Rename sea shader.
This commit is contained in:
		
							
								
								
									
										21
									
								
								game/game.py
									
									
									
									
									
								
							
							
						
						
									
										21
									
								
								game/game.py
									
									
									
									
									
								
							@ -31,7 +31,6 @@ from game.environment import Environment
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from game.inputs import InputFloat
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					from game.inputs import InputFloat
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from game.batch import Batch
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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.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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					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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@ -71,12 +70,12 @@ def main():
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    tiles_shader = Shader('tiles', 'common')
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					    tiles_shader = Shader('tiles', '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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					    sea_shader = Shader('sea')
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    camera = Camera()
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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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					    camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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    environment = Environment()
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					    environment = Environment()
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    sea_phase = InputFloat(sky_shader.u_sea_phase, 0.0)
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					    sea_phase = InputFloat(sea_shader.u_sea_phase, 0.0)
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    print("Generating terrain...")
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					    print("Generating terrain...")
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    generated = Generator(256)
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					    generated = Generator(256)
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@ -158,7 +157,7 @@ def main():
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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 = SkyTriangles(64, proj_far_z - 0.1, proj_ratio)
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					    sea_triangles = sea.SeaTriangles(64, proj_far_z - 0.1, proj_ratio)
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    scene = SceneNode(
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					    scene = SceneNode(
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        FuncNode(update_camera, (mouse, camera, environment)),
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					        FuncNode(update_camera, (mouse, camera, environment)),
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@ -179,11 +178,11 @@ def main():
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        ),
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					        ),
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        FuncNode(update_sea, (camera, sea_phase)),
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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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					        TextureNode((sea_polar_textures, sea_detail_texture),
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            ShaderNode(sky_shader,
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					            ShaderNode(sea_shader,
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                InputNode(sky_shader, camera),
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					                InputNode(sea_shader, camera),
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                InputNode(sky_shader, environment),
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					                InputNode(sea_shader, environment),
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                InputNode(sky_shader, sea_phase),
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					                InputNode(sea_shader, sea_phase),
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                DrawNode(sky_triangles)
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					                DrawNode(sea_triangles)
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            )
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					            )
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        )
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					        )
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    )
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					    )
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@ -204,7 +203,7 @@ def main():
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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 tiles_batch
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					    del tiles_batch
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    del sky_triangles
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					    del sea_triangles
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    del sea_polar_textures
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					    del sea_polar_textures
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    del sea_detail_texture
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					    del sea_detail_texture
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    del heightmap
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					    del heightmap
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@ -212,7 +211,7 @@ def main():
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    archive.destroy()
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					    archive.destroy()
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    del tiles_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 sea_shader
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    render_terminate()
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					    render_terminate()
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    del events
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					    del events
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    destroy_display(display)
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					    destroy_display(display)
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										36
									
								
								game/sea.py
									
									
									
									
									
								
							
							
						
						
									
										36
									
								
								game/sea.py
									
									
									
									
									
								
							@ -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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					# 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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from itertools import product
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					from itertools import chain, product
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from math import tau, cos, sin, copysign
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					from math import tau, cos, sin, copysign
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from array import array
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					from array import array
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@ -21,6 +21,7 @@ from engine import TEXTURE_FORMAT_RGB10_A2, TEXTURE_FORMAT_TYPECODE, TEXTURE_FLA
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from game.math import vec3_scale, vec3_direction, vec3_cross, vec3_normal_rgb10a2
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					from game.math import vec3_scale, vec3_direction, vec3_cross, vec3_normal_rgb10a2
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from game.texture import Texture
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					from game.texture import Texture
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					from game.triangles import Triangles
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from game.resources import load_png
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					from game.resources import load_png
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_format = TEXTURE_FORMAT_RGB10_A2
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					_format = TEXTURE_FORMAT_RGB10_A2
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@ -69,3 +70,36 @@ def load_detail_texture(path, scale = 0.5, waves_height = 0.002):
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    normals = list(map(normal, product(range(height), range(width)), data))
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					    normals = list(map(normal, product(range(height), range(width)), data))
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    data = array(_typecode, list(map(_conv, normals)))
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					    data = array(_typecode, list(map(_conv, normals)))
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    return Texture(_format, width, height, 0, _flags, data)
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					    return Texture(_format, width, height, 0, _flags, data)
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					class SeaTriangles(Triangles):
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					    # TODO: with FOV
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					    def __init__(self, vsubdivs, distance, projection_ratio):
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					        assert vsubdivs > 0
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					        vertices = []
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					        hsubdivs = round(vsubdivs * projection_ratio)
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					        z = -distance
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					        width = distance * projection_ratio
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					        height = distance
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					        startx = width * -0.5
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					        starty = height * -0.5
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					        stepx = width / hsubdivs
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					        stepy = height / vsubdivs
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					        y1 = starty
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					        y2 = y1 + stepy
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					        for sy in range(vsubdivs):
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					            x1 = startx
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					            x2 = x1 + stepx
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					            for sx in range(hsubdivs):
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					                a = (x1, y2, z)
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					                b = (x2, y1, z)
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					                vertices.append((x1, y1, z))
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					                vertices.append(b)
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					                vertices.append(a)
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					                vertices.append((x2, y2, z))
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					                vertices.append(a)
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					                vertices.append(b)
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					                x1 = x2
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					                x2 += stepx
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					            y1 = y2
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					            y2 += stepy
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					        super().__init__(array('f', chain.from_iterable(vertices)))
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@ -13,9 +13,6 @@
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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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from itertools import chain
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from array import array
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from math import cos, sin
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from engine import create_triangles, draw_triangles, destroy_triangles
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					from engine import create_triangles, draw_triangles, destroy_triangles
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class Triangles:
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					class Triangles:
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@ -29,36 +26,3 @@ class Triangles:
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    def draw(self):
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					    def draw(self):
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        draw_triangles(self._triangles)
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					        draw_triangles(self._triangles)
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class SkyTriangles(Triangles):
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    # TODO: with FOV
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    def __init__(self, vsubdivs, distance, projection_ratio):
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        assert vsubdivs > 0
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        vertices = []
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        hsubdivs = round(vsubdivs * projection_ratio)
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        z = -distance
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        width = distance * projection_ratio
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        height = distance
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        startx = width * -0.5
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        starty = height * -0.5
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        stepx = width / hsubdivs
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        stepy = height / vsubdivs
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        y1 = starty
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        y2 = y1 + stepy
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        for sy in range(vsubdivs):
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            x1 = startx
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            x2 = x1 + stepx
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            for sx in range(hsubdivs):
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                a = (x1, y2, z)
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                b = (x2, y1, z)
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                vertices.append((x1, y1, z))
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                vertices.append(b)
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                vertices.append(a)
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                vertices.append((x2, y2, z))
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                vertices.append(a)
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                vertices.append(b)
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                x1 = x2
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                x2 += stepx
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            y1 = y2
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            y2 += stepy
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        super().__init__(array('f', chain.from_iterable(vertices)))
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