Basic scene graph.
This commit is contained in:
parent
9fff666ebf
commit
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238
game/game.py
238
game/game.py
@ -13,24 +13,26 @@
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# You should have received a copy of the GNU Affero General Public License
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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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# 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 math import pi, tau, dist
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from ctypes import Structure
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from engine import *
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from engine import *
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from game import math
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from game import math
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from game import triangles
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from game.time import Time
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from game import sea
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from game.shader import Shader
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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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from game.events import Events
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from game.events import Events
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from game.mouse import Mouse
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from game.mouse import Mouse
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from game.keyboard import Keyboard
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from game.keyboard import Keyboard
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from game.generator import Generator
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from game.resources import RuntimeArchive
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from game.texture import Texture
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from game.shader import Shader
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from game.camera import Camera
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from game.environment import Environment
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from game.inputs import InputFloat
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from game.batch import Batch
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from game.scene import SceneNode, TextureNode, ShaderNode, InputNode, DrawNode, FuncNode
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from game.triangles import SkyTriangles
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from game import sea
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proj_hfov = pi * 0.25
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proj_hfov = pi * 0.25
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proj_ratio = 16.0 / 9.0
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proj_ratio = 16.0 / 9.0
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@ -40,27 +42,49 @@ proj_far_z = 3000.0
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sun_direction = math.vec3_normalize((1.0, 0.0, 0.5))
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sun_direction = math.vec3_normalize((1.0, 0.0, 0.5))
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sun_power = 1.0
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sun_power = 1.0
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def main():
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def update_camera(time, mouse, camera, environment):
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print("Generating terrain...")
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camera_yaw = mouse.drag[0] * 0.001
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gen_begin = time.thread_time()
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camera_pitch = mouse.drag[1] * 0.001 + pi * 0.25
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generated = Generator(256)
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camera_distance = mouse.wheel * 20.0
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gen_end = time.thread_time()
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camera.set_view(camera_yaw, camera_pitch, camera_distance)
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print("Done: ", round(gen_end - gen_begin, 2), "seconds")
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environment.from_sun(camera.view, sun_direction, sun_power)
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def update_tests(time, blob_translation, blob_spawn_translation, cube_translation, cube_spawn_translation, cube_orientation, clouds_orientation):
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rotation = mat3()
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mat3_rotation(rotation, vec3_up, (time.current * 0.21) % tau)
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mat3_mul_vec3(blob_translation, rotation, blob_spawn_translation)
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mat3_mul_vec3(cube_translation, rotation, cube_spawn_translation)
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mat3_rotation(cube_orientation, vec3_up, (time.current * 0.43) % tau)
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mat3_rotation(clouds_orientation, vec3_up, (time.current * -0.037) % tau)
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def update_sea(time, camera, sea_phase):
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camera.to_km()
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sea_phase.update((time.current * 0.023) % 1.0)
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def main():
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print("Initializing...")
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print("Initializing...")
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display = create_display(b'RK Island - Drag to rotate, wheel to zoom, q to quit', 1600, 900)
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display = create_display(b'RK Island - Drag to rotate, wheel to zoom, q to quit', 1600, 900)
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events = Events(display)
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events = Events(display)
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mouse = Mouse(events, wheel = 60, wheel_min = 20)
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mouse = Mouse(events, wheel = 60, wheel_min = 20)
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keyboard = Keyboard(events)
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keyboard = Keyboard(events)
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render_initialize(__debug__)
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render_initialize(__debug__)
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terrain_shader = Shader('terrain', 'common')
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tiles_shader = Shader('terrain', 'common')
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tests_shader = Shader('tests', 'common')
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tests_shader = Shader('tests', 'common')
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sky_shader = Shader('sky')
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sky_shader = Shader('sky')
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heightmap = create_texture(
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camera = Camera()
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camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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environment = Environment()
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sea_phase = InputFloat(sky_shader.u_sea_phase, 0.0)
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print("Generating terrain...")
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generated = Generator(256)
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heightmap = Texture(
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TEXTURE_FORMAT_FLOAT_32, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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TEXTURE_FORMAT_FLOAT_32, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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generated.packed_heights)
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generated.packed_heights)
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normalmap = create_texture(
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normalmap = Texture(
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TEXTURE_FORMAT_RGB10_A2, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
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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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generated.packed_normals)
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@ -77,7 +101,7 @@ def main():
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rock_model = archive.get_model('rock')
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rock_model = archive.get_model('rock')
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mud_model = archive.get_model('mud')
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mud_model = archive.get_model('mud')
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lava_model = archive.get_model('lava')
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lava_model = archive.get_model('lava')
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terrain_batch = Batch(tiles_vertices, generated.size ** 2, 8, translation = PARAM_FORMAT_VEC3_SHORT)
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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
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#TODO: generator & for real
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vc = generated.volcano_c
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vc = generated.volcano_c
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@ -108,7 +132,7 @@ def main():
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model = mud_model
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model = mud_model
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else:
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else:
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model = rock_model
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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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model.spawn(tiles_batch, vec3(float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
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tests_texture = archive.get_texture('tests')
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tests_texture = archive.get_texture('tests')
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tests_vertices = archive.get_vertices('tests')
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tests_vertices = archive.get_vertices('tests')
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@ -118,153 +142,75 @@ def main():
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tests_batch = Batch(tests_vertices, 3, 3,
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tests_batch = Batch(tests_vertices, 3, 3,
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translation = PARAM_FORMAT_VEC3_FLOAT,
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translation = PARAM_FORMAT_VEC3_FLOAT,
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orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
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orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
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blob_spawn_translation = vec3(-100.0, -500.0, 0.0)
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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_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
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blob_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
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blob_right = math.vec3_cross(blob_forward, math.vec3_up)
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blob_right = math.vec3_cross(blob_forward, math.vec3_up)
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blob_id = blob_model.spawn(tests_batch,
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blob_spawn_orientation = mat3(vec3(*blob_right), vec3(*blob_forward), vec3_up)
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blob_spawn_translation, mat3(vec3(*blob_right), vec3(*blob_forward), vec3_up))
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blob_id = blob_model.spawn(tests_batch, blob_spawn_translation, blob_spawn_orientation)
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blob_translation = tests_batch.translation[blob_id]
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cube_spawn_translation = vec3(100.0, -500.0, 0.0)
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cube_id = cube_model.spawn(tests_batch, cube_spawn_translation, mat3_identity)
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cube_id = cube_model.spawn(tests_batch, cube_spawn_translation, mat3_identity)
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cube_translation = tests_batch.translation[cube_id]
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cube_orientation = tests_batch.orientation[cube_id]
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clouds_id = clouds_model.spawn(tests_batch, vec3(0.0, 0.0, 32.0), mat3_identity)
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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'))
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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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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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sky_triangles = SkyTriangles(64, proj_far_z - 0.1, proj_ratio)
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camera = Camera()
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scene = SceneNode(
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camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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FuncNode(update_camera, (mouse, camera, environment)),
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environment = Environment()
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TextureNode((tiles_texture, heightmap, normalmap),
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ShaderNode(tiles_shader,
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blob_translation = tests_batch.translation[blob_id]
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InputNode(tiles_shader, camera),
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cube_translation = tests_batch.translation[cube_id]
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InputNode(tiles_shader, environment),
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cube_orientation = tests_batch.orientation[cube_id]
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DrawNode(tiles_batch)
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clouds_orientation = tests_batch.orientation[clouds_id]
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)
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),
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FuncNode(update_tests, (blob_translation, blob_spawn_translation, cube_translation, cube_spawn_translation, cube_orientation, clouds_orientation)),
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TextureNode((tests_texture, heightmap, normalmap),
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ShaderNode(tests_shader,
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InputNode(tests_shader, camera),
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InputNode(tests_shader, environment),
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DrawNode(tests_batch)
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)
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),
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FuncNode(update_sea, (camera, sea_phase)),
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TextureNode((sea_polar_textures, sea_detail_texture),
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ShaderNode(sky_shader,
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InputNode(sky_shader, camera),
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InputNode(sky_shader, environment),
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InputNode(sky_shader, sea_phase),
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DrawNode(sky_triangles)
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)
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)
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)
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print("Running... Ctrl+c to quit")
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print("Running... Ctrl+c to quit")
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start_time = time.monotonic()
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time = Time()
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current_time = 0.0
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frame = 0
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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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try:
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while True:
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while not keyboard.quit:
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current_time = time.monotonic() - start_time
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frame_begin = time.thread_time()
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events.update()
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events.update()
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if keyboard.quit:
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break
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begin_frame()
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begin_frame()
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time.update()
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camera_distance = mouse.wheel * 20.0
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scene.draw(time)
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camera_yaw = mouse.drag[0] * 0.001
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camera_pitch = mouse.drag[1] * 0.001 + pi * 0.25
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camera.set_view(camera_yaw, camera_pitch, camera_distance)
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environment.from_sun(camera.view, sun_direction, sun_power)
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terrain_shader.select()
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camera.set_inputs(terrain_shader)
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environment.set_inputs(terrain_shader)
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select_texture(0, tiles_texture)
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select_texture(1, heightmap)
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select_texture(2, normalmap)
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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_texture(0, tiles_texture)
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unselect_texture(1, heightmap)
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unselect_texture(2, normalmap)
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terrain_shader.unselect()
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rotation = mat3()
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mat3_rotation(rotation, vec3_up, (current_time * 0.21) % tau)
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mat3_mul_vec3(blob_translation, rotation, blob_spawn_translation)
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mat3_mul_vec3(cube_translation, rotation, cube_spawn_translation)
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mat3_rotation(cube_orientation, vec3_up, (current_time * 0.43) % tau)
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mat3_rotation(clouds_orientation, vec3_up, (current_time * -0.037) % tau)
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tests_shader.select()
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camera.set_inputs(tests_shader)
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environment.set_inputs(tests_shader)
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select_texture(0, tests_texture)
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select_texture(1, heightmap)
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select_texture(2, normalmap)
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tests_batch.draw()
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unselect_texture(0, tests_texture)
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unselect_texture(1, heightmap)
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unselect_texture(2, normalmap)
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tests_shader.unselect()
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camera.to_km()
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sky_shader.select()
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camera.set_inputs(sky_shader)
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environment.set_inputs(sky_shader)
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set_input_float(sky_shader.u_sea_phase, (current_time * 0.023) % 1.0)
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select_texture(0, sea_polar_textures)
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select_texture(1, sea_detail_texture)
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draw_triangles(sky_triangles)
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unselect_texture(0, sea_polar_textures)
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unselect_texture(1, sea_detail_texture)
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sky_shader.unselect()
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frame_end = time.thread_time()
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end_frame()
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end_frame()
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swap_buffers(display)
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swap_buffers(display)
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if frame > 0:
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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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frame += 1
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except KeyboardInterrupt:
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except KeyboardInterrupt:
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pass
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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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# for _ in range(10000):
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# current_time = 0 # time.monotonic() - start_time
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# Draw * 9999 : min = 0.14 , max = 0.43 , avg = 0.19 ms
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# Draw * 9999 : min = 0.14 , max = 0.35 , avg = 0.19 ms
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# Draw * 9999 : min = 0.13 , max = 0.44 , avg = 0.18 ms
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# Frame * 9999 : min = 0.21 , max = 0.7 , avg = 0.33 ms
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# Frame * 9999 : min = 0.2 , max = 0.54 , avg = 0.31 ms
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# Frame * 9999 : min = 0.19 , max = 0.6 , avg = 0.29 ms
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print("Quitting...")
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print("Quitting...")
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del tests_batch
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del tests_batch
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del terrain_batch
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del tiles_batch
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destroy_texture(sea_polar_textures)
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del sky_triangles
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destroy_texture(sea_detail_texture)
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del sea_polar_textures
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destroy_texture(heightmap)
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del sea_detail_texture
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destroy_texture(normalmap)
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del heightmap
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destroy_triangles(sky_triangles)
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del normalmap
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archive.destroy()
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archive.destroy()
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del terrain_shader
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del tiles_shader
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del tests_shader
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del tests_shader
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del sky_shader
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del sky_shader
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render_terminate()
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render_terminate()
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29
game/inputs.py
Normal file
29
game/inputs.py
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@ -0,0 +1,29 @@
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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
|
||||||
|
# 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 png
|
||||||
|
|
||||||
import engine
|
import engine
|
||||||
|
from game.texture import Texture
|
||||||
|
|
||||||
VERTEX_SIZE = 20
|
VERTEX_SIZE = 20
|
||||||
VERTEX_FORMAT = engine.vertex_format(
|
VERTEX_FORMAT = engine.vertex_format(
|
||||||
@ -133,7 +134,7 @@ class TextureData:
|
|||||||
_write_blob(file, self.pixels)
|
_write_blob(file, self.pixels)
|
||||||
|
|
||||||
def create_texture(data):
|
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:
|
class VerticesData:
|
||||||
__slots__ = 'name', 'vertices', 'indices'
|
__slots__ = 'name', 'vertices', 'indices'
|
||||||
@ -208,8 +209,6 @@ class Archive:
|
|||||||
def destroy(self):
|
def destroy(self):
|
||||||
for vertices in self.vertices_db.values():
|
for vertices in self.vertices_db.values():
|
||||||
engine.destroy_vertices(vertices)
|
engine.destroy_vertices(vertices)
|
||||||
for texture in self.textures_db.values():
|
|
||||||
engine.destroy_texture(texture)
|
|
||||||
self.textures_db.clear()
|
self.textures_db.clear()
|
||||||
self.vertices_db.clear()
|
self.vertices_db.clear()
|
||||||
self.models_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 math import tau, cos, sin, copysign
|
||||||
from array import array
|
from array import array
|
||||||
|
|
||||||
from engine import (create_texture,
|
from engine import TEXTURE_FORMAT_RGB10_A2, TEXTURE_FORMAT_TYPECODE, TEXTURE_FLAG_MIN_LINEAR, TEXTURE_FLAG_MAG_LINEAR
|
||||||
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.math import vec3_scale, vec3_direction, vec3_cross, vec3_normal_rgb10a2
|
||||||
|
from game.texture import Texture
|
||||||
from game.resources import load_png
|
from game.resources import load_png
|
||||||
|
|
||||||
_format = TEXTURE_FORMAT_RGB10_A2
|
_format = TEXTURE_FORMAT_RGB10_A2
|
||||||
@ -51,7 +51,7 @@ def load_polar_textures(paths, waves_height = 0.008):
|
|||||||
_width, _height, normals = load_texture(path)
|
_width, _height, normals = load_texture(path)
|
||||||
assert _width == width and _height == height
|
assert _width == width and _height == height
|
||||||
data.extend(list(map(_conv, normals)))
|
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):
|
def load_detail_texture(path, scale = 0.5, waves_height = 0.002):
|
||||||
width, height, data = load_png(path)
|
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]))
|
return vec3_scale(n, copysign(1.0, n[2]))
|
||||||
normals = list(map(normal, product(range(height), range(width)), data))
|
normals = list(map(normal, product(range(height), range(width)), data))
|
||||||
data = array(_typecode, list(map(_conv, normals)))
|
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 itertools import chain
|
||||||
from array import array
|
from array import array
|
||||||
from math import cos, sin
|
from math import cos, sin
|
||||||
|
from engine import create_triangles, draw_triangles, destroy_triangles
|
||||||
|
|
||||||
# TODO: with FOV
|
class Triangles:
|
||||||
def sky_triangles(vsubdivs, distance, projection_ratio):
|
__slots__ = '_triangles'
|
||||||
assert vsubdivs > 0
|
|
||||||
vertices = []
|
def __init__(self, triangles):
|
||||||
hsubdivs = round(vsubdivs * projection_ratio)
|
self._triangles = create_triangles(triangles)
|
||||||
z = -distance
|
|
||||||
width = distance * projection_ratio
|
def __del__(self):
|
||||||
height = distance
|
destroy_triangles(self._triangles)
|
||||||
startx = width * -0.5
|
|
||||||
starty = height * -0.5
|
def draw(self):
|
||||||
stepx = width / hsubdivs
|
draw_triangles(self._triangles)
|
||||||
stepy = height / vsubdivs
|
|
||||||
y1 = starty
|
class SkyTriangles(Triangles):
|
||||||
y2 = y1 + stepy
|
# TODO: with FOV
|
||||||
for sy in range(vsubdivs):
|
def __init__(self, vsubdivs, distance, projection_ratio):
|
||||||
x1 = startx
|
assert vsubdivs > 0
|
||||||
x2 = x1 + stepx
|
vertices = []
|
||||||
for sx in range(hsubdivs):
|
hsubdivs = round(vsubdivs * projection_ratio)
|
||||||
a = (x1, y2, z)
|
z = -distance
|
||||||
b = (x2, y1, z)
|
width = distance * projection_ratio
|
||||||
vertices.append((x1, y1, z))
|
height = distance
|
||||||
vertices.append(b)
|
startx = width * -0.5
|
||||||
vertices.append(a)
|
starty = height * -0.5
|
||||||
vertices.append((x2, y2, z))
|
stepx = width / hsubdivs
|
||||||
vertices.append(a)
|
stepy = height / vsubdivs
|
||||||
vertices.append(b)
|
y1 = starty
|
||||||
x1 = x2
|
y2 = y1 + stepy
|
||||||
x2 += stepx
|
for sy in range(vsubdivs):
|
||||||
y1 = y2
|
x1 = startx
|
||||||
y2 += stepy
|
x2 = x1 + stepx
|
||||||
return array('f', chain.from_iterable(vertices))
|
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