# Copyright (C) 2022 RozK # # This program is free software: you can redistribute it and/or modify # it under the terms of the GNU Affero General Public License as published by # the Free Software Foundation, either version 3 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU Affero General Public License for more details. # # You should have received a copy of the GNU Affero General Public License # along with this program. If not, see . from itertools import chain, product from math import tau, cos, sin, copysign from array import array from engine import TEXTURE_FORMAT_RGB10_A2, TEXTURE_FORMAT_TYPECODE, TEXTURE_FLAG_MIN_LINEAR, TEXTURE_FLAG_MAG_LINEAR from game.math import vec3_scale, vec3_direction, vec3_cross, vec3_normal_rgb10a2 from game.texture import Texture from game.triangles import Triangles from game.resources import load_png _format = TEXTURE_FORMAT_RGB10_A2 _typecode = TEXTURE_FORMAT_TYPECODE[TEXTURE_FORMAT_RGB10_A2] _conv = vec3_normal_rgb10a2 _flags = TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR def load_polar_textures(paths, waves_height = 0.008): def load_texture(_path): width, height, data = load_png(_path) assert data.typecode == 'H' assert len(data) == width * height def polar(_y, _x, _h): d = 1.0 + (_y / height) a = (_x / width) * tau return (d * sin(a), d * cos(a), (_h / 65535.0) * waves_height) def normal(_pos, _h): y, x = _pos o = polar(y, x, _h) n = vec3_cross( vec3_direction(o, polar(y, x + 1, data[y * width + ((x + 1) % width)])), vec3_direction(o, polar(y + 1, x, data[((y + 1) % height) * width + x]))) return vec3_scale(n, copysign(1.0, n[2])) return (width, height, list(map(normal, product(range(height), range(width)), data))) width, height, normals = load_texture(paths[0]) data = array(_typecode, list(map(_conv, normals))) for path in paths[1:]: _width, _height, normals = load_texture(path) assert _width == width and _height == height data.extend(list(map(_conv, normals))) return Texture(_format, width, height, len(paths), _flags, data) def load_detail_texture(path, scale = 0.5, waves_height = 0.002): width, height, data = load_png(path) assert data.typecode == 'H' assert len(data) == width * height def coord(_y, _x, _h): return ((_x / width) * scale, (_y / height) * scale, (_h / 65535.0) * waves_height) def normal(_pos, _h): y, x = _pos o = coord(y, x, _h) n = vec3_cross( vec3_direction(o, coord(y, x + 1, data[y * width + ((x + 1) % width)])), vec3_direction(o, coord(y + 1, x, data[((y + 1) % height) * width + x]))) return vec3_scale(n, copysign(1.0, n[2])) normals = list(map(normal, product(range(height), range(width)), data)) data = array(_typecode, list(map(_conv, normals))) return Texture(_format, width, height, 0, _flags, data) class SeaTriangles(Triangles): # TODO: with FOV def __init__(self, vsubdivs, distance, projection_ratio): assert vsubdivs > 0 vertices = [] hsubdivs = round(vsubdivs * projection_ratio) z = -distance width = distance * projection_ratio height = distance startx = width * -0.5 starty = height * -0.5 stepx = width / hsubdivs stepy = height / vsubdivs y1 = starty y2 = y1 + stepy for sy in range(vsubdivs): x1 = startx x2 = x1 + stepx for sx in range(hsubdivs): a = (x1, y2, z) b = (x2, y1, z) vertices.append((x1, y1, z)) vertices.append(b) vertices.append(a) vertices.append((x2, y2, z)) vertices.append(a) vertices.append(b) x1 = x2 x2 += stepx y1 = y2 y2 += stepy super().__init__(array('f', chain.from_iterable(vertices)))