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import math |
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from ed2d import window |
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from ed2d import sysevents |
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from ed2d.events import Events |
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from ed2d import context |
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from ed2d import timing |
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from ed2d import files |
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from ed2d import shaders |
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from ed2d.opengl import gl |
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from ed2d.opengl import pgl |
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from gem import vector |
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from gem import matrix |
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from ed2d import mesh |
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from ed2d import text |
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from ed2d import camera |
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from ed2d.scenegraph import SceneGraph |
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from ed2d.assets import objloader |
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from ed2d import cursor |
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from ed2d import view |
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class Viewport(object): |
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'''Basic data container to allow changing the viewport to simpler.''' |
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def __init__(self, name, camera): |
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self.name = name |
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self.camera = camera |
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self.width = 0 |
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self.height = 0 |
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self.x = 0 |
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self.y = 0 |
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self.screenSize = None |
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def set_rect(self, x, y, width, height): |
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self.width = width |
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self.height = height |
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self.x = x |
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self.y = y |
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def make_current(self): |
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if self.camera: |
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if self.camera.get_mode() == camera.MODE_PERSPECTIVE: |
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self.camera.set_projection(75.0, float(self.width) / float(self.height), 1e-6, 1e27) |
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else: |
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self.camera.set_projection(0.0, self.width, self.height, 0.0, -1.0, 1.0) |
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self.camera.make_current() |
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gl.glViewport(self.x, self.screenSize[1]-self.y-self.height, self.width, self.height) |
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class ViewportManager(object): |
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'''Viewport Manager is for handling multiple split views ''' |
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def __init__(self): |
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self.view = view.View() |
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self.viewports = [] |
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self.screenSize = (0, 0) |
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def update_screen(self, width, height): |
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self.screenSize = (width, height) |
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for vp in self.viewports: |
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vp.screenSize = self.screenSize |
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def create_viewport(self, name, camera): |
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camera.set_view(self.view) |
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vp = Viewport(name, camera) |
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vp.screenSize = self.screenSize |
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self.viewports.append(vp) |
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return vp |
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class GameManager(object): |
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''' Entry point into the game, and manages the game in general ''' |
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def __init__(self): |
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self.width = 1920 |
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self.height = 1080 |
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self.title = "ed2d" |
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self.running = False |
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self.fpsTimer = timing.FpsCounter() |
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self.fpsEstimate = 0 |
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self.sysEvents = sysevents.SystemEvents() |
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self.window = window.Window(self.title, self.width, self.height, window.WindowedMode) |
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self.context = context.Context(3, 3, 2) |
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self.context.window = self.window |
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Events.add_listener(self.process_event) |
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self.keys = [] |
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89
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# Mouse Information |
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self.mousePos = [0.0, 0.0] |
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self.mouseButtons = [] |
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self.mouseRelX = 0 |
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self.mouseRelY = 0 |
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self.mousePosX = 0 |
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self.mousePosY = 0 |
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cursor.set_relative_mode(False) |
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cursor.show_cursor() |
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gl.init() |
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major = pgl.glGetInteger(gl.GL_MAJOR_VERSION) |
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minor = pgl.glGetInteger(gl.GL_MINOR_VERSION) |
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print('OpenGL Version: {}.{}'.format(major, minor)) |
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gl.glViewport(0, 0, self.width, self.height) |
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# For CSG to work properly |
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gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) |
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gl.glEnable(gl.GL_DEPTH_TEST) |
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gl.glEnable(gl.GL_CULL_FACE) |
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gl.glEnable(gl.GL_MULTISAMPLE) |
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gl.glClearColor(0.0, 0.0, 0.4, 0.0) |
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vsPath = files.resolve_path('data', 'shaders', 'main2.vs') |
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fsPath = files.resolve_path('data', 'shaders', 'main2.fs') |
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vertex = shaders.VertexShader(vsPath) |
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fragment = shaders.FragmentShader(fsPath) |
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self.program = shaders.ShaderProgram(vertex, fragment) |
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self.program.use() |
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#self.testID1 = self.program.new_uniform(b'perp') |
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self.testID2 = self.program.new_uniform(b'view') |
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self.vao = pgl.glGenVertexArrays(1) |
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self.scenegraph = SceneGraph() |
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# Creating a object steps: |
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# Create a mesh object to render |
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objFL = objloader.OBJ('buildings') |
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self.meshTest = mesh.Mesh() |
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self.meshTest.fromData(objFL) |
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self.meshTest.addProgram(self.program) |
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self.meshTestID = self.scenegraph.establish(self.meshTest) |
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self.meshTest.translate(0.0, 0.0, 0.0) |
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objBox = objloader.OBJ('box') |
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self.boxMesh = mesh.Mesh() |
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self.boxMesh.fromData(objBox) |
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self.boxMesh.addProgram(self.program) |
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self.boxMesh.scale(0.25) |
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self.boxMeshID = self.scenegraph.establish(self.boxMesh) |
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self.loadText() |
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self.vpManager = ViewportManager() |
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self.vpManager.update_screen(self.width, self.height) |
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self.cameraOrtho = camera.Camera(camera.MODE_ORTHOGRAPHIC) |
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self.cameraOrtho.set_view(self.vpManager.view) |
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self.cameraOrtho.set_program(self.textProgram) |
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self.vpFull = Viewport('full', self.cameraOrtho) |
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self.vpFull.screenSize = (self.width, self.height) |
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for i in range(4): |
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cam = camera.Camera(camera.MODE_PERSPECTIVE) |
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vp = self.vpManager.create_viewport('sceneview{0}'.format(i), cam) |
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cam.setPosition(vector.Vector(3, data=[0.5, -2.0, 10.0])) |
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cam.set_program( self.program) |
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halfWidth = int(self.width /2) |
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halfHeight = int(self.height/2) |
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vps = self.vpManager.viewports |
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vps[0].set_rect(0, 0, halfWidth, halfHeight) |
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vps[1].set_rect(0, halfHeight, halfWidth, halfHeight) |
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vps[2].set_rect(halfWidth, halfHeight, halfWidth, halfHeight) |
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vps[3].set_rect(halfWidth, 0, halfWidth, halfHeight) |
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self.camera = vps[0].camera |
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self.vpFull.set_rect(0, 0, self.width, self.height) |
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self.model = matrix.Matrix(4) |
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#self.model = matrix.Matrix(4).translate(vector.Vector(3, data=[4.0, -2.0, -8])) |
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180
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181
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glerr = gl.glGetError() |
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if glerr != 0: |
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print('GLError:', glerr) |
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185
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def loadText(self): |
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vsPath = files.resolve_path('data', 'shaders', 'font.vs') |
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fsPath = files.resolve_path('data', 'shaders', 'font.fs') |
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vertex = shaders.VertexShader(vsPath) |
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fragment = shaders.FragmentShader(fsPath) |
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self.textProgram = shaders.ShaderProgram(vertex, fragment) |
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fontPath = files.resolve_path('data', 'SourceCodePro-Regular.ttf') |
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self.font = text.Font(12, fontPath) |
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self.text = text.Text(self.textProgram, self.font) |
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def resize(self, width, height): |
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self.width = width |
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self.height = height |
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self.vpManager.update_screen(self.width, self.height) |
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self.vpFull.screenSize = (self.width, self.height) |
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halfWidth = int(self.width /2) |
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halfHeight = int(self.height/2) |
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vps = self.vpManager.viewports |
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vps[0].set_rect(0, 0, halfWidth, halfHeight) |
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vps[1].set_rect(halfWidth, 0, halfWidth, halfHeight) |
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vps[2].set_rect(halfWidth, halfHeight, halfWidth, halfHeight) |
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vps[3].set_rect(0, halfHeight, halfWidth, halfHeight) |
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self.vpFull.set_rect(0, 0, self.width, self.height) |
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def process_event(self, event, data): |
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if event == 'quit' or event == 'window_close': |
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self.running = False |
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elif event == 'window_resized': |
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winID, x, y = data |
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self.resize(x, y) |
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elif event == 'mouse_move': |
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if cursor.is_relative(): |
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self.mouseRelX, self.mouseRelY = data |
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else: |
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self.mousePosX, self.mousePosY = data |
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elif event == 'key_down': |
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if data[0] == 'c': |
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cursor.set_relative_mode(True) |
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elif data[0] == 'r': |
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cursor.set_relative_mode(False) |
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cursor.move_cursor(self.mousePosX, self.mousePosY) |
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self.keys.append(data[0]) |
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print(self.keys) |
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elif event == 'key_up': |
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self.keys.remove(data[0]) |
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elif event == 'mouse_button_down': |
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self.mouseButtons.append(data[0]) |
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print(self.mouseButtons) |
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elif event == 'mouse_button_up': |
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self.mouseButtons.remove(data[0]) |
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242
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def keyUpdate(self): |
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244
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moveAmount = 0.5 * self.fpsTimer.tickDelta |
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245
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246
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for key in self.keys: |
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if key == 'w': |
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self.camera.move(self.camera.vec_back, moveAmount) |
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249
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250
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elif key == 's': |
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self.camera.move(self.camera.vec_forward, moveAmount) |
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252
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253
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elif key == 'a': |
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254
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self.camera.move(self.camera.vec_left, moveAmount) |
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255
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256
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elif key == 'd': |
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257
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self.camera.move(self.camera.vec_right, moveAmount) |
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258
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259
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elif key == 'q': |
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260
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self.camera.move(self.camera.vec_up, moveAmount) |
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261
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262
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elif key == 'e': |
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263
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self.camera.move(self.camera.vec_down, moveAmount) |
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264
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265
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elif key == 'UP': |
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266
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self.camera.rotate(self.camera.vec_right, moveAmount * 0.05) |
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267
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268
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elif key == 'DOWN': |
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269
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self.camera.rotate(self.camera.vec_left, moveAmount * 0.05) |
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270
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271
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elif key == 'LEFT': |
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272
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self.camera.rotate(self.camera.vec_up, moveAmount * 0.05) |
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273
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274
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elif key == 'RIGHT': |
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275
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self.camera.rotate(self.camera.vec_down, moveAmount * 0.05) |
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276
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277
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def mouseUpdate(self): |
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278
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279
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if 1 in self.mouseButtons: |
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280
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if not cursor.is_relative(): |
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281
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cursor.set_relative_mode(True) |
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282
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tick = self.fpsTimer.tickDelta |
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283
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sensitivity = 0.5 |
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284
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if self.mouseRelX != 0: |
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285
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self.camera.rotate(self.camera.yAxis, math.radians(-self.mouseRelX * sensitivity * tick)) |
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286
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287
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if self.mouseRelY != 0: |
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288
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self.camera.rotate(self.camera.vec_right, math.radians(-self.mouseRelY * sensitivity * tick)) |
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289
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290
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self.mouseRelX, self.mouseRelY = 0, 0 |
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291
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else: |
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292
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if cursor.is_relative(): |
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293
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cursor.set_relative_mode(False) |
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294
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cursor.move_cursor(self.mousePosX, self.mousePosY) |
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295
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296
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def update(self): |
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297
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posVec = self.camera.position.vector |
|
298
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self.boxMesh.translate(posVec[0], posVec[1], posVec[2]-2.0) |
|
299
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if not cursor.is_relative(): |
|
300
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for vp in self.vpManager.viewports: |
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301
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w = vp.width |
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302
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h = vp.height |
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303
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x = vp.x |
|
304
|
|
|
y = vp.y |
|
305
|
|
|
|
|
306
|
|
|
|
|
307
|
|
|
if (self.mousePosX >= x and self.mousePosX < x+w and |
|
308
|
|
|
self.mousePosY >= y and self.mousePosY < y+h): |
|
309
|
|
|
self.camera = vp.camera |
|
310
|
|
|
break |
|
311
|
|
|
|
|
312
|
|
|
|
|
313
|
|
|
|
|
314
|
|
|
self.mouseUpdate() |
|
315
|
|
|
self.keyUpdate() |
|
316
|
|
|
|
|
317
|
|
|
self.scenegraph.update() |
|
318
|
|
|
|
|
319
|
|
|
def render(self): |
|
320
|
|
|
# We need this viewport clear the whole screen (I think) |
|
321
|
|
|
self.vpFull.make_current() |
|
322
|
|
|
|
|
323
|
|
|
gl.glEnable(gl.GL_DEPTH_TEST) |
|
324
|
|
|
gl.glClearColor(0.3, 0.3, 0.3, 1.0) |
|
325
|
|
|
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) |
|
326
|
|
|
|
|
327
|
|
|
# Change view to perspective projection |
|
328
|
|
|
gl.glDisable(gl.GL_BLEND) |
|
329
|
|
|
|
|
330
|
|
|
for vp in self.vpManager.viewports: |
|
331
|
|
|
|
|
332
|
|
|
vp.make_current() |
|
333
|
|
|
self.program.use() |
|
334
|
|
|
view = vp.camera.getViewMatrix() |
|
335
|
|
|
self.program.set_uniform_matrix(self.testID2, view) |
|
336
|
|
|
|
|
337
|
|
|
# Draw 3D stuff |
|
338
|
|
|
gl.glBindVertexArray(self.vao) |
|
339
|
|
|
|
|
340
|
|
|
self.scenegraph.render() |
|
341
|
|
|
|
|
342
|
|
|
gl.glBindVertexArray(0) |
|
343
|
|
|
|
|
344
|
|
|
gl.glEnable(gl.GL_BLEND) |
|
345
|
|
|
gl.glDisable(gl.GL_DEPTH_TEST) |
|
346
|
|
|
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) |
|
347
|
|
|
|
|
348
|
|
|
# Change to orthographic projection to draw the text |
|
349
|
|
|
self.vpFull.make_current() |
|
350
|
|
|
self.textProgram.use() |
|
351
|
|
|
self.cameraOrtho.make_current() |
|
352
|
|
|
self.text.draw_text(str(self.fpsEstimate) + ' FPS', 0, 10) |
|
353
|
|
|
|
|
354
|
|
|
gl.glDisable(gl.GL_BLEND) |
|
355
|
|
|
gl.glEnable(gl.GL_DEPTH_TEST) |
|
356
|
|
|
|
|
357
|
|
|
|
|
358
|
|
|
def do_run(self): |
|
359
|
|
|
''' Process a single loop ''' |
|
360
|
|
|
self.sysEvents.process() |
|
361
|
|
|
self.update() |
|
362
|
|
|
self.render() |
|
363
|
|
|
self.window.flip() |
|
364
|
|
|
self.fpsTimer.tick() |
|
365
|
|
|
|
|
366
|
|
|
if self.fpsTimer.fpsTime >= 2000: |
|
367
|
|
|
self.fpsEstimate = self.fpsTimer.get_fps() |
|
368
|
|
|
print("{:.2f} fps".format(self.fpsEstimate)) |
|
369
|
|
|
|
|
370
|
|
|
def run(self): |
|
371
|
|
|
''' Called from launcher doesnt exit until the game is quit ''' |
|
372
|
|
|
self.running = True |
|
373
|
|
|
while self.running: |
|
374
|
|
|
self.do_run() |
|
375
|
|
|
|