Example #1
0
def engine_init():
    global al, channel
    try:
        gs.LoadPlugins(gs.get_default_plugins_path())
    except:
        pass
    render.init(demo_screen_size[0], demo_screen_size[1], "pkg.core")

    # mount the system file driver
    gs.MountFileDriver(gs.StdFileDriver("assets/"), "@assets/")

    al = None
    channel = None
Example #2
0
def engine_init():
    global al, channel, plus
    try:
        gs.LoadPlugins(gs.get_default_plugins_path())
    except:
        pass

    plus = gs.GetPlus()
    plus.RenderInit(demo_screen_size[0], demo_screen_size[1], 1,
                    demo_screen_size[2])

    # mount the system file driver
    gs.MountFileDriver(gs.StdFileDriver("assets/"), "@assets/")

    al = None
    channel = None
import gs
import gs.plus
import gs.plus.render as render
import gs.plus.camera as camera
import gs.plus.input as input
import gs.plus.scene as scene
import gs.plus.clock as clock
from math import pi, cos, sin, asin
import codecs

filename_out = "../src/simulation"
scale_factor = 5.0

gs.plus.create_workers()
gs.LoadPlugins(gs.get_default_plugins_path())

render.init(1280, 720, "../pkg.core")

scn = scene.new_scene()
cam = scene.add_camera(scn,
                       gs.Matrix4.TranslationMatrix(gs.Vector3(0, 3.5, -12.5)))
cam.GetTransform().SetRotation(
    gs.Vector3(pi * 5.0 / 180.0, pi * -5.0 / 180.0, 0))

scene.add_light(scn, gs.Matrix4.RotationMatrix(gs.Vector3(0.65, -0.45, 0)),
                gs.Light.Model_Linear, 150)
scene.add_light(scn,
                gs.Matrix4.RotationMatrix(gs.Vector3(0.55, pi, 0.2)),
                gs.Light.Model_Linear,
                diffuse=gs.Color(0.3, 0.3, 0.4))
scene.add_physic_plane(scn)
Example #4
0
import gs
from project import ProjectHandler

plus = gs.GetPlus()
plus.CreateWorkers()

plus.RenderInit(1280, 720)

gs.MountFileDriver(gs.StdFileDriver())
gs.LoadPlugins()

project = ProjectHandler(plus)
project.OnSetup()

# scn = plus.NewScene()

# cam = plus.AddCamera(scn, gs.Matrix4.TranslationMatrix((0, 1, -10)))

# scn.Load("assets/master_scene/master_scene.scn", gs.SceneLoadContext(plus.GetRenderSystem()))

# fps = gs.FPSController(0, 2, -10)

while not plus.IsAppEnded():
    dt = plus.UpdateClock()
    project.OnUpdate(dt)

    # fps.UpdateAndApplyToNode(cam, dt)

    # plus.UpdateScene(scn, dt)
    # g_plus.Text2D(5, 5, "Move around with QSZD, left mouse button to look around")
    plus.Flip()
Example #5
0
def main():
    pc_screen_windowed = True
    pc_screen_width = 1280
    pc_screen_height = 720

    plus = gs.GetPlus()
    plus.CreateWorkers()
    DemoSimulation.print_ascii_intro(None)

    if getattr(sys, 'frozen', False):
        # frozen
        dir_ = dirname(sys.executable)
    else:
        # unfrozen
        dir_ = dirname(realpath(__file__))

    window_mode = pymsgbox.confirm(text='Select your screen mode',
                                   title='System Zoetrope',
                                   buttons=['Windowed', 'Fullscreen'])

    if window_mode == 'Windowed':
        pc_screen_windowed = True
        screen_resolutions = ['640x480', '720x568', '800x600', '1280x800']
    elif window_mode == 'Fullscreen':
        pc_screen_windowed = False
        screen_resolutions = [
            '640x480', '800x600', '1280x720', '1280x800', '1920x1080'
        ]
    else:
        return False

    screen_res = pymsgbox.confirm(text='Select your screen resolution',
                                  title='System Zoetrope',
                                  buttons=screen_resolutions)

    if screen_res is not None:
        pc_screen_width = int(screen_res.split('x')[0])
        pc_screen_height = int(screen_res.split('x')[1])
    else:
        return False

    demo_screen_width = 720 // 2
    demo_screen_height = 568 // 2
    amiga_screen_ratio = demo_screen_height / demo_screen_width
    overscan_factor = gs.Vector4(
        16 / demo_screen_width, 4 / demo_screen_height,
        (demo_screen_width - 16) / demo_screen_width,
        (demo_screen_height - 28) / demo_screen_height)  # in pixels

    if pc_screen_windowed:
        pc_screen_width = int(pc_screen_height *
                              (demo_screen_width / demo_screen_height))

    # mount the system file driver
    # gs.GetFilesystem().Mount(gs.StdFileDriver("pkg.core"), "@core")
    gs.MountFileDriver(gs.StdFileDriver())
    gs.LoadPlugins(gs.get_default_plugins_path())

    # create the renderer and render system
    if pc_screen_windowed:
        w_mode = gs.Window.Windowed
    else:
        w_mode = gs.Window.Fullscreen
    plus.RenderInit(pc_screen_width, pc_screen_height, 1, w_mode)

    egl = plus.GetRendererAsync()

    # create the font object
    font = gs.RasterFont("@core/fonts/default.ttf", 48, 512)

    # Init demo simulation
    demo = DemoSimulation(demo_screen_width, demo_screen_height)

    # # load a simple 2d shader outputting a single color
    # shader = egl.LoadShader("res/shader_2d_single_texture.isl")
    #
    # # Create index buffer
    # data = gs.BinaryBlob()
    # data.WriteShorts([0, 1, 2, 0, 2, 3])
    #
    # idx = egl.NewBuffer()
    # egl.CreateBuffer(idx, data, gs.GpuBuffer.Index)
    #
    # # Create vertex buffer
    # # Create vertex buffer
    # vtx_layout = gs.VertexLayout()
    # vtx_layout.AddAttribute(gs.VertexAttribute.Position, 3, gs.VertexFloat)
    # vtx_layout.AddAttribute(gs.VertexAttribute.UV0, 2, gs.VertexUByte, True)  # UVs are sent as normalized 8 bit unsigned integer (range [0;255])
    #
    # def custom_uv(u, v):
    # 	return [int(Clamp(u, 0, 1) * 255), int(Clamp(v, 0, 1) * 255)]
    #
    # data = gs.BinaryBlob()
    # x, y = 1, 1
    # data.WriteFloats([-x, -y, 0.5])
    # data.WriteUnsignedBytes(custom_uv(overscan_factor.x, overscan_factor.w))
    # data.WriteFloats([-x, y, 0.5])
    # data.WriteUnsignedBytes(custom_uv(overscan_factor.x, overscan_factor.y))
    # data.WriteFloats([x, y, 0.5])
    # data.WriteUnsignedBytes(custom_uv(overscan_factor.z, overscan_factor.y))
    # data.WriteFloats([x, -y, 0.5])
    # data.WriteUnsignedBytes(custom_uv(overscan_factor.z, overscan_factor.w))
    #
    # vtx = egl.NewBuffer()
    # egl.CreateBuffer(vtx, data, gs.GpuBuffer.Vertex)

    # demo bitmaps
    demo.load_textures()
    demo_screen_tex = egl.NewTexture("demo_screen_texture")

    res = egl.CreateTexture(demo_screen_tex, demo.screen_pic)
    print("CreateTexture() returned ", res)

    # play music
    al = gs.MixerAsync(gs.ALMixer())
    al.Open()
    channel_state = gs.MixerChannelState(0, 1, gs.MixerRepeat)
    al.Stream("res/music_loop.ogg", channel_state)

    mode_switch = "DMODE_SW_UBOB"

    while not plus.IsAppEnded(
            plus.EndOnDefaultWindowClosed) and not plus.KeyPress(
                gs.InputDevice.KeyEscape):
        dt = plus.UpdateClock()
        plus.Clear()

        # Demo simulation (re-creation)
        demo.update_dt(dt.to_sec())
        demo.clear_screen()
        demo.draw_pixel_art_logo()
        demo.draw_checkerboard()

        if mode_switch == "DMODE_SW_UBOB":
            if not demo.draw_unlimited_bobs():
                if demo.figure_mode % 2 == 0:
                    mode_switch = "DMODE_SW_CLEAR_FROM_TOP"
                else:
                    mode_switch = "DMODE_SW_CLEAR_FROM_BOTTOM"
        elif mode_switch == "DMODE_SW_CLEAR_FROM_TOP":
            if demo.clear_playfield(True):
                mode_switch = "DMODE_SW_NEXT_UBOB"
        elif mode_switch == "DMODE_SW_CLEAR_FROM_BOTTOM":
            if demo.clear_playfield(False):
                mode_switch = "DMODE_SW_NEXT_UBOB"
        elif mode_switch == "DMODE_SW_NEXT_UBOB":
            demo.set_next_unlimited_bobs()
            mode_switch = "DMODE_SW_UBOB"

        demo.render_demo_text()

        egl.BlitTexture(demo_screen_tex,
                        gs.BinaryBlobFromByteArray(demo.screen_pic.GetData()),
                        demo_screen_width, demo_screen_height)

        if pc_screen_windowed:
            # egl.SetShader(shader)
            # egl.SetShaderTexture("u_tex", demo_screen_tex)
            # egl.DrawBuffers(6, idx, vtx, vtx_layout)
            plus.Quad2D(0, 0, 0, pc_screen_height, pc_screen_width,
                        pc_screen_height, pc_screen_width, 0, gs.Color.White,
                        gs.Color.White, gs.Color.White, gs.Color.White,
                        demo_screen_tex, overscan_factor.x, overscan_factor.y,
                        overscan_factor.z, overscan_factor.w)
        else:
            _x_offset = (pc_screen_width -
                         pc_screen_width * amiga_screen_ratio) * 0.5
            plus.Quad2D(_x_offset, 0, _x_offset, pc_screen_height,
                        _x_offset + (pc_screen_width * amiga_screen_ratio),
                        pc_screen_height,
                        _x_offset + (pc_screen_width * amiga_screen_ratio), 0,
                        gs.Color.White, gs.Color.White, gs.Color.White,
                        gs.Color.White, demo_screen_tex, overscan_factor.x,
                        overscan_factor.y, overscan_factor.z,
                        overscan_factor.w)

        plus.Flip()