Bump engine submodule and rework resouces.

This commit is contained in:
Roz K 2023-01-03 13:02:22 +01:00
parent 84fc41e014
commit 78440cce16
Signed by: roz
GPG Key ID: 51FBF4E483E1C822
6 changed files with 74 additions and 92 deletions

2
engine

@ -1 +1 @@
Subproject commit baac333b44118e17e46f85fc8637aa5ff7f519fc
Subproject commit d0741afda706be3a7daa7ef0efd6559eb1824c3a

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@ -26,13 +26,13 @@ class Batch:
__slots__ = ('_batch', 'vertices', 'max_size', 'size',
'flags', '_flags', 'mesh', '_meshes', 'param', '_params', '_name', '__dict__')
def __init__(self, vertices, max_size, max_meshes, **params_decls):
def __init__(self, vertices, max_size, **params_decls):
assert max_size <= BATCH_MAX_SIZE
nparams = len(params_decls)
if nparams:
self._batch = create_batch(vertices._vertices, max_size, max_meshes, params_format(*params_decls.values()))
self._batch = create_batch(vertices._vertices, max_size, params_format(*params_decls.values()))
else:
self._batch = create_batch(vertices._vertices, max_size, max_meshes, None)
self._batch = create_batch(vertices._vertices, max_size, None)
self.vertices = vertices
self.max_size = max_size
self.size = 0

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@ -75,8 +75,10 @@ class PerfGroup(Group):
class TestEntity(Entity):
__slots__ = 'translation', 'orientation', 'spawn_translation', 'spawn_orientation'
def __init__(self, batch, model, translation, orientation):
Entity.__init__(self, batch, model.flags, model.mesh, translation = translation, orientation = orientation)
def __init__(self, batch, mesh, translation, orientation):
Entity.__init__(self, batch, INSTANCE_FLAG_VISIBLE, mesh,
translation = translation,
orientation = orientation)
self.translation = batch.translation[self.index]
self.orientation = batch.orientation[self.index]
self.spawn_translation = translation
@ -126,15 +128,16 @@ def create_scene(keyboard, mouse):
print("Building tiles...")
tiles_texture = Texture(*archive.get_texture('tiles'))
tiles_vertices = Vertices(*archive.get_vertices('tiles'))
water_model = archive.get_model('water')
sand_model = archive.get_model('sand')
grass_model = archive.get_model('grass')
forest_model = archive.get_model('forest')
rock_model = archive.get_model('rock')
mud_model = archive.get_model('mud')
lava_model = archive.get_model('lava')
tiles_batch = Batch(tiles_vertices, generated.size ** 2, 8, translation = PARAM_FORMAT_VEC3_SHORT)
tiles_vertices_data = archive.get_vertices('tiles')
tiles_vertices = Vertices(*tiles_vertices_data)
water_mesh = tiles_vertices_data.get_mesh('water')
sand_mesh = tiles_vertices_data.get_mesh('sand')
grass_mesh = tiles_vertices_data.get_mesh('grass')
forest_mesh = tiles_vertices_data.get_mesh('forest')
rock_mesh = tiles_vertices_data.get_mesh('rock')
mud_mesh = tiles_vertices_data.get_mesh('mud')
lava_mesh = tiles_vertices_data.get_mesh('lava')
tiles_batch = Batch(tiles_vertices, generated.size ** 2, translation = PARAM_FORMAT_VEC3_SHORT)
#TODO: generator & for real
vc = generated.volcano_c
@ -146,44 +149,45 @@ def create_scene(keyboard, mouse):
if h == 0.0:
continue
if r > 0.0:
model = water_model
mesh = water_mesh
elif h < 2.0:
model = sand_model
mesh = sand_mesh
elif h < 180:
if nz > 0.9:
if ny < -0.01 and nz > 0.93:
model = forest_model
mesh = forest_mesh
else:
model = grass_model
mesh = grass_mesh
else:
model = rock_model
mesh = rock_mesh
elif vd < vr - 3.0 and nz > 0.999:
model = lava_model
mesh = lava_mesh
elif vd < vr + 2.0:
model = mud_model
mesh = mud_mesh
elif vd < vr + 6.0 and nz < 0.67:
model = mud_model
mesh = mud_mesh
else:
model = rock_model
tiles_batch.spawn(model.flags, model.mesh,
mesh = rock_mesh
tiles_batch.spawn(INSTANCE_FLAG_VISIBLE, mesh,
translation = vec3(float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
tiles_batch.fill()
tiles_batch.freeze(flags = True, mesh = True, translation = True)
tests_texture = Texture(*archive.get_texture('tests'))
tests_vertices = Vertices(*archive.get_vertices('tests'))
blob_model = archive.get_model('blob')
cube_model = archive.get_model('cube')
clouds_model = archive.get_model('clouds')
tests_batch = Batch(tests_vertices, 3, 3,
tests_vertices_data = archive.get_vertices('tests')
tests_vertices = Vertices(*tests_vertices_data)
blob_mesh = tests_vertices_data.get_mesh('blob')
cube_mesh = tests_vertices_data.get_mesh('cube')
clouds_mesh = tests_vertices_data.get_mesh('clouds')
tests_batch = Batch(tests_vertices, 3,
translation = PARAM_FORMAT_VEC3_FLOAT,
orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
blob_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
blob_right = math.vec3_cross(blob_forward, math.vec3_up)
blob_orientation = mat3(vec3(*blob_right), vec3(*blob_forward), vec3_up)
blob = TestEntity(tests_batch, blob_model, translation = vec3(-100.0, -500.0, 0.0), orientation = blob_orientation)
cube = TestEntity(tests_batch, cube_model, translation = vec3(100.0, -500.0, 0.0), orientation = mat3_identity)
clouds = TestEntity(tests_batch, clouds_model, translation = vec3(0.0, 0.0, 32.0), orientation = mat3_identity)
blob = TestEntity(tests_batch, blob_mesh, translation = vec3(-100.0, -500.0, 0.0), orientation = blob_orientation)
cube = TestEntity(tests_batch, cube_mesh, translation = vec3(100.0, -500.0, 0.0), orientation = mat3_identity)
clouds = TestEntity(tests_batch, clouds_mesh, translation = vec3(0.0, 0.0, 32.0), orientation = mat3_identity)
tests_batch.fill()
tests_batch.freeze(flags = True, mesh = True)

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@ -22,7 +22,7 @@ from itertools import starmap, chain, repeat
from engine import *
from game.math import float_s8, vec3_srgb8a8
from game.resources import load_png, TextureData, VerticesData, ModelData, Archive
from game.resources import load_png, TextureData, VerticesData, Archive
_texture_flags = TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_NEAREST
@ -226,15 +226,13 @@ class ObjArchive(Archive):
n = (pack_10(_nz) << 20) | (pack_10(_ny) << 10) | pack_10(_nx)
t = ((_tl & 1023) << 20) | (pack_u10(_t) << 10) | pack_u10(_s)
return struct.pack('fffII', _px, _py, _pz, n, t)
meshes = {}
for mesh_name, (offset, count) in sorted(models.items()):
meshes[mesh_name] = offset | (count << 16)
self.vertices_db[name] = VerticesData(name,
array('B', b''.join(starmap(pack_vertex, vertices))),
array('H', indices))
for name, (offset, count) in sorted(models.items()):
if name[0] != '_':
print("Storing", name)
assert name not in self.models_db.keys()
self.models_db[name] = ModelData(
name, INSTANCE_FLAG_VISIBLE, offset | count << 16)
array('H', indices),
meshes)
if __name__ == '__main__':
if len(sys.argv) < 3:

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@ -48,7 +48,7 @@ def _read_struct(file, format):
_read_magic(file, b'RK')
return struct.unpack(format, data)
def _write_struct(file, format, elems):
def _write_struct(file, format, *elems):
assert format
data = struct.pack(format, *elems)
size = file.write(data)
@ -56,7 +56,7 @@ def _write_struct(file, format, elems):
_write_magic(file, b'RK')
def _read_string(file):
length, = _read_struct(file, 'B')
length, = _read_struct(file, 'I')
assert length
data = file.read(length)
assert len(data) == length
@ -66,7 +66,7 @@ def _read_string(file):
def _write_string(file, string):
data = bytes(string, encoding='ascii')
assert data and len(data) < 256
_write_struct(file, 'B', (len(data),))
_write_struct(file, 'I', len(data))
size = file.write(data)
assert size == len(data)
_write_magic(file, b'RK')
@ -96,7 +96,7 @@ def _read_blob(file):
def _write_blob(file, array):
assert array
_write_struct(file, 'II', (ord(array.typecode), len(array)))
_write_struct(file, 'II', ord(array.typecode), len(array))
array.tofile(file)
_write_magic(file, b'RK')
@ -124,7 +124,7 @@ class TextureData:
@classmethod
def from_archive(cls, file):
_read_magic(file, b'TX')
_read_magic(file, b'TXTR')
name = _read_string(file)
format, width, height, nlevels, flags = _read_struct(file, 'IIIII')
pixels = _read_blob(file)
@ -133,70 +133,59 @@ class TextureData:
return cls(name, format, width, height, nlevels, flags, pixels)
def to_archive(self, file):
_write_magic(file, b'TX')
_write_magic(file, b'TXTR')
_write_string(file, self.name)
_write_struct(file, 'IIIII', (self.format, self.width, self.height, self.nlevels, self.flags))
_write_struct(file, 'IIIII', self.format, self.width, self.height, self.nlevels, self.flags)
_write_blob(file, self.pixels)
class VerticesData:
__slots__ = 'name', 'vertices', 'indices'
__slots__ = 'name', 'vertices', 'indices', 'meshes'
def __init__(self, name, vertices, indices):
def __init__(self, name, vertices, indices, meshes):
if len(vertices) % VERTEX_SIZE != 0:
raise RuntimeError("Vertex format mismatch!")
self.name = name
self.vertices = vertices
self.indices = indices
self.meshes = meshes
def __iter__(self):
yield VERTEX_FORMAT
yield len(self.vertices) // VERTEX_SIZE
yield self.vertices
yield self.indices
yield array('I', self.meshes.values())
def get_mesh(self, name):
return self.meshes[name]
@classmethod
def from_archive(cls, file):
_read_magic(file, b'VT')
_read_magic(file, b'VERT')
name = _read_string(file)
nvertices, nindices = _read_struct(file, 'II')
nvertices, nindices, nmeshes = _read_struct(file, 'III')
vertices = _read_array(file, 'B', nvertices * VERTEX_SIZE)
indices = _read_array(file, 'H', nindices)
return cls(name, vertices, indices)
meshes = _read_array(file, 'I', nmeshes)
names = [_read_string(file) for _ in range(nmeshes)]
return cls(name, vertices, indices, dict(zip(names, meshes)))
def to_archive(self, file):
_write_magic(file, b'VT')
_write_magic(file, b'VERT')
_write_string(file, self.name)
_write_struct(file, 'II', (len(self.vertices) // VERTEX_SIZE, len(self.indices)))
_write_struct(file, 'III', len(self.vertices) // VERTEX_SIZE, len(self.indices), len(self.meshes))
_write_array(file, self.vertices)
_write_array(file, self.indices)
class ModelData:
__slots__ = 'name', 'flags', 'mesh'
def __init__(self, name, flags, mesh):
self.name = name
self.flags = flags
self.mesh = mesh
@classmethod
def from_archive(cls, file):
_read_magic(file, b'MD')
name = _read_string(file)
flags, mesh = _read_struct(file, 'II')
return ModelData(name, flags, mesh)
def to_archive(self, file):
_write_magic(file, b'MD')
_write_string(file, self.name)
_write_struct(file, 'II', (self.flags, self.mesh))
_write_array(file, array('I', self.meshes.values()))
for name in self.meshes.keys():
_write_string(file, name)
class Archive:
__slots__ = 'textures_db', 'vertices_db', 'models_db'
__slots__ = 'textures_db', 'vertices_db'
def __init__(self, textures_db = None, vertices_db = None, models_db = None):
def __init__(self, textures_db = None, vertices_db = None):
self.textures_db = textures_db or {}
self.vertices_db = vertices_db or {}
self.models_db = models_db or {}
def get_texture(self, name):
return self.textures_db[name]
@ -204,36 +193,27 @@ class Archive:
def get_vertices(self, name):
return self.vertices_db[name]
def get_model(self, name):
return self.models_db[name]
@classmethod
def from_archive(cls, file):
textures_db = {}
vertices_db = {}
models_db = {}
_read_magic(file, b'RKAR')
ntextures, nvertices, nmodels = _read_struct(file, 'III')
ntextures, nvertices = _read_struct(file, 'II')
for _ in range(ntextures):
data = TextureData.from_archive(file)
textures_db[data.name] = data
for _ in range(nvertices):
data = VerticesData.from_archive(file)
vertices_db[data.name] = data
for _ in range(nmodels):
data = ModelData.from_archive(file)
models_db[data.name] = data
return cls(textures_db, vertices_db, models_db)
return cls(textures_db, vertices_db)
def to_archive(self, file):
_write_magic(file, b'RKAR')
_write_struct(file, 'III', (len(self.textures_db), len(self.vertices_db), len(self.models_db)))
_write_struct(file, 'II', len(self.textures_db), len(self.vertices_db))
for _, data in self.textures_db.items():
data.to_archive(file)
for _, data in self.vertices_db.items():
data.to_archive(file)
for _, data in self.models_db.items():
data.to_archive(file)
@classmethod
def load(cls, filename):

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@ -18,8 +18,8 @@ from engine import create_vertices, destroy_vertices
class Vertices:
__slots__ = '_vertices'
def __init__(self, format, nvertices, vertices, indices):
self._vertices = create_vertices(format, nvertices, vertices, indices)
def __init__(self, format, nvertices, vertices, indices, meshes):
self._vertices = create_vertices(format, nvertices, vertices, indices, meshes)
def __del__(self):
destroy_vertices(self._vertices)