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1abfdfadf8
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8db60a0c01
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8db60a0c01 | |||
1e2b666af3 |
@ -15,33 +15,29 @@
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from engine import mat4, mat4_projection, mat4_lookat, resolve_input, set_input_mat4
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from engine import mat4, mat4_projection, mat4_lookat, resolve_input, set_input_mat4
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class _Inputs:
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__slots__ = 'projection', 'view'
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def __init__(self, shader, projection, view):
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self.projection = resolve_input(shader, projection)
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self.view = resolve_input(shader, view)
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class Camera:
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class Camera:
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__slots__ = '_projection_input', '_projection', '_view_input', '_view'
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__slots__ = 'projection', 'view'
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def __init__(self):
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def __init__(self):
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self._projection_input = None
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self.projection = mat4()
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self._projection = mat4()
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self.view = mat4()
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self._view_input = None
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self._view = mat4()
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@property
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def projection(self):
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return self._projection
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@property
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def view(self):
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return self._view
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def set_projection(self, half_fov, ratio, near_z, far_z):
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def set_projection(self, half_fov, ratio, near_z, far_z):
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mat4_projection(self._projection, half_fov, ratio, near_z, far_z)
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mat4_projection(self.projection, half_fov, ratio, near_z, far_z)
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def set_view(self, origin, lookat):
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def set_view(self, origin, lookat):
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mat4_lookat(self._view, origin, lookat)
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mat4_lookat(self.view, origin, lookat)
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def resolve_inputs(self, shader, projection_input = b'u_projection', view_input = b'u_view'):
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def resolve_inputs(self, shader, projection = b'u_projection', view = b'u_view'):
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self._projection_input = resolve_input(shader, projection_input)
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return _Inputs(shader, projection, view)
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self._view_input = resolve_input(shader, view_input)
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def update_inputs(self):
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def update_inputs(self, inputs):
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set_input_mat4(self._projection_input, self._projection)
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set_input_mat4(inputs.projection, self.projection)
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set_input_mat4(self._view_input, self._view)
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set_input_mat4(inputs.view, self.view)
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@ -14,9 +14,7 @@
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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 math import radians, cos
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from math import radians, cos
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from engine import vec3, vec3_up, mat4_mul_vec3, resolve_input, set_input_vec3
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from engine import *
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from game.math import vec3_add, vec3_sub, vec3_scale, vec3_mul, vec3_dot
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from game.math import vec3_add, vec3_sub, vec3_scale, vec3_mul, vec3_dot
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def _angles(start, end):
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def _angles(start, end):
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@ -30,6 +28,10 @@ def _floats(a, b):
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def _colors(a, b):
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def _colors(a, b):
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return (a, vec3_sub(b, a))
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return (a, vec3_sub(b, a))
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_light_power = (
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(_angles(180.0, 0.0), _floats(1.0, 1.0)),
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)
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_light_color = (
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_light_color = (
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(_angles(180.0, 0.0), _colors((1.0, 1.0, 1.0), (1.0, 1.0, 1.0))),
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(_angles(180.0, 0.0), _colors((1.0, 1.0, 1.0), (1.0, 1.0, 1.0))),
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)
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)
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@ -46,11 +48,6 @@ _sun_color = (
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(_angles(180.0, 0.0), _colors((8.0, 8.0, 4.0), (8.0, 8.0, 4.0))),
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(_angles(180.0, 0.0), _colors((8.0, 8.0, 4.0), (8.0, 8.0, 4.0))),
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)
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)
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_light_power = (
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(_angles(180.0, 90.0), _floats(0.0, 0.0)),
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(_angles( 90.0, 0.0), _floats(0.0, 1.0))
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)
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def _resolve(ranges, c):
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def _resolve(ranges, c):
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for (cmin, cmax, crng), ab in ranges:
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for (cmin, cmax, crng), ab in ranges:
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if c >= cmin and c <= cmax:
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if c >= cmin and c <= cmax:
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@ -65,24 +62,41 @@ def _resolve_color(ranges, c):
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w, (a, b) = _resolve(ranges, c)
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w, (a, b) = _resolve(ranges, c)
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return vec3_add(a, vec3_scale(b, w))
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return vec3_add(a, vec3_scale(b, w))
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def resolve_inputs(shader):
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class _Inputs:
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light_direction = resolve_input(shader, b'u_light_direction')
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__slots__ = 'light_direction', 'light_color', 'horizon_color', 'sky_color', 'sun_color'
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light_color = resolve_input(shader, b'u_light_color')
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horizon_color = resolve_input(shader, b'u_horizon_color')
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sky_color = resolve_input(shader, b'u_sky_color')
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sun_color = resolve_input(shader, b'u_sun_color')
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return (light_direction, light_color, horizon_color, sky_color, sun_color)
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def from_sun(view, sun_direction, sun_power):
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def __init__(self, shader):
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c = vec3_dot(sun_direction, vec3_up)
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self.light_direction = resolve_input(shader, b'u_light_direction')
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light_power = _resolve_float(_light_power, c) * sun_power
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self.light_color = resolve_input(shader, b'u_light_color')
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light_color = vec3_scale(_resolve_color(_light_color, c), sun_power) # vec3_scale(_resolve_color(_light_color, c), light_power)
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self.horizon_color = resolve_input(shader, b'u_horizon_color')
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horizon_color = vec3_mul(_resolve_color(_horizon_color, c), light_color)
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self.sky_color = resolve_input(shader, b'u_sky_color')
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sky_color = vec3_mul(_resolve_color(_sky_color, c), light_color)
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self.sun_color = resolve_input(shader, b'u_sun_color')
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sun_color = _resolve_color(_sun_color, c)
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light_direction = vec3()
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mat4_mul_vec3(light_direction, view, sun_direction, 0.0)
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return (light_direction, vec3(light_color), vec3(horizon_color), vec3(sky_color), vec3(sun_color))
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def update_inputs(inputs, values):
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class Environment:
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list(map(set_input_vec3, inputs, values))
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__slots__ = 'light_direction', 'light_color', 'horizon_color', 'sky_color', 'sun_color'
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def __init__(self):
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self.light_direction = vec3()
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self.light_color = vec3()
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self.horizon_color = vec3()
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self.sky_color = vec3()
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self.sun_color = vec3()
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def from_sun(self, view, sun_direction, sun_power):
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c = vec3_dot(sun_direction, vec3_up)
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light_power = _resolve_float(_light_power, c) * sun_power
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mat4_mul_vec3(self.light_direction, view, sun_direction, 0.0)
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self.light_color = vec3(vec3_scale(_resolve_color(_light_color, c), light_power))
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self.horizon_color = vec3(vec3_scale(_resolve_color(_horizon_color, c), light_power))
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self.sky_color = vec3(vec3_scale(_resolve_color(_sky_color, c), light_power))
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self.sun_color = vec3(_resolve_color(_sun_color, c))
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def resolve_inputs(self, shader):
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return _Inputs(shader)
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def update_inputs(self, inputs):
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set_input_vec3(inputs.light_direction, self.light_direction)
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set_input_vec3(inputs.light_color, self.light_color)
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set_input_vec3(inputs.horizon_color, self.horizon_color)
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set_input_vec3(inputs.sky_color, self.sky_color)
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set_input_vec3(inputs.sun_color, self.sun_color)
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87
game/game.py
87
game/game.py
@ -18,8 +18,25 @@ from math import pi, tau, dist
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from engine import *
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from engine import *
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from game import (
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from game import math
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math, resources, shader, camera, batch, triangles, generator, environment, sea)
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from game import generator
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from game import shader
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from game import resources
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from game import batch
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from game import triangles
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from game import sea
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from game.camera import Camera
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from game.environment import Environment
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proj_hfov = pi * 0.25
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proj_ratio = 16.0 / 9.0
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proj_near_z = 8.0
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proj_far_z = 3000.0
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sun_direction = math.vec3_normalize((1.0, 0.0, 1.0))
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sun_power = 1.0
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camera_origin = (0.0, -1200.0, 500.0)
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camera_lookat = (0.0, 500.0, -500.0)
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def main():
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def main():
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print("Generating terrain...")
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print("Generating terrain...")
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@ -108,36 +125,23 @@ def main():
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cube_id = cube.spawn(tests_batch, cube_translation, cube_orientation)
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cube_id = cube.spawn(tests_batch, cube_translation, cube_orientation)
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clouds_id = clouds.spawn(tests_batch, (0.0, 0.0, 32.0), clouds_orientation)
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clouds_id = clouds.spawn(tests_batch, (0.0, 0.0, 32.0), clouds_orientation)
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proj_hfov = pi * 0.25
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proj_ratio = 16.0 / 9.0
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proj_near_z = 8.0
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proj_far_z = 3000.0
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terrain_environment_inputs = environment.resolve_inputs(terrain_shader)
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terrain_camera = camera.Camera()
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terrain_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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terrain_camera.resolve_inputs(terrain_shader)
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tests_environment_inputs = environment.resolve_inputs(tests_shader)
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tests_camera = camera.Camera()
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tests_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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tests_camera.resolve_inputs(tests_shader)
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sky_environment_inputs = environment.resolve_inputs(sky_shader)
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sea_phase = resolve_input(sky_shader, b'u_sea_phase')
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sea_phase = resolve_input(sky_shader, b'u_sea_phase')
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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_polar_sampler = resolve_input(sky_shader, b'u_sea_polar_sampler')
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sea_polar_sampler = resolve_input(sky_shader, b'u_sea_polar_sampler')
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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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sea_detail_sampler = resolve_input(sky_shader, b'u_sea_detail_sampler')
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sea_detail_sampler = resolve_input(sky_shader, b'u_sea_detail_sampler')
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sky_triangles = create_triangles(triangles.sky_triangles(64, proj_far_z - 0.1, proj_ratio))
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sky_triangles = create_triangles(triangles.sky_triangles(64, proj_far_z - 0.1, proj_ratio))
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sky_camera = camera.Camera()
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sky_camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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sky_camera.resolve_inputs(sky_shader)
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sun_direction = vec3(math.vec3_normalize((1.0, 0.0, 1.0)))
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camera = Camera()
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sun_power = 1.0
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camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
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origin = vec3((0.0, -1200.0, 500.0))
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terrain_camera_inputs = camera.resolve_inputs(terrain_shader)
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lookat = vec3((0.0, 500.0, -500.0))
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tests_camera_inputs = camera.resolve_inputs(tests_shader)
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sky_camera_inputs = camera.resolve_inputs(sky_shader)
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environment = Environment()
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terrain_environment_inputs = environment.resolve_inputs(terrain_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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up = vec3(vec3_up)
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up = vec3(vec3_up)
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_rotation = mat3()
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_rotation = mat3()
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@ -165,15 +169,6 @@ 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, up, (current_time * 0.05) % tau)
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mat3_mul_vec3(_origin, _rotation, origin)
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mat3_mul_vec3(_lookat, _rotation, lookat)
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terrain_camera.set_view(_origin, _lookat)
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tests_camera.set_view(_origin, _lookat)
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sky_camera.set_view(vec3(math.vec3_scale(_origin, 0.001)), vec3(math.vec3_scale(_lookat, 0.001)))
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environment_values = environment.from_sun(terrain_camera.view, sun_direction, sun_power)
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mat3_rotation(_rotation, up, (current_time * 0.21) % tau)
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mat3_rotation(_rotation, up, (current_time * 0.21) % tau)
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mat3_mul_vec3(_blob_translation, _rotation, blob_translation)
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mat3_mul_vec3(_blob_translation, _rotation, blob_translation)
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tests_batch.set_param(0, blob_id, _blob_translation)
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tests_batch.set_param(0, blob_id, _blob_translation)
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@ -187,9 +182,15 @@ def main():
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mat3_mul_vec3(_clouds_orientation, _rotation, clouds_orientation)
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mat3_mul_vec3(_clouds_orientation, _rotation, clouds_orientation)
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tests_batch.set_param(1, clouds_id, _clouds_orientation)
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tests_batch.set_param(1, clouds_id, _clouds_orientation)
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mat3_rotation(_rotation, up, (current_time * 0.05) % tau)
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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, vec3(sun_direction), sun_power)
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select_shader(terrain_shader)
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select_shader(terrain_shader)
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terrain_camera.update_inputs()
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camera.update_inputs(terrain_camera_inputs)
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environment.update_inputs(terrain_environment_inputs, environment_values)
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environment.update_inputs(terrain_environment_inputs)
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select_texture(tiles_texture, tiles_sampler)
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select_texture(tiles_texture, tiles_sampler)
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select_texture(heightmap, terrain_heightmap_sampler)
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select_texture(heightmap, terrain_heightmap_sampler)
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select_texture(normalmap, terrain_normalmap_sampler)
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select_texture(normalmap, terrain_normalmap_sampler)
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@ -204,8 +205,8 @@ def main():
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unselect_shader(terrain_shader)
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unselect_shader(terrain_shader)
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select_shader(tests_shader)
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select_shader(tests_shader)
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tests_camera.update_inputs()
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camera.update_inputs(tests_camera_inputs)
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environment.update_inputs(tests_environment_inputs, environment_values)
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environment.update_inputs(tests_environment_inputs)
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select_texture(tests_texture, tests_sampler)
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select_texture(tests_texture, tests_sampler)
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select_texture(heightmap, tests_heightmap_sampler)
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select_texture(heightmap, tests_heightmap_sampler)
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select_texture(normalmap, tests_normalmap_sampler)
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select_texture(normalmap, tests_normalmap_sampler)
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@ -217,9 +218,11 @@ def main():
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unselect_texture(heightmap)
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unselect_texture(heightmap)
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unselect_shader(tests_shader)
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unselect_shader(tests_shader)
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camera.set_view(vec3(math.vec3_scale(_origin, 0.001)), vec3(math.vec3_scale(_lookat, 0.001)))
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select_shader(sky_shader)
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select_shader(sky_shader)
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sky_camera.update_inputs()
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camera.update_inputs(sky_camera_inputs)
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environment.update_inputs(sky_environment_inputs, environment_values)
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environment.update_inputs(sky_environment_inputs)
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set_input_float(sea_phase, (current_time * 0.023) % 1.0)
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set_input_float(sea_phase, (current_time * 0.023) % 1.0)
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select_texture(sea_polar_textures, sea_polar_sampler)
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select_texture(sea_polar_textures, sea_polar_sampler)
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select_texture(sea_detail_texture, sea_detail_sampler)
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select_texture(sea_detail_texture, sea_detail_sampler)
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@ -255,8 +258,8 @@ def main():
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", avg =", round((frame_avg / perf_count) * 1000.0, 2), "ms")
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", avg =", round((frame_avg / perf_count) * 1000.0, 2), "ms")
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# seed 666
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# seed 666
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# origin = vec3((0.0, -1200.0, 500.0))
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# camera_origin = vec3((0.0, -1200.0, 500.0))
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# lookat = vec3((0.0, 500.0, -500.0))
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# camera_lookat = vec3((0.0, 500.0, -500.0))
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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 = 0.2 , max = 2.16 , avg = 0.26 ms
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# Draw * 9999 : min = 0.2 , max = 2.16 , avg = 0.26 ms
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