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No commits in common. "cbae4ec0e7e0a1f69f501ee6f8e84543e77e0679" and "f487a4fcb75b0584a833b5c3af1781f81c0c2418" have entirely different histories.
cbae4ec0e7
...
f487a4fcb7
2
engine
2
engine
@ -1 +1 @@
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Subproject commit b46b4bddba6c609307ca198438c60d617e20c752
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Subproject commit a5adfacdfd6dbb52bd5d1438eef90a370976531e
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@ -19,10 +19,8 @@ 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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_flags_t = c_ubyte
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_flags_p = POINTER(_flags_t)
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_mesh_t = c_ushort
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_mesh_p = POINTER(_mesh_t)
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_flags_p = POINTER(c_ubyte)
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_mesh_p = POINTER(c_ushort)
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class Batch:
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__slots__ = ('_batch', 'vertices', 'max_size', 'size',
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@ -38,9 +36,9 @@ class Batch:
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self.vertices = vertices
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self.max_size = max_size
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self.size = 0
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self.flags = buffer(_flags_t, max_size)
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self.flags = buffer(c_ubyte, max_size)
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self._flags = _flags_p(self.flags)
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self.mesh = buffer(_mesh_t, max_size)
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self.mesh = buffer(c_ushort, max_size)
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self._meshes = _mesh_p(self.mesh)
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if nparams:
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self.param = tuple(map(lambda f: buffer(param_type(f), max_size), params_decls.values()))
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41
game/game.py
41
game/game.py
@ -129,15 +129,16 @@ def create_scene(keyboard, mouse):
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print("Building tiles...")
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tiles_texture = Texture(*archive.get_texture('tiles'))
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tiles_vertices = archive.get_vertices('tiles')
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water_mesh = tiles_vertices.get_mesh('water')
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sand_mesh = tiles_vertices.get_mesh('sand')
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grass_mesh = tiles_vertices.get_mesh('grass')
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forest_mesh = tiles_vertices.get_mesh('forest')
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rock_mesh = tiles_vertices.get_mesh('rock')
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mud_mesh = tiles_vertices.get_mesh('mud')
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lava_mesh = tiles_vertices.get_mesh('lava')
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tiles_batch = Batch(Vertices(*tiles_vertices), generated.size ** 2, translation = PARAM_FORMAT_VEC3_SHORT)
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tiles_vertices_data = archive.get_vertices('tiles')
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tiles_vertices = Vertices(*tiles_vertices_data)
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water_mesh = tiles_vertices_data.get_mesh('water')
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sand_mesh = tiles_vertices_data.get_mesh('sand')
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grass_mesh = tiles_vertices_data.get_mesh('grass')
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forest_mesh = tiles_vertices_data.get_mesh('forest')
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rock_mesh = tiles_vertices_data.get_mesh('rock')
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mud_mesh = tiles_vertices_data.get_mesh('mud')
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lava_mesh = tiles_vertices_data.get_mesh('lava')
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tiles_batch = Batch(tiles_vertices, generated.size ** 2, translation = PARAM_FORMAT_VEC3_SHORT)
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#TODO: generator & for real
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vc = generated.volcano_c
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@ -174,11 +175,12 @@ def create_scene(keyboard, mouse):
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tiles_batch.freeze(flags = True, mesh = True, translation = True)
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tests_texture = Texture(*archive.get_texture('tests'))
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tests_vertices = archive.get_vertices('tests')
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blob_mesh = tests_vertices.get_mesh('blob')
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cube_mesh = tests_vertices.get_mesh('cube')
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clouds_mesh = tests_vertices.get_mesh('clouds')
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tests_batch = Batch(Vertices(*tests_vertices), 3,
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tests_vertices_data = archive.get_vertices('tests')
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tests_vertices = Vertices(*tests_vertices_data)
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blob_mesh = tests_vertices_data.get_mesh('blob')
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cube_mesh = tests_vertices_data.get_mesh('cube')
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clouds_mesh = tests_vertices_data.get_mesh('clouds')
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tests_batch = Batch(tests_vertices, 3,
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translation = PARAM_FORMAT_VEC3_FLOAT,
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orientation = PARAM_FORMAT_MAT3_INT10 | PARAM_FORMAT_NORMALIZE)
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blob_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
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@ -190,8 +192,8 @@ def create_scene(keyboard, mouse):
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tests_batch.fill()
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tests_batch.freeze(flags = True, mesh = True)
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sea_polar = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
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sea_detail = sea.load_detail_texture('data/sea_bump.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_triangles = sea.sea_triangles(64, proj_far_z - 0.1, proj_ratio)
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assert tiles_shader.u_height_sampler == tests_shader.u_height_sampler
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@ -213,7 +215,8 @@ def create_scene(keyboard, mouse):
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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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TextureGroup({sea_shader.u_polar_sampler: sea_polar, sea_shader.u_detail_sampler: sea_detail},
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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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PerfGroup('sea_triangles',
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@ -225,14 +228,14 @@ def loop(display):
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mouse = Mouse(events, wheel = 60, wheel_min = 20)
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scene = create_scene(keyboard, mouse)
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print("Running... Ctrl+c to quit")
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try:
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time = Time()
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try:
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while not keyboard.quit:
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events.update()
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time.update()
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clear_buffer(True, True, True)
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scene.draw(time)
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swap_buffers(display)
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time.update()
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except KeyboardInterrupt:
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pass
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@ -195,7 +195,7 @@ class ObjArchive(Archive):
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vertices = []
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indices = []
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meshes = {}
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models = {}
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for name, mesh in sorted(objects.items()):
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offset = len(indices)
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assert offset < 65536
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@ -213,7 +213,7 @@ class ObjArchive(Archive):
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assert count < 65536
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vertices.extend(mesh_vertices)
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indices.extend(mesh_indices)
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meshes[name] = (offset, count)
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models[name] = (offset, count)
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name = str(objpath.stem)
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assert name not in self.vertices_db.keys()
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@ -226,6 +226,9 @@ class ObjArchive(Archive):
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n = (pack_10(_nz) << 20) | (pack_10(_ny) << 10) | pack_10(_nx)
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t = ((_tl & 1023) << 20) | (pack_u10(_t) << 10) | pack_u10(_s)
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return struct.pack('fffII', _px, _py, _pz, n, t)
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meshes = {}
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for mesh_name, (offset, count) in sorted(models.items()):
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meshes[mesh_name] = offset | (count << 16)
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self.vertices_db[name] = VerticesData(name,
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array('B', b''.join(starmap(pack_vertex, vertices))),
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array('H', indices),
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@ -13,7 +13,6 @@
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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 itertools import chain
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import struct
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from array import array
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from pathlib import Path
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@ -148,7 +147,7 @@ class VerticesData:
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self.name = name
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self.vertices = vertices
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self.indices = indices
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self.meshes = meshes.values()
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self.meshes = array('I', meshes.values())
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self.meshes_db = dict(zip(meshes.keys(), range(len(meshes))))
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def __iter__(self):
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@ -156,7 +155,7 @@ class VerticesData:
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yield len(self.vertices) // VERTEX_SIZE
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yield self.vertices
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yield self.indices
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yield array('I', chain.from_iterable(self.meshes))
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yield self.meshes
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def get_mesh(self, name):
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return self.meshes_db[name]
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@ -168,20 +167,19 @@ class VerticesData:
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nvertices, nindices, nmeshes = _read_struct(file, 'III')
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vertices = _read_array(file, 'B', nvertices * VERTEX_SIZE)
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indices = _read_array(file, 'H', nindices)
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meshes = _read_array(file, 'I', nmeshes)
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names = [_read_string(file) for _ in range(nmeshes)]
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meshes = [_read_struct(file, 'II') for _ in range(nmeshes)]
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return cls(name, vertices, indices, dict(zip(names, meshes)))
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def to_archive(self, file):
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_write_magic(file, b'VERT')
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_write_string(file, self.name)
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_write_struct(file, 'III', len(self.vertices) // VERTEX_SIZE, len(self.indices), len(self.meshes_db))
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_write_struct(file, 'III', len(self.vertices) // VERTEX_SIZE, len(self.indices), len(self.meshes))
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_write_array(file, self.vertices)
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_write_array(file, self.indices)
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_write_array(file, self.meshes)
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for name in self.meshes_db.keys():
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_write_string(file, name)
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for mesh in self.meshes:
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_write_struct(file, 'II', *mesh)
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class Archive:
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__slots__ = 'textures_db', 'vertices_db'
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