diff --git a/game/game.py b/game/game.py index e0d1628..16b9f88 100644 --- a/game/game.py +++ b/game/game.py @@ -71,13 +71,13 @@ def main(): tiles_texture = archive.get_texture('tiles') tiles_sampler = resolve_input(terrain_shader, b'u_texture_sampler') tiles_vertices = archive.get_vertices('tiles') - water = archive.get_model('water') - sand = archive.get_model('sand') - grass = archive.get_model('grass') - forest = archive.get_model('forest') - rock = archive.get_model('rock') - mud = archive.get_model('mud') - lava = archive.get_model('lava') + 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') terrain_batch = batch.Batch(tiles_vertices, generated.size ** 2, params_format(PARAM_FORMAT_VEC3_SHORT)) #TODO: generator & for real @@ -90,42 +90,40 @@ def main(): if h == 0.0: continue if r > 0.0: - model = water + model = water_model elif h < 2.0: - model = sand + model = sand_model elif h < 180: if nz > 0.9: if ny < -0.01 and nz > 0.93: - model = forest + model = forest_model else: - model = grass + model = grass_model else: - model = rock + model = rock_model elif vd < vr - 3.0 and nz > 0.999: - model = lava + model = lava_model elif vd < vr + 2.0: - model = mud + model = mud_model elif vd < vr + 6.0 and nz < 0.67: - model = mud + model = mud_model else: - model = rock + model = rock_model model.spawn(terrain_batch, (float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0)) tests_texture = archive.get_texture('tests') tests_sampler = resolve_input(tests_shader, b'u_texture_sampler') tests_vertices = archive.get_vertices('tests') - blob = archive.get_model('blob') - cube = archive.get_model('cube') - clouds = archive.get_model('clouds') + blob_model = archive.get_model('blob') + cube_model = archive.get_model('cube') + clouds_model = archive.get_model('clouds') tests_batch = batch.Batch(tests_vertices, 3, params_format(PARAM_FORMAT_VEC3_FLOAT, PARAM_FORMAT_VEC3_INT10 | PARAM_FORMAT_NORMALIZE)) - blob_translation = vec3((-100.0, -500.0, 0.0)) - cube_translation = vec3((100.0, -500.0, 0.0)) - cube_orientation = vec3(vec3_forward) - clouds_orientation = vec3(vec3_forward) - blob_id = blob.spawn(tests_batch, blob_translation, vec3_forward) - cube_id = cube.spawn(tests_batch, cube_translation, cube_orientation) - clouds_id = clouds.spawn(tests_batch, (0.0, 0.0, 32.0), clouds_orientation) + blob_spawn_translation = vec3((-100.0, -500.0, 0.0)) + cube_spawn_translation = vec3((100.0, -500.0, 0.0)) + blob_id = blob_model.spawn(tests_batch, blob_spawn_translation, vec3_forward) + cube_id = cube_model.spawn(tests_batch, cube_spawn_translation, vec3_forward) + clouds_id = clouds_model.spawn(tests_batch, (0.0, 0.0, 32.0), vec3_forward) sea_phase = resolve_input(sky_shader, b'u_sea_phase') sea_polar_textures = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png')) @@ -145,7 +143,8 @@ def main(): tests_environment_inputs = environment.resolve_inputs(tests_shader) sky_environment_inputs = environment.resolve_inputs(sky_shader) - up = vec3(vec3_up) + _forward = vec3(vec3_forward) + _up = vec3(vec3_up) _rotation = mat3() _origin = vec3() _lookat = vec3() @@ -171,20 +170,20 @@ def main(): begin_frame() frame_begin = time.thread_time() - mat3_rotation(_rotation, up, (current_time * 0.21) % tau) - mat3_mul_vec3(_blob_translation, _rotation, blob_translation) + mat3_rotation(_rotation, _up, (current_time * 0.21) % tau) + mat3_mul_vec3(_blob_translation, _rotation, blob_spawn_translation) tests_batch.set_param(0, blob_id, _blob_translation) tests_batch.set_param(1, blob_id, vec3(math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0)))) - mat3_mul_vec3(_cube_translation, _rotation, cube_translation) + mat3_mul_vec3(_cube_translation, _rotation, cube_spawn_translation) tests_batch.set_param(0, cube_id, _cube_translation) - mat3_rotation(_rotation, up, (current_time * 0.43) % tau) - mat3_mul_vec3(_cube_orientation, _rotation, cube_orientation) + mat3_rotation(_rotation, _up, (current_time * 0.43) % tau) + mat3_mul_vec3(_cube_orientation, _rotation, _forward) tests_batch.set_param(1, cube_id, _cube_orientation) - mat3_rotation(_rotation, up, (current_time * -0.037) % tau) - mat3_mul_vec3(_clouds_orientation, _rotation, clouds_orientation) + mat3_rotation(_rotation, _up, (current_time * -0.037) % tau) + mat3_mul_vec3(_clouds_orientation, _rotation, _forward) tests_batch.set_param(1, clouds_id, _clouds_orientation) - mat3_rotation(_rotation, up, (current_time * 0.05) % tau) + mat3_rotation(_rotation, _up, (current_time * 0.05) % tau) mat3_mul_vec3(_origin, _rotation, vec3(camera_origin)) mat3_mul_vec3(_lookat, _rotation, vec3(camera_lookat)) camera.set_view(_origin, _lookat)