Bump engine submodule and use new math functions.
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engine
2
engine
@ -1 +1 @@
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Subproject commit abf1e87a3677cc01543f295df588cfa5c54db4e4
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Subproject commit ccce6c5d83deb260d06bc525721e31c7c4edcabe
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51
game/game.py
51
game/game.py
@ -148,9 +148,10 @@ def main():
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tests_environment_inputs = environment.resolve_inputs(tests_shader)
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tests_environment_inputs = environment.resolve_inputs(tests_shader)
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sky_environment_inputs = environment.resolve_inputs(sky_shader)
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sky_environment_inputs = environment.resolve_inputs(sky_shader)
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_rotation = mat3()
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blob_translation = tests_batch.params[blob_id].translation
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_origin = vec3()
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cube_translation = tests_batch.params[cube_id].translation
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_lookat = vec3()
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cube_orientation = tests_batch.params[cube_id].orientation
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clouds_orientation = tests_batch.params[clouds_id].orientation
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print("Running...")
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print("Running...")
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start_time = time.monotonic()
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start_time = time.monotonic()
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@ -169,18 +170,19 @@ def main():
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begin_frame()
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begin_frame()
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frame_begin = time.thread_time()
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frame_begin = time.thread_time()
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mat3_rotation(_rotation, vec3_up, (current_time * 0.21) % tau)
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rotation = mat3()
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mat3_mul_vec3(tests_batch.params[blob_id].translation, _rotation, blob_spawn_translation)
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mat3_rotation(rotation, vec3_up, (current_time * 0.21) % tau)
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mat3_mul_vec3(tests_batch.params[cube_id].translation, _rotation, cube_spawn_translation)
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mat3_mul_vec3(blob_translation, rotation, blob_spawn_translation)
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mat3_rotation(_rotation, vec3_up, (current_time * 0.43) % tau)
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mat3_mul_vec3(cube_translation, rotation, cube_spawn_translation)
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mat3_mul_vec3(tests_batch.params[cube_id].orientation, _rotation, vec3_forward)
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vec3_rotate(cube_orientation, vec3_forward, vec3_up, (current_time * 0.43) % tau)
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mat3_rotation(_rotation, vec3_up, (current_time * -0.037) % tau)
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vec3_rotate(clouds_orientation, vec3_forward, vec3_up, (current_time * -0.037) % tau)
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mat3_mul_vec3(tests_batch.params[clouds_id].orientation, _rotation, vec3_forward)
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mat3_rotation(_rotation, vec3_up, (current_time * 0.05) % tau)
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origin = vec3()
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mat3_mul_vec3(_origin, _rotation, vec3(*camera_origin))
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lookat = vec3()
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mat3_mul_vec3(_lookat, _rotation, vec3(*camera_lookat))
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mat3_rotation(rotation, vec3_up, (current_time * 0.05) % tau)
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camera.set_view(_origin, _lookat)
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mat3_mul_vec3(origin, rotation, vec3(*camera_origin))
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mat3_mul_vec3(lookat, rotation, vec3(*camera_lookat))
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camera.set_view(origin, lookat)
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environment.from_sun(camera.view, sun_direction, sun_power)
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environment.from_sun(camera.view, sun_direction, sun_power)
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select_shader(terrain_shader)
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select_shader(terrain_shader)
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@ -213,9 +215,12 @@ def main():
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unselect_texture(2, normalmap)
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unselect_texture(2, normalmap)
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unselect_shader(tests_shader)
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unselect_shader(tests_shader)
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camera.set_view(
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m2km = vec3(0.001, 0.001, 0.001)
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vec3(_origin.x * 0.001, _origin.y * 0.001, _origin.z * 0.001),
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origin_km = vec3()
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vec3(_lookat.x * 0.001, _lookat.y * 0.001, _lookat.z * 0.001))
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lookat_km = vec3()
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vec3_mul_vec3(origin_km, origin, m2km)
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vec3_mul_vec3(lookat_km, lookat, m2km)
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camera.set_view(origin_km, lookat_km)
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select_shader(sky_shader)
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select_shader(sky_shader)
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camera.update_inputs(sky_camera_inputs)
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camera.update_inputs(sky_camera_inputs)
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@ -260,13 +265,13 @@ def main():
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# for x in range(10000)
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# for x in range(10000)
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# current_time = 0
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# current_time = 0
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# Draw * 9999 : min = 0.21 , max = 2.16 , avg = 0.27 ms
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# Draw * 9999 : min = 0.2 , max = 2.31 , avg = 0.27 ms
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# Draw * 9999 : min = 0.20 , max = 1.96 , avg = 0.27 ms
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# Draw * 9999 : min = 0.2 , max = 2.41 , avg = 0.27 ms
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# Draw * 9999 : min = 0.20 , max = 2.43 , avg = 0.27 ms
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# Draw * 9999 : min = 0.2 , max = 2.73 , avg = 0.27 ms
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# Frame * 9999 : min = 0.27 , max = 2.29 , avg = 0.38 ms
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# Frame * 9999 : min = 0.26 , max = 2.44 , avg = 0.38 ms
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# Frame * 9999 : min = 0.26 , max = 2.08 , avg = 0.37 ms
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# Frame * 9999 : min = 0.26 , max = 2.54 , avg = 0.37 ms
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# Frame * 9999 : min = 0.26 , max = 2.59 , avg = 0.38 ms
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# Frame * 9999 : min = 0.26 , max = 2.90 , avg = 0.38 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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