Split scene groups and nodes.
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parent
3344ac7d6c
commit
7219039980
32
game/game.py
32
game/game.py
@ -33,7 +33,7 @@ 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.entity import Entity
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from game.scene import Node, SceneNode, TextureNode, ShaderNode, InputNode, DrawNode, FuncNode
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from game.scene import Group, SceneGroup, TextureGroup, ShaderGroup, InputNode, DrawNode, FuncNode
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from game import sea
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proj_hfov = pi * 0.25
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@ -44,11 +44,11 @@ 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_power = 1.0
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class PerfNode(Node):
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class PerfGroup(Group):
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__slots__ = '_count', '_min', '_max', '_total', '_name'
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def __init__(self, name, *subnodes):
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Node.__init__(self, *subnodes)
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Group.__init__(self, *subnodes)
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self._count = None
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self._min = 10000.0
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self._max = 0.0
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@ -62,7 +62,7 @@ class PerfNode(Node):
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def draw(self, time):
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begin = thread_time()
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Node.draw(self, time)
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Group.draw(self, time)
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elapsed = (thread_time() - begin) * 1000.0
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if self._count is None:
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self._count = 0
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@ -189,27 +189,27 @@ def create_scene(keyboard, mouse):
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assert tiles_shader.u_height_sampler == tests_shader.u_height_sampler
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assert tiles_shader.u_normal_sampler == tests_shader.u_normal_sampler
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return SceneNode(
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PerfNode('frame',
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TextureNode({tiles_shader.u_height_sampler: heightmap, tiles_shader.u_normal_sampler: normalmap},
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return SceneGroup(
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PerfGroup('frame',
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TextureGroup({tiles_shader.u_height_sampler: heightmap, tiles_shader.u_normal_sampler: normalmap},
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FuncNode(update_camera, (mouse, camera, environment)),
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TextureNode({tiles_shader.u_texture_sampler: tiles_texture},
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ShaderNode(tiles_shader,
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TextureGroup({tiles_shader.u_texture_sampler: tiles_texture},
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ShaderGroup(tiles_shader,
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InputNode(tiles_shader, camera, environment),
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PerfNode('tiles_batch',
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PerfGroup('tiles_batch',
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DrawNode(tiles_batch)))),
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FuncNode(update_tests, (blob, cube, clouds)),
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TextureNode({tests_shader.u_texture_sampler: tests_texture},
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ShaderNode(tests_shader,
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TextureGroup({tests_shader.u_texture_sampler: tests_texture},
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ShaderGroup(tests_shader,
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InputNode(tests_shader, camera, environment),
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PerfNode('tests_batch',
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PerfGroup('tests_batch',
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DrawNode(tests_batch))))),
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FuncNode(update_sea, (camera, sea_phase)),
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TextureNode(
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TextureGroup(
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{sea_shader.u_polar_sampler: sea_polar_textures, sea_shader.u_detail_sampler: sea_detail_texture},
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ShaderNode(sea_shader,
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ShaderGroup(sea_shader,
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InputNode(sea_shader, camera, environment, sea_phase),
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PerfNode('sea_triangles',
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PerfGroup('sea_triangles',
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DrawNode(sea_triangles))))))
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def loop(display):
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@ -13,7 +13,7 @@
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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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class Node:
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class Group:
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__slots__ = '_subnodes'
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def __init__(self, *subnodes):
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@ -23,34 +23,34 @@ class Node:
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for subnode in self._subnodes:
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subnode.draw(time)
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class SceneNode(Node):
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class SceneGroup(Group):
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pass
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class TextureNode(Node):
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class TextureGroup(Group):
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__slots__ = '_textures'
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def __init__(self, textures, *subnodes):
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Node.__init__(self, *subnodes)
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Group.__init__(self, *subnodes)
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self._textures = textures
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def draw(self, time):
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items = self._textures.items()
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for slot, texture in items:
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texture.select(slot)
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Node.draw(self, time)
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Group.draw(self, time)
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for slot, texture in items:
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texture.unselect(slot)
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class ShaderNode(Node):
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class ShaderGroup(Group):
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__slots__ = '_shader'
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def __init__(self, shader, *subnodes):
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Node.__init__(self, *subnodes)
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Group.__init__(self, *subnodes)
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self._shader = shader
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def draw(self, time):
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self._shader.select()
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Node.draw(self, time)
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Group.draw(self, time)
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self._shader.unselect()
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class InputNode:
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