||
vertices.append((x1, y1, z))
|
||||
vertices.append(b)
|
||||
vertices.append(a)
|
||||
vertices.append((x2, y2, z))
|
||||
vertices.append(a)
|
||||
vertices.append(b)
|
||||
x1 = x2
|
||||
x2 += stepx
|
||||
y1 = y2
|
||||
y2 += stepy
|
||||
super().__init__(array('f', chain.from_iterable(vertices)))
|
||||
|
Loading…
Reference in New Issue
Block a user