-
Notifications
You must be signed in to change notification settings - Fork 0
/
RenderWorld.py
368 lines (291 loc) · 12.5 KB
/
RenderWorld.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
'''Contains a class that doesnt renders the maze itself.'''
__author__ = "Andrew, Jordan, Sam"
__date__ = "10 November 2011"
from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
import Image
from Camera import Camera
from LoadTerrain import LoadTerrain
from World import World
from Skybox import Skybox
from Convert import Convert
from TextureHolder import TextureHolder
import threading
import time
from datetime import datetime
from Structure import Structure
CONFIG = "constants.conf"
class RenderWorld:
'''This is the class that renders maze.
Camera angles are handled by Camera.py.
'''
WINDOW_WIDTH = 1000
WINDOW_HEIGHT = 1000
SCALE = 1
X_FACTOR = 1
Y_FACTOR = 1
Z_FACTOR = 1
SEA_LEVEL = 4
HEIGHT_SCALE = 32
def __init__(self, transaction):
'''Sets up camera, modes, lighting, sounds, and objects.'''
f = open(CONFIG)
lines = f.read().split("\n")
self.QUALITY = int(lines[0].split()[1])
self.MAP_SIZE = int(lines[1].split()[1])
self.SKYBOX_SIZE = float(lines[2].split()[1])/3
self.HEIGHT_SCALE = int(float(lines[3].split()[1])*self.MAP_SIZE)
f.close()
self.set_up_convert()
self.tex_holder = TextureHolder()
self.index_list = []
self.lock = threading.RLock()
self.need_lists = False
self.trans = transaction
#self.skybox = Skybox((5000, 5000, 5000))
#self.sky_index = self.skybox.createCallList(1, 3)
#self.skybox = Skybox((len(self.heights[0])*self.X_FACTOR, self.Y_FACTOR, len(self.heights)*self.Z_FACTOR))
def set_up(self):
self.set_up_graphics()
self.set_up_lighting()
self.set_up_glut()
water_path = 'data/textures/water/water.bmp'
self.tex_holder.hold_my_texture(water_path, 'water')
self.camera = Camera(10,20,-10)
self.curr_time = time.time()
self.count = 0
self.poly_view = False
self.load_skybox()
self.building_index_list = []
#self.create_building(5,3,-5)
def set_up_glut(self):
glutIdleFunc(self.display)
glutDisplayFunc(self.display)
glutIgnoreKeyRepeat(GLUT_KEY_REPEAT_OFF)
glutKeyboardFunc(self.keyPressed)
glutKeyboardUpFunc(self.keyUp)
glutSetCursor(GLUT_CURSOR_NONE)
glutPassiveMotionFunc(self.mouseMove)
#glGenLists(50)
#glNewList(1, GL_COMPILE)
#glNewList(1, GL_COMPILE)
def start_loop(self):
glutMainLoop()
def to_gl(self, axis, oldnum):
if axis == 'x':
return self.convert.convert_for_triangle('x', oldnum)
else:
return self.convert.convert_for_triangle('z', oldnum)
def create_render_newlist(self):
self.need_lists = False
new_list = []
w_list = []
#print "trying to render"
#print self.trans.location_var
for location, values in self.trans.location_var.items():
#print "RENDERING IN OPEN GL", location
tex_file_name, face_norms, vert_norms, heights, offsetx, offsetz, textname, textid = values
#print vert_norms
self.texture = self.tex_holder.hold_my_texture(tex_file_name, textname)
#offsetx *= .995
#offsetz *= .995
index = glGenLists(1)
glNewList(index, GL_COMPILE)
#print "new texture applied"
self.tex_holder.applyTexture(self.texture)
zdivide = float(self.MAP_SIZE)
xdivide = float(self.MAP_SIZE)
#go by rows
for z in range(len(heights)-1):
glBegin(GL_TRIANGLE_STRIP)
for x in range(len(heights[z])):
#start at (0,1)
point1x = self.to_gl('x', x) #first point x value in opengl coordinate
point1z = self.to_gl('z', z+1) #first point z value in opengl coordinate
glTexCoord2f(point1x/xdivide, -point1z/zdivide)
#print "f1:", point1x/divide, "f2:", -point1z/divide
pt = (point1x+offsetx, heights[x][z+1], point1z-offsetz)
m_point = (point1x, heights[x][z+1], point1z)
norm = vert_norms[m_point]
glNormal3f(norm[0],norm[1],norm[2])
glVertex3f(pt[0],pt[1],pt[2])
#############################################
#second point (0,0)
point2x = self.to_gl('x',x) #second point x value in opengl coordinate
point2z = self.to_gl('z',z) #second point z value in opengl coordinate
glTexCoord2f(point2x/xdivide, -point2z/zdivide)
#print "f1:", point2x/divide, "f2:", -point2z/divide
pt = (point2x+offsetx, heights[x][z], point2z-offsetz)
m_point = (point2x, heights[x][z], point2z)
norm = vert_norms[m_point]
glNormal3f(norm[0],norm[1],norm[2])
glVertex3f(pt[0],pt[1],pt[2])
glEnd()
#print z
glEndList()
'''Water plane'''
indexw = glGenLists(1)
glNewList(indexw, GL_COMPILE)
glDisable(GL_LIGHTING)
self.tex_holder.applyTexture('water')
tile_size = self.tex_holder.images['water'].size
xlen = float(self.convert.gl_x)
zlen = float(self.convert.gl_z)
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable (GL_BLEND)
glColor4f(1,1,1,.5)
glBegin(GL_QUADS)
glTexCoord2f(0, 0)
glVertex3f(0+offsetx, self.convert.sea_level, 0-offsetz)
glTexCoord2f(tile_size[0]/xlen/10, 0)
glVertex3f(xlen+offsetx, self.convert.sea_level, 0-offsetz)
glTexCoord2f(tile_size[0]/xlen/10, tile_size[1]/zlen/10)
glVertex3f(xlen+offsetx, self.convert.sea_level, -zlen-offsetz)
glTexCoord2f(0, tile_size[1]/zlen/10)
glVertex3f(0+offsetx, self.convert.sea_level, -zlen-offsetz)
glEnd()
glDisable(GL_BLEND)
glEnable(GL_LIGHTING)
glEndList()
new_list.append(index)
w_list.append(indexw)
self.land_index_list = new_list
self.water_index_list = w_list
#self.index_list = new_list
def set_up_graphics(self):
'''Sets up OpenGL to provide double buffering, RGB coloring,
depth testing, the correct window size, perspective
rendering/fulcrum clipping, and a title.'''
glutInit()
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH)
glutInitWindowSize(self.WINDOW_WIDTH, self.WINDOW_HEIGHT)
glutCreateWindow('Terrains!')
glMatrixMode(GL_PROJECTION)
gluPerspective(45,1,.1,8000)
glMatrixMode(GL_MODELVIEW)
#glClearColor(.529,.8078,.980,0)
glEnable(GL_NORMALIZE)
glEnable (GL_DEPTH_TEST)
glShadeModel(GL_SMOOTH)
#glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
glEnable(GL_FOG)
glFogi (GL_FOG_MODE, GL_EXP2)
glFogfv (GL_FOG_COLOR, (.8,.8,.8,1))
glFogf (GL_FOG_DENSITY, .02)
glHint (GL_FOG_HINT, GL_FASTEST)
self.last_time = 0
#glEnable(GL_POINT_SMOOTH)
def renderLightSource(self):
'''Resets the light sources to the right position.'''
glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1)
def set_up_lighting(self):
self.diffuse_pos1 = (0,.5,-1,0)
glLightfv(GL_LIGHT0, GL_DIFFUSE, (1, 1, 1, 1))
glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1)
glLightfv(GL_LIGHT1, GL_AMBIENT, (1, 1, 1, .5))
glLightfv(GL_LIGHT1, GL_POSITION, (1,1,1,1))
def set_up_convert(self):
#heightmap, texture, gl
self.convert = Convert((1, 1, 1), (self.QUALITY, 1, self.QUALITY), (1*self.SCALE, self.HEIGHT_SCALE*self.SCALE, 1*self.SCALE), self.MAP_SIZE)
def load_map(self, heightmap_filename):
self.load = LoadTerrain(heightmap_filename, self.convert, self.tex_holder)
self.heights = self.load.load()
self.map_index = self.load.createRenderList(self.heights)
def load_skybox(self):
#self.skybox = Skybox((len(self.heights[0])*self.X_FACTOR, self.Y_FACTOR, len(self.heights)*self.Z_FACTOR))
scale = (self.convert.gl_x+self.convert.gl_z)*self.SKYBOX_SIZE
self.skybox = Skybox(self.tex_holder, (scale,scale,scale))
self.sky_index = self.skybox.createCallList(1, 3)
def create_building(self, x, y, z):
self.load = Structure(self.tex_holder)
self.building_index_list.append([self.load.create_structure(), (x,y,z)])
print self.building_index_list
def display(self, x=0, y=0):
'''Called for every refresh; redraws the floor and objects
based on the camera angle. Calls collision detection, handles
the appropriate objects for keys, doors, etc.'''
#print "loopdy loop"
# print self.curr_time - time.time()
f_rate = 1.0/60
if self.last_time+f_rate <= time.time():
self.last_time = time.time()
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
glLoadIdentity()
glDisable(GL_LIGHTING)
self.camera.renderRotateCamera()
glTranslate(-self.skybox.x/2, -1-self.camera.pos_Y, -self.skybox.z/2)
glCallList(self.sky_index)
if abs(self.curr_time - time.time()) >= 1:
print "FPS:", self.count
print time.time()
self.count = 0
self.curr_time = time.time()
else:
self.count+=1
if self.need_lists:
self.create_render_newlist()
#self.lock.acquire()
glLoadIdentity()
#Put camera and light in the correct position
self.camera.move()
self.camera.renderRotateCamera()
self.camera.renderTranslateCamera()
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
glEnable(GL_LIGHT1)
self.renderLightSource()
for index in self.land_index_list:
#print "INDEX:", index
glCallList(index)
for index in self.water_index_list:
glCallList(index)
for index in self.building_index_list:
glCallList(index[0])
glDisable(GL_TEXTURE_2D)
glutSwapBuffers()
def renderLightSource(self):
'''Resets the light sources to the right position.'''
if self.camera.pos_Y <= self.convert.sea_level:
glLightfv(GL_LIGHT0, GL_DIFFUSE, (0, .2, 1, 1))
else:
glLightfv(GL_LIGHT0, GL_DIFFUSE, (1, 1, 1, 1))
glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1)
def mouseMove(self, x, y):
'''Called when the mouse is moved.'''
factor = 3
tmp_x = (self.camera.mouse_x - x)/factor
tmp_y = (self.camera.mouse_y - y)/factor
if tmp_x > self.camera.ROTATE:
tmp_x = self.camera.ROTATE
self.camera.rotate(tmp_y, tmp_x, 0)
x = self.WINDOW_WIDTH/2
y = self.WINDOW_HEIGHT/2
glutWarpPointer(x, y)
self.camera.mouse_x = x
self.camera.mouse_y = y
def keyPressed(self, key, x, y):
'''Called when a key is pressed.'''
if key.lower() in self.camera.keys:
self.camera.keys[key.lower()] = True
if glutGetModifiers() == GLUT_ACTIVE_SHIFT:
self.camera.keys["shift"] = True
if key == 'p' and not self.poly_view:
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
self.poly_view = True
elif key == 'p' and self.poly_view:
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
self.poly_view = False
elif key == 't':
exit(9)
if key.lower() == 'q':
self.camera.WALK *= 1.2
self.camera.SPRINT *= 1.2
if key.lower() == 'e':
self.camera.WALK *= .8
self.camera.SPRINT *= .8
def keyUp(self, key, x, y):
'''Called when a key is released.'''
self.camera.keys[key.lower()] = False
if not glutGetModifiers() == GLUT_ACTIVE_SHIFT:
self.camera.keys["shift"] = False