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758ed8c7f4
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1ac12ea9ea
2
engine
2
engine
@ -1 +1 @@
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Subproject commit 33abfd834ad5c9541796ef3f8a4999539a2f91f8
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Subproject commit 269d7821c82757cf994370f9ed4b2a6d36e34983
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@ -13,7 +13,13 @@
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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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from engine import vec3_origin, mat4, mat4_projection, mat4_orbit, resolve_input, set_input_mat4
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from engine import (
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vec3, vec3_mul_vec3,
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mat3, mat3_rotation, mat3_mul_vec3,
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mat4, mat4_projection, mat4_lookat,
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resolve_input, set_input_mat4)
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_m2km = vec3(0.001, 0.001, 0.001)
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class _Inputs:
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__slots__ = 'projection', 'view'
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@ -23,26 +29,30 @@ class _Inputs:
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self.view = resolve_input(shader, view)
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class Camera:
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__slots__ = 'yaw', 'pitch', 'distance', 'projection', 'view'
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__slots__ = 'origin', 'lookat', 'rotation', 'projection', 'view'
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def __init__(self):
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self.yaw = 0.0
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self.pitch = 0.0
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self.distance = 0.0
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self.origin = vec3()
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self.lookat = vec3()
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self.rotation = mat3()
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self.projection = mat4()
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self.view = mat4()
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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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def set_view(self, yaw, pitch, distance):
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self.yaw = yaw
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self.pitch = pitch
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self.distance = distance
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mat4_orbit(self.view, vec3_origin, yaw, pitch, distance)
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def set_view(self, origin, lookat, axis, angle):
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self.origin.set(*origin)
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self.lookat.set(*lookat)
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mat3_rotation(self.rotation, axis, angle)
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mat3_mul_vec3(self.origin, self.rotation, self.origin)
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mat3_mul_vec3(self.lookat, self.rotation, self.lookat)
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mat4_lookat(self.view, self.origin, self.lookat)
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def to_km(self):
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mat4_orbit(self.view, vec3_origin, self.yaw, self.pitch, self.distance * 0.001)
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vec3_mul_vec3(self.origin, _m2km, self.origin)
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vec3_mul_vec3(self.lookat, _m2km, self.lookat)
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mat4_lookat(self.view, self.origin, self.lookat)
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def resolve_inputs(self, shader, projection = b'u_projection', view = b'u_view'):
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return _Inputs(shader, projection, view)
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@ -1,54 +0,0 @@
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# Copyright (C) 2022 RozK
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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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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from engine import (
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buffer,
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EVENT_FOCUS_IN, EVENT_FOCUS_OUT,
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EVENT_KEY_PRESS, EVENT_KEY_RELEASE,
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EVENT_BUTTON_PRESS, EVENT_BUTTON_RELEASE,
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EVENT_MOTION,
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Event, create_events, destroy_events, consume_events)
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_max_type = max(
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EVENT_FOCUS_IN, EVENT_FOCUS_OUT,
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EVENT_KEY_PRESS, EVENT_KEY_RELEASE,
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EVENT_BUTTON_PRESS, EVENT_BUTTON_RELEASE,
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EVENT_MOTION)
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_max_events = 64
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class Events:
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__slots__ = '_display', '_events', '_buffer', '_handlers'
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def __init__(self, display):
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self._display = display
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self._events = create_events(display)
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self._buffer = buffer(Event, _max_events)
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self._handlers = [[] for _ in range(_max_type + 1)]
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def __del__(self):
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destroy_events(self._display, self._events)
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def register(self, type, handler):
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assert type <= _max_type
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self._handlers[type].append(handler)
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def update(self):
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nevents = consume_events(self._events, self._buffer, _max_events)
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if nevents:
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for event in self._buffer[:nevents]:
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data = event.data
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for handler in self._handlers[event.type]:
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handler(data)
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63
game/game.py
63
game/game.py
@ -28,15 +28,15 @@ from game.resources import RuntimeArchive
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from game.batch import Batch
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from game.camera import Camera
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from game.environment import Environment
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from game.events import Events
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from game.mouse import Mouse
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from game.keyboard import Keyboard
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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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camera_origin = (0.0, -1200.0, 500.0)
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camera_lookat = (0.0, 500.0, -500.0)
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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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@ -48,10 +48,8 @@ def main():
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print("Done: ", round(gen_end - gen_begin, 2), "seconds")
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print("Initializing...")
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display = create_display(b'RK Island - Drag to rotate, wheel to zoom, q to quit', 1600, 900)
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events = Events(display)
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mouse = Mouse(events, wheel = 60, wheel_min = 20)
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keyboard = Keyboard(events)
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display = create_display(b'RK Island', 1600, 900)
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events = create_events(display)
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render_initialize()
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terrain_shader = shader.load('terrain', 'common')
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tests_shader = shader.load('tests', 'common')
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@ -159,7 +157,7 @@ def main():
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cube_orientation = tests_batch.params[cube_id].orientation
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clouds_orientation = tests_batch.params[clouds_id].orientation
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print("Running... Ctrl+c to quit")
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print("Running... Click or press q to quit")
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start_time = time.monotonic()
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current_time = 0.0
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frame_min = 10000.0
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@ -169,21 +167,22 @@ def main():
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draw_max = 0.0
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draw_avg = 0.0
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perf_count = 0
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events_buffer = buffer(Event, 16)
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try:
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for frame in range(10000):
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current_time = time.monotonic() - start_time
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frame_begin = time.thread_time()
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events.update()
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if keyboard.quit:
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break
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begin_frame()
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frame_begin = time.thread_time()
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camera_distance = mouse.wheel * 20.0
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camera_yaw = mouse.drag[0] * 0.001
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camera_pitch = mouse.drag[1] * 0.001 + pi * 0.25
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camera.set_view(camera_yaw, camera_pitch, camera_distance)
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rotation = mat3()
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mat3_rotation(rotation, vec3_up, (current_time * 0.21) % tau)
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mat3_mul_vec3(blob_translation, rotation, blob_spawn_translation)
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mat3_mul_vec3(cube_translation, rotation, cube_spawn_translation)
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mat3_rotation(cube_orientation, vec3_up, (current_time * 0.43) % tau)
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mat3_rotation(clouds_orientation, vec3_up, (current_time * -0.037) % tau)
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camera.set_view(camera_origin, camera_lookat, vec3_up, (current_time * 0.05) % tau)
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environment.from_sun(camera.view, sun_direction, sun_power)
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select_shader(terrain_shader)
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@ -202,13 +201,6 @@ def main():
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unselect_texture(2, normalmap)
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unselect_shader(terrain_shader)
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rotation = mat3()
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mat3_rotation(rotation, vec3_up, (current_time * 0.21) % tau)
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mat3_mul_vec3(blob_translation, rotation, blob_spawn_translation)
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mat3_mul_vec3(cube_translation, rotation, cube_spawn_translation)
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mat3_rotation(cube_orientation, vec3_up, (current_time * 0.43) % tau)
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mat3_rotation(clouds_orientation, vec3_up, (current_time * -0.037) % tau)
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select_shader(tests_shader)
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camera.update_inputs(tests_camera_inputs)
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environment.update_inputs(tests_environment_inputs)
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@ -251,6 +243,23 @@ def main():
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frame_avg += frame_ms
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perf_count += 1
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stop = False
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while True:
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nevents = consume_events(events, events_buffer, len(events_buffer))
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if not nevents:
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break
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for event in events_buffer[:nevents]:
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if event.type == EVENT_FOCUS_IN:
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print("EVENT_FOCUS_IN")
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elif event.type == EVENT_FOCUS_OUT:
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print("EVENT_FOCUS_OUT")
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elif event.type == EVENT_KEY_PRESS and event.data.key.character == 'q':
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stop = True
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elif event.type == EVENT_BUTTON_RELEASE:
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stop = True
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if stop:
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break
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except KeyboardInterrupt:
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pass
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@ -265,6 +274,10 @@ def main():
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", avg =", round((frame_avg / perf_count) * 1000.0, 2), "ms")
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# seed 666
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# camera_origin = vec3((0.0, -1200.0, 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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# current_time = 0
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# Draw * 9999 : min = 0.2 , max = 1.32 , avg = 0.27 ms
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# Draw * 9999 : min = 0.2 , max = 1.34 , avg = 0.27 ms
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@ -287,5 +300,5 @@ def main():
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destroy_shader(tests_shader)
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destroy_shader(sky_shader)
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render_terminate()
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del events
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destroy_events(display, events)
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destroy_display(display)
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@ -1,27 +0,0 @@
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# Copyright (C) 2022 RozK
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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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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from engine import EVENT_KEY_PRESS
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class Keyboard:
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__slots__ = 'quit'
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def __init__(self, events):
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self.quit = False
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events.register(EVENT_KEY_PRESS, self.key_press_handler)
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def key_press_handler(self, data):
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if data.key.character == 'q':
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self.quit = True
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@ -1,52 +0,0 @@
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# Copyright (C) 2022 RozK
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU Affero General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU Affero General Public License for more details.
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#
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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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from engine import (
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EVENT_BUTTON_PRESS, EVENT_BUTTON_RELEASE, EVENT_MOTION, BUTTON_LEFT, BUTTON_WHEEL_UP, BUTTON_WHEEL_DOWN)
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class Mouse:
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__slots__ = 'buttons', 'wheel', 'wheel_min', 'position', 'drag'
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def __init__(self, events, wheel = 0, wheel_min = None):
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self.buttons = 0
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self.wheel = wheel
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self.wheel_min = wheel_min
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self.position = None
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self.drag = (0, 0)
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events.register(EVENT_BUTTON_PRESS, self.button_press_handler)
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events.register(EVENT_BUTTON_RELEASE, self.button_release_handler)
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events.register(EVENT_MOTION, self.motion_handler)
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def button_press_handler(self, data):
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button = data.button.index
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self.buttons |= 1 << button
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if button == BUTTON_WHEEL_UP:
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self.wheel -= 1
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if self.wheel_min is not None and self.wheel < self.wheel_min:
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self.wheel = self.wheel_min
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elif button == BUTTON_WHEEL_DOWN:
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self.wheel += 1
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def button_release_handler(self, data):
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self.buttons &= ~(1 << data.button.index)
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def motion_handler(self, data):
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new_x = data.motion.x
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new_y = data.motion.y
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if self.position and (self.buttons & (1 << BUTTON_LEFT)):
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prev_x, prev_y = self.position
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prev_dx, prev_dy = self.drag
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self.drag = (prev_dx + (new_x - prev_x), prev_dy + (new_y - prev_y))
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self.position = (new_x, new_y)
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