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a96ea8bb6b
Author | SHA1 | Date | |
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a96ea8bb6b | |||
7219039980 | |||
3344ac7d6c | |||
89e0b99d3a |
2
engine
2
engine
@ -1 +1 @@
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Subproject commit beca8798bf91edba954d31eb4e1a619ec2140c83
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Subproject commit ed87f292ffa3cf89903cddcdec396115893f7d66
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@ -15,11 +15,12 @@
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from ctypes import c_ubyte, c_uint, c_void_p, addressof
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from engine import (vec3, mat3, buffer,
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INSTANCE_FLAG_SPAWNED, BATCH_MAX_SIZE, param_type, params_format, create_batch, draw_batch, destroy_batch)
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from engine import (
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buffer, INSTANCE_FLAG_SPAWNED, BATCH_MAX_SIZE, param_type, params_format,
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create_batch, fill_batch, draw_batch, destroy_batch)
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class Batch:
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__slots__ = '_batch', 'vertices', 'size', 'max_size', 'flags', 'meshes', 'params', '_params', '__dict__'
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__slots__ = '_batch', '_static', 'vertices', 'size', 'max_size', 'flags', 'meshes', 'params', '_params', '__dict__'
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def __init__(self, vertices, max_size, max_meshes, **params_decls):
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assert max_size <= BATCH_MAX_SIZE
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@ -27,13 +28,17 @@ class Batch:
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names = params_decls.keys()
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formats = params_decls.values()
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self._batch = create_batch(vertices._vertices, max_size, max_meshes, params_format(*formats))
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self._static = False
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self.vertices = vertices
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self.size = 0
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self.max_size = max_size
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self.flags = buffer(c_ubyte, max_size)
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self.meshes = buffer(c_uint, max_size)
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self.params = tuple(map(lambda f: buffer(param_type(f), max_size), formats))
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if nparams:
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self._params = (c_void_p * nparams)(*map(addressof, self.params))
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else:
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self._params = None
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for name, value in zip(names, self.params):
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setattr(self, name, value)
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@ -51,5 +56,11 @@ class Batch:
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self.size += 1
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return index
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def make_static(self):
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fill_batch(self._batch, self.size, self.flags, self.meshes, self._params)
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self._static = True
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def draw(self):
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draw_batch(self._batch, self.size, self.flags, self.meshes, self._params)
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if not self._static:
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fill_batch(self._batch, self.size, self.flags, self.meshes, self._params)
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draw_batch(self._batch)
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37
game/game.py
37
game/game.py
@ -33,7 +33,7 @@ from game.environment import Environment
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from game.inputs import InputFloat
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from game.batch import Batch
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from game.entity import Entity
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from game.scene import Node, SceneNode, TextureNode, ShaderNode, InputNode, DrawNode, FuncNode
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from game.scene import Group, SceneGroup, TextureGroup, ShaderGroup, InputNode, DrawNode, FuncNode
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from game import sea
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proj_hfov = pi * 0.25
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@ -44,11 +44,11 @@ proj_far_z = 3000.0
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sun_direction = math.vec3_normalize((1.0, 0.0, 0.5))
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sun_power = 1.0
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class PerfNode(Node):
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class PerfGroup(Group):
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__slots__ = '_count', '_min', '_max', '_total', '_name'
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def __init__(self, name, *subnodes):
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Node.__init__(self, *subnodes)
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Group.__init__(self, *subnodes)
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self._count = None
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self._min = 10000.0
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self._max = 0.0
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@ -62,7 +62,7 @@ class PerfNode(Node):
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def draw(self, time):
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begin = thread_time()
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Node.draw(self, time)
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Group.draw(self, time)
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elapsed = (thread_time() - begin) * 1000.0
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if self._count is None:
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self._count = 0
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@ -166,6 +166,7 @@ def create_scene(keyboard, mouse):
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else:
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model = rock_model
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tiles_batch.spawn(model, vec3(float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
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tiles_batch.make_static()
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tests_texture = Texture(*archive.get_texture('tests'))
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tests_vertices = Vertices(*archive.get_vertices('tests'))
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@ -186,26 +187,30 @@ def create_scene(keyboard, mouse):
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sea_detail_texture = sea.load_detail_texture('data/sea_bump.png')
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sea_triangles = sea.sea_triangles(64, proj_far_z - 0.1, proj_ratio)
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return SceneNode(
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PerfNode('frame',
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TextureNode({1: heightmap, 2: normalmap},
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assert tiles_shader.u_height_sampler == tests_shader.u_height_sampler
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assert tiles_shader.u_normal_sampler == tests_shader.u_normal_sampler
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return SceneGroup(
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PerfGroup('frame',
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TextureGroup({tiles_shader.u_height_sampler: heightmap, tiles_shader.u_normal_sampler: normalmap},
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FuncNode(update_camera, (mouse, camera, environment)),
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TextureNode({0: tiles_texture},
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ShaderNode(tiles_shader,
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TextureGroup({tiles_shader.u_texture_sampler: tiles_texture},
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ShaderGroup(tiles_shader,
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InputNode(tiles_shader, camera, environment),
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PerfNode('tiles_batch',
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PerfGroup('tiles_batch',
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DrawNode(tiles_batch)))),
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FuncNode(update_tests, (blob, cube, clouds)),
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TextureNode({0: tests_texture},
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ShaderNode(tests_shader,
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TextureGroup({tests_shader.u_texture_sampler: tests_texture},
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ShaderGroup(tests_shader,
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InputNode(tests_shader, camera, environment),
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PerfNode('tests_batch',
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PerfGroup('tests_batch',
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DrawNode(tests_batch))))),
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FuncNode(update_sea, (camera, sea_phase)),
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TextureNode({0: sea_polar_textures, 1: sea_detail_texture},
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ShaderNode(sea_shader,
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TextureGroup(
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{sea_shader.u_polar_sampler: sea_polar_textures, sea_shader.u_detail_sampler: sea_detail_texture},
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ShaderGroup(sea_shader,
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InputNode(sea_shader, camera, environment, sea_phase),
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PerfNode('sea_triangles',
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PerfGroup('sea_triangles',
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DrawNode(sea_triangles))))))
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def loop(display):
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@ -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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# along with this program. If not, see <http://www.gnu.org/licenses/>.
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class Node:
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class Group:
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__slots__ = '_subnodes'
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def __init__(self, *subnodes):
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@ -23,34 +23,34 @@ class Node:
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for subnode in self._subnodes:
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subnode.draw(time)
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class SceneNode(Node):
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class SceneGroup(Group):
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pass
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class TextureNode(Node):
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class TextureGroup(Group):
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__slots__ = '_textures'
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def __init__(self, textures, *subnodes):
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Node.__init__(self, *subnodes)
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Group.__init__(self, *subnodes)
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self._textures = textures
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def draw(self, time):
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items = self._textures.items()
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for slot, texture in items:
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texture.select(slot)
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Node.draw(self, time)
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Group.draw(self, time)
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for slot, texture in items:
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texture.unselect(slot)
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class ShaderNode(Node):
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class ShaderGroup(Group):
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__slots__ = '_shader'
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def __init__(self, shader, *subnodes):
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Node.__init__(self, *subnodes)
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Group.__init__(self, *subnodes)
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self._shader = shader
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def draw(self, time):
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self._shader.select()
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Node.draw(self, time)
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Group.draw(self, time)
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self._shader.unselect()
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class InputNode:
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@ -45,16 +45,27 @@ def _convert(line):
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def _parse(shader, vert_lines, frag_lines):
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uniforms = []
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for line in vert_lines:
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if line.startswith('uniform '):
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uniforms.append(line.split()[-1].strip(';'))
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for line in frag_lines:
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bindings = {}
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def collect(line):
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if line.startswith('uniform'):
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name = line.split()[-1].strip(';')
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if name not in uniforms:
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uniforms.append(name)
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elif line.startswith('layout(binding='):
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name = line.split()[-1].strip(';')
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value = int(line[line.index('=') + 1 : line.index(')')].strip())
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if name in bindings:
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assert value == bindings[name]
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else:
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bindings[name] = value
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for line in vert_lines:
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collect(line)
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for line in frag_lines:
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collect(line)
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for name in uniforms:
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setattr(shader, name, resolve_input(shader._shader, bytes(name, 'utf-8')))
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for name, value in bindings.items():
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setattr(shader, name, value)
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class Shader:
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__slots__ = '_shader', '__dict__'
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@ -28,8 +28,8 @@ uniform float u_sea_phase;
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#define u_up u_view[2].xyz
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#define u_origin u_view[3].xyz
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layout(binding=0) uniform highp sampler2DArray u_sea_polar_sampler;
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layout(binding=1) uniform highp sampler2D u_sea_detail_sampler;
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layout(binding=0) uniform highp sampler2DArray u_polar_sampler;
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layout(binding=1) uniform highp sampler2D u_detail_sampler;
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const float c_sea_radius = 637.1;
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const float c_sea_radius_sq = c_sea_radius * c_sea_radius;
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@ -68,13 +68,13 @@ void main(void) {
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}
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float t = sqrt(length(sea_position)); //TODO: more accurate
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vec3 sea_polar1 = normalize(
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c_normal_shift + texture(u_sea_polar_sampler, vec3(s, t + u_sea_phase, 0.0)).xyz * c_normal_scale);
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c_normal_shift + texture(u_polar_sampler, vec3(s, t + u_sea_phase, 0.0)).xyz * c_normal_scale);
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vec3 sea_polar2 = normalize(
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c_normal_shift + texture(u_sea_polar_sampler, vec3(s, t - u_sea_phase, 1.0)).xyz * c_normal_scale);
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c_normal_shift + texture(u_polar_sampler, vec3(s, t - u_sea_phase, 1.0)).xyz * c_normal_scale);
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//TODO: vec2
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s = (u_sea_phase + dot(sea_position, u_right)) * c_detail_scale;
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t = (u_sea_phase + dot(sea_position, u_forward)) * c_detail_scale;
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vec3 sea_detail = normalize(c_normal_shift + texture(u_sea_detail_sampler, vec2(s, t)).xyz * c_normal_scale);
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vec3 sea_detail = normalize(c_normal_shift + texture(u_detail_sampler, vec2(s, t)).xyz * c_normal_scale);
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//TODO: better blending, with earth normal
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vec4 normal = u_view * vec4(normalize(sea_polar1 + sea_polar2 + sea_detail), 0.0);
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float d = max(0.0, dot(normal.xyz, u_light_direction));
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Block a user