rk_island/game/game.py

247 lines
9.6 KiB
Python

# 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 <http://www.gnu.org/licenses/>.
from time import thread_time
from math import pi, tau, dist
from engine import *
from game import math
from game.time import Time
from game.events import Events
from game.mouse import Mouse
from game.keyboard import Keyboard
from game.generator import Generator
from game.resources import Archive
from game.texture import Texture
from game.shader import Shader
from game.vertices import Vertices
from game.camera import Camera
from game.environment import Environment
from game.inputs import InputFloat
from game.batch import Batch
from game.entity import Entity
from game.scene import Group, SceneGroup, TextureGroup, ShaderGroup, InputNode, DrawNode, FuncNode
from game import sea
proj_hfov = pi * 0.25
proj_ratio = 16.0 / 9.0
proj_near_z = 8.0
proj_far_z = 3000.0
sun_direction = math.vec3_normalize((1.0, 0.0, 0.5))
sun_power = 1.0
class PerfGroup(Group):
__slots__ = '_count', '_min', '_max', '_total', '_name'
def __init__(self, name, *subnodes):
Group.__init__(self, *subnodes)
self._count = None
self._min = 10000.0
self._max = 0.0
self._total = 0.0
self._name = name
def __del__(self):
if self._count:
avg = round(self._total / self._count, 2)
print(self._name, "*", self._count,
": min =", round(self._min, 2), ", max =", round(self._max, 2), ", avg =", avg, "(ms)")
def draw(self, time):
begin = thread_time()
Group.draw(self, time)
elapsed = (thread_time() - begin) * 1000.0
if self._count is None:
self._count = 0
else:
self._count += 1
self._min = min(self._min, elapsed)
self._max = max(self._max, elapsed)
self._total += elapsed
class TestEntity(Entity):
__slots__ = 'translation', 'orientation', 'spawn_translation', 'spawn_orientation'
def __init__(self, batch, mesh, translation, orientation):
Entity.__init__(self, batch, INSTANCE_FLAG_VISIBLE, mesh,
translation = translation,
orientation = orientation)
self.translation = batch.translation[self.index]
self.orientation = batch.orientation[self.index]
self.spawn_translation = translation
self.spawn_orientation = orientation
def update_camera(time, mouse, camera, environment):
camera_yaw = mouse.drag[0] * 0.001
camera_pitch = mouse.drag[1] * 0.001 + pi * 0.25
camera_distance = mouse.wheel * 20.0
camera.set_view(camera_yaw % tau, camera_pitch % tau, camera_distance)
environment.from_sun(camera.view, sun_direction, sun_power)
def update_tests(time, blob, cube, clouds):
rotation = mat3()
mat3_rotation(rotation, vec3_up, (time.current * 0.21) % tau)
mat3_mul_vec3(blob.translation, rotation, blob.spawn_translation)
mat3_mul_vec3(cube.translation, rotation, cube.spawn_translation)
mat3_rotation(cube.orientation, vec3_up, (time.current * 0.43) % tau)
mat3_rotation(clouds.orientation, vec3_up, (time.current * -0.037) % tau)
def update_sea(time, camera, sea_phase):
camera.to_km()
sea_phase.update((time.current * 0.023) % 1.0)
def create_scene(keyboard, mouse):
tiles_shader = Shader('tiles', 'common')
tests_shader = Shader('tests', 'common')
sea_shader = Shader('sea')
camera = Camera()
camera.set_projection(proj_hfov, proj_ratio, proj_near_z, proj_far_z)
environment = Environment()
sea_phase = InputFloat(sea_shader.u_sea_phase, 0.0)
print("Generating terrain...")
generated = Generator(256)
heightmap = Texture(
TEXTURE_FORMAT_FLOAT_32, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
generated.packed_heights)
normalmap = Texture(
TEXTURE_FORMAT_RGB10_A2, 256, 256, 0, TEXTURE_FLAG_MIN_LINEAR | TEXTURE_FLAG_MAG_LINEAR,
generated.packed_normals)
print("Loading resources...")
archive = Archive.load('data/rk_island.rkar')
print("Building tiles...")
tiles_texture = Texture(*archive.get_texture('tiles'))
tiles_vertices = archive.get_vertices('tiles')
water_mesh = tiles_vertices.get_mesh('water')
sand_mesh = tiles_vertices.get_mesh('sand')
grass_mesh = tiles_vertices.get_mesh('grass')
forest_mesh = tiles_vertices.get_mesh('forest')
rock_mesh = tiles_vertices.get_mesh('rock')
mud_mesh = tiles_vertices.get_mesh('mud')
lava_mesh = tiles_vertices.get_mesh('lava')
tiles_batch = Batch(Vertices(*tiles_vertices), generated.size ** 2, translation = VERTEX_FORMAT_VEC3_SHORT)
#TODO: generator & for real
vc = generated.volcano_c
vr = generated.volcano_r
for my, mx in generated.map_coords:
vd = dist((mx + 0.5, my + 0.5), vc)
nx, ny, nz, h = generated.unpack(my, mx)
r = generated.rivers[my * generated.size + mx]
if h == 0.0:
continue
if r > 0.0:
mesh = water_mesh
elif h < 2.0:
mesh = sand_mesh
elif h < 180:
if nz > 0.9:
if ny < -0.01 and nz > 0.93:
mesh = forest_mesh
else:
mesh = grass_mesh
else:
mesh = rock_mesh
elif vd < vr - 3.0 and nz > 0.999:
mesh = lava_mesh
elif vd < vr + 2.0:
mesh = mud_mesh
elif vd < vr + 6.0 and nz < 0.67:
mesh = mud_mesh
else:
mesh = rock_mesh
tiles_batch.spawn(INSTANCE_FLAG_VISIBLE, mesh,
translation = vec3(float(((mx - 128) * 8) + 4), float(((127 - my) * 8) + 4), 0.0))
tiles_batch.fill()
tiles_batch.freeze(flags = True, mesh = True, translation = True)
tests_texture = Texture(*archive.get_texture('tests'))
tests_vertices = archive.get_vertices('tests')
blob_mesh = tests_vertices.get_mesh('blob')
cube_mesh = tests_vertices.get_mesh('cube')
clouds_mesh = tests_vertices.get_mesh('clouds')
tests_batch = Batch(Vertices(*tests_vertices), 3,
translation = VERTEX_FORMAT_VEC3_FLOAT,
orientation = VERTEX_FORMAT_MAT3_INT10 | VERTEX_FORMAT_NORMALIZE)
blob_forward = math.vec3_normalize((sun_direction[0], sun_direction[1], 0.0))
blob_right = math.vec3_cross(blob_forward, math.vec3_up)
blob_orientation = mat3(vec3(*blob_right), vec3(*blob_forward), vec3_up)
blob = TestEntity(tests_batch, blob_mesh, translation = vec3(-100.0, -500.0, 0.0), orientation = blob_orientation)
cube = TestEntity(tests_batch, cube_mesh, translation = vec3(100.0, -500.0, 0.0), orientation = mat3_identity)
clouds = TestEntity(tests_batch, clouds_mesh, translation = vec3(0.0, 0.0, 32.0), orientation = mat3_identity)
tests_batch.fill()
tests_batch.freeze(flags = True, mesh = True)
sea_polar = sea.load_polar_textures(('data/sea_bump1.png', 'data/sea_bump2.png'))
sea_detail = sea.load_detail_texture('data/sea_bump.png')
sea_triangles = sea.sea_triangles(64, proj_far_z - 0.1, proj_ratio)
assert tiles_shader.u_height_sampler == tests_shader.u_height_sampler
assert tiles_shader.u_normal_sampler == tests_shader.u_normal_sampler
return SceneGroup(
PerfGroup('frame',
TextureGroup({tiles_shader.u_height_sampler: heightmap, tiles_shader.u_normal_sampler: normalmap},
FuncNode(update_camera, (mouse, camera, environment)),
TextureGroup({tiles_shader.u_texture_sampler: tiles_texture},
ShaderGroup(tiles_shader,
InputNode(tiles_shader, camera, environment),
PerfGroup('tiles_batch',
DrawNode(tiles_batch)))),
FuncNode(update_tests, (blob, cube, clouds)),
TextureGroup({tests_shader.u_texture_sampler: tests_texture},
ShaderGroup(tests_shader,
InputNode(tests_shader, camera, environment),
PerfGroup('tests_batch',
DrawNode(tests_batch))))),
FuncNode(update_sea, (camera, sea_phase)),
TextureGroup({sea_shader.u_polar_sampler: sea_polar, sea_shader.u_detail_sampler: sea_detail},
ShaderGroup(sea_shader,
InputNode(sea_shader, camera, environment, sea_phase),
PerfGroup('sea_triangles',
DrawNode(sea_triangles))))))
def loop(display):
events = Events(display)
keyboard = Keyboard(events)
mouse = Mouse(events, wheel = 60, wheel_min = 20)
scene = create_scene(keyboard, mouse)
print("Running... Ctrl+c to quit")
try:
time = Time()
while not keyboard.quit:
events.update()
clear_buffer(True, True, True)
scene.draw(time)
swap_buffers(display)
time.update()
except KeyboardInterrupt:
pass
def main():
print("Initializing...")
display = create_display(b'RK Island - Drag to rotate, wheel to zoom, q to quit', 1600, 900)
render_initialize(__debug__)
loop(display)
print("Quitting...")
render_terminate()
destroy_display(display)