Exemple #1
0
 def __init__(self, renderer):
     self.renderer = renderer
     self.__materials = {}
     for lod in range(8):
         mat = gl.Material('ground-%s' % lod)
         mat.ambient = gl.col3f('#' + ('%s' % (lod + 1)) * 3)
         self.__materials[lod] = mat.bindable(renderer)
     mesh = gl.Mesh()
     mesh.mode = gl.DrawMode.quads
     size = 16
     step = 1.0 / size
     for i in (i / size for i in range(size)):
         x = i
         for j in (i / size for i in range(size)):
             y = 1.0 - j
             mesh.kind = gl.ContentKind.vertex
             mesh.append(gl.vec3f(x, 0, y - step))
             mesh.append(gl.vec3f(x, 0, y))
             mesh.append(gl.vec3f(x + step, 0, y))
             mesh.append(gl.vec3f(x + step, 0, y - step))
             mesh.kind = gl.ContentKind.tex_coord0
             mesh.append(gl.vec2f(i, j + step))
             mesh.append(gl.vec2f(i + step, j + step))
             mesh.append(gl.vec2f(i + step, j))
             mesh.append(gl.vec2f(i, j))
             mesh.kind = gl.ContentKind.normal
             mesh.append(gl.vec3f(0, 1, 0))
             mesh.append(gl.vec3f(0, 1, 0))
             mesh.append(gl.vec3f(0, 1, 0))
             mesh.append(gl.vec3f(0, 1, 0))
     self.mesh = mesh.drawable(self.renderer)
     self.__chunks = {}
Exemple #2
0
    def __call__(self, ev, delta):
        tiles = pos_to_tiles(self.board, ev.new, ev.player.radius)
        ev.player.force = gl.vec3f(0)
        self.current_tiles = tiles
        colliding = []
        for tile in tiles:
            controllers = self.cells.get(tile, [])
            for controller in controllers:
                controller(self.board, tile, ev.player, colliding)

        for tile in self.last_colliding:
            if tile not in colliding:
                self.cells.get(tile)[0].prepare(self.board, tile)
        self.last_colliding = colliding
        tile_w, tile_h = self.board.tile_width, self.board.tile_height
        border = gl.vec2f(self.board.border, self.board.border)
        for i, tile in enumerate(colliding):
            self.cells.get(tile)[0].set_color(self.board, tile, gl.col3f('purple'))
            tile_pos = gl.vec2f(tile.x * tile_w, tile.y * tile_h) + border
            print("PIF!", i, ev.new, tile, tile_pos, self.board.border,
                  tile_w, tile_h)
            if ev.new.x >= tile_pos.x and \
               ev.new.x < tile_pos.x + tile_w:
                if ev.new.y + ev.player.radius >= tile_pos.y \
                   and ev.new.y < tile_pos.y + tile_h:
                    print("YEAH!", i, ev.new, tile, tile_pos, self.board.border,
                          tile_w, tile_h)
                    if ev.player.velocity.y > 0:
                        ev.player.velocity.y *= -.5
                    if abs(ev.player.velocity.y) < 50:
                        ev.player.force = -ev.player.gravity
                        ev.player.velocity.y = 0
                        ev.player.velocity.x *= .9
                        if abs(ev.player.velocity.x) < 5:
                            ev.player.velocity.x = 0
                    ev.player.pos.y = tile_pos.y - ev.player.radius
                elif ev.new.y - ev.player.radius <= tile_pos.y + tile_h and \
                     ev.new.y > tile_pos.y:
                    print("BIM")
                    if ev.player.velocity.y < 0:
                        ev.player.velocity.y *= -1
                    ev.player.pos.y = tile_pos.y + tile_h + ev.player.radius
            if ev.new.y >= tile_pos.y and \
               ev.new.y < tile_pos.y + tile_h:
                if ev.new.x > ev.old.x and \
                   ev.new.x + ev.player.radius >= tile_pos.x and \
                   ev.new.x < tile_pos.x + tile_w:
                    if ev.player.velocity.x > 0:
                        ev.player.velocity.x *= -.9
                    ev.player.pos.x = tile_pos.x - ev.player.radius
                elif ev.new.x - ev.player.radius <= tile_pos.x + tile_w and \
                     ev.new.x > tile_pos.x:
                    if ev.player.velocity.x < 0:
                        ev.player.velocity.x *= -.9
                    ev.player.pos.x = tile_pos.x + tile_w + ev.player.radius
Exemple #3
0
    def setUp(self):
        super().setUp()

        x, y, w, h = (0, 0, 200, 200)
        self.vb = self.renderer.new_vertex_buffer(
            [
                gl.make_vba(
                    gl.ContentKind.vertex,
                    [gl.vec2f(x, y), gl.vec2f(x, y + h), gl.vec2f(x + w, y + h), gl.vec2f(x + w, y)],
                    gl.ContentHint.static_content,
                ),
                gl.make_vba(
                    gl.ContentKind.tex_coord0,
                    [gl.vec2f(0, 0), gl.vec2f(0, 1), gl.vec2f(1, 1), gl.vec2f(1, 0)],
                    gl.ContentHint.static_content,
                ),
            ]
        )
        self.indices = self.renderer.new_index_buffer(
            gl.make_vba(gl.ContentKind.index, [0, 1, 2, 3], gl.ContentHint.static_content)
        )
        from os import path

        self.texture = self.renderer.new_texture(
            gl.Surface(Path(path.join(path.dirname(__file__), "texture_test.bmp")))
        )
        self.texture.generate_mipmap()
        self.texture.min_filter_bilinear(gl.TextureFilter.linear)
        self.texture.mag_filter(gl.TextureFilter.linear)
Exemple #4
0
def create(game):
    mat = gl.Material('ground')
    mat.ambient = gl.col3f('black')
    mat.diffuse = gl.col3f('brown')
    mat.specular = gl.col3f('gray')
    mat.shininess = 1000
    mat.shading_model = gl.material.ShadingModel.gouraud
    mat.add_texture("ground.bmp", gl.TextureType.ambient, gl.TextureMapping.uv,
                    gl.StackOperation.add, gl.TextureMapMode.wrap,
                    gl.BlendMode.basic)
    mesh = gl.Mesh()
    mesh.mode = gl.DrawMode.quads
    size = 40
    step = 1.0 / size
    for i in (i / size for i in range(size)):
        x = i
        for j in (i / size for i in range(size)):
            y = 1.0 - j
            mesh.kind = gl.ContentKind.vertex
            mesh.append(gl.vec3f(x, y, 0))
            mesh.append(gl.vec3f(x, y - step, 0))
            mesh.append(gl.vec3f(x + step, y - step, 0))
            mesh.append(gl.vec3f(x + step, y, 0))
            mesh.kind = gl.ContentKind.tex_coord0
            mesh.append(gl.vec2f(i, j))
            mesh.append(gl.vec2f(i, j + step))
            mesh.append(gl.vec2f(i + step, j + step))
            mesh.append(gl.vec2f(i + step, j))
            mesh.kind = gl.ContentKind.normal
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
    light = game.renderer.new_light(
        gl.PointLightInfo(
            gl.vec3f(0, 2, -1),
            gl.Color3f("#888"),
            gl.Color3f("#333"),
        ))
    ground = game.entity_manager.create("ground")
    ground.add_component(
        cubeapp.game.entity.component.Transform(
            gl.matrix.rotate(
                gl.matrix.translate(gl.matrix.scale(gl.mat4f(), gl.vec3f(20)),
                                    gl.vec3f(-.5, 0, 0)), units.deg(-90),
                gl.vec3f(1, 0, 0))))
    ground.add_component(cubeapp.game.entity.component.Bindable(mat))
    ground.add_component(cubeapp.game.entity.component.Drawable(mesh))
    return ground
Exemple #5
0
 def __init__(self, tag=None, id_=None, class_=None, renderer=None,
              x=0, y=0, w=0, h=0,
              min_size=None, max_size=None, prefered_size=None):
     if not tag:
         raise Exception("Invalid tag name")
     self._tag = tag
     self._id = self._gen_id(tag, id_)
     self._class = class_
     self._position = vec2f(x, y)
     self._size = vec2f(w, h)
     self._stylesheet = DEFAULT_STYLESHEET
     self.__renderer = renderer
     if prefered_size is None:
         prefered_size = self._size
     self.__size_hints = self._compute_size_hints(
         prefered_size,
         max_size,
         min_size,
     )
     super().__init__(self._id)
Exemple #6
0
    def setUp(self):
        super().setUp()

        x, y, w, h = (
            10, 10,
            180, 180
        )
        self.vb = self.renderer.new_vertex_buffer([
            gl.make_vba(
                gl.ContentKind.vertex,
                [
                    gl.vec3f(x, y, 0),
                    gl.vec3f(x, y + h, 0),
                    gl.vec3f(x + w, y + h, 0),
                    gl.vec3f(x + w, y, 0),
                ],
                gl.ContentHint.static_content
            ),
            gl.make_vba(
                gl.ContentKind.tex_coord0,
                [
                    gl.vec2f(0, 0),
                    gl.vec2f(0, 1),
                    gl.vec2f(1, 1),
                    gl.vec2f(1, 0),
                ],
                gl.ContentHint.static_content
            )
        ])
        self.indices = self.renderer.new_index_buffer(
            gl.make_vba(
                gl.ContentKind.index,
                [ 0, 1, 2, 3],
                gl.ContentHint.static_content
            )
        )
Exemple #7
0
def create(game):
    mat = gl.Material('ground')
    mat.ambient = gl.col3f('black')
    mat.diffuse = gl.col3f('brown')
    mat.specular = gl.col3f('gray')
    mat.shininess = 1000
    mat.shading_model = gl.material.ShadingModel.gouraud
    mat.add_texture(
        "ground.bmp",
        gl.TextureType.ambient,
        gl.TextureMapping.uv,
        gl.StackOperation.add,
        gl.TextureMapMode.wrap,
        gl.BlendMode.basic
    )
    mesh = gl.Mesh()
    mesh.mode = gl.DrawMode.quads
    size = 40
    step = 1.0 / size
    for i in (i / size for i in range(size)):
        x = i
        for j in (i / size for i in range(size)):
            y = 1.0 - j
            mesh.kind = gl.ContentKind.vertex
            mesh.append(gl.vec3f(x, y, 0))
            mesh.append(gl.vec3f(x, y - step, 0))
            mesh.append(gl.vec3f(x + step, y - step, 0))
            mesh.append(gl.vec3f(x + step, y, 0))
            mesh.kind = gl.ContentKind.tex_coord0
            mesh.append(gl.vec2f(i, j))
            mesh.append(gl.vec2f(i, j + step))
            mesh.append(gl.vec2f(i + step, j + step))
            mesh.append(gl.vec2f(i + step, j))
            mesh.kind = gl.ContentKind.normal
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
            mesh.append(gl.vec3f(0, 0, 1))
    light = game.renderer.new_light(
        gl.PointLightInfo(
            gl.vec3f(0, 2, -1),
            gl.Color3f("#888"),
            gl.Color3f("#333"),
        )
    )
    ground = game.entity_manager.create("ground")
    ground.add_component(
        cubeapp.game.entity.component.Transform(
            gl.matrix.rotate(
                gl.matrix.translate(
                    gl.matrix.scale(gl.mat4f(), gl.vec3f(20)),
                    gl.vec3f(-.5, 0, 0)
                ),
                units.deg(-90),
                gl.vec3f(1, 0, 0)
            )
        )
    )
    ground.add_component(
        cubeapp.game.entity.component.Bindable(mat)
    )
    ground.add_component(
        cubeapp.game.entity.component.Drawable(mesh)
    )
    return ground
    def cube(self):
        if self.__cube is not None:
            return self.__cube
        self.__cube = gl.Mesh()

        vertices = [
            # front face
            (-0.5, -0.5, 0.5),
            (-0.5, 0.5, 0.5),
            (0.5, 0.5, 0.5),
            (0.5, -0.5, 0.5),
            # back face
            (-0.5, -0.5, -0.5),
            (-0.5, 0.5, -0.5),
            (0.5, 0.5, -0.5),
            (0.5, -0.5, -0.5),
        ]
        colors = [
            # front face is blue
            (0, 0, 1),
            (0, 0, 1),
            (0, 0, 1),
            (0, 0, 1),
            # back face is red
            (1, 0, 0),
            (1, 0, 0),
            (1, 0, 0),
            (1, 0, 0),
        ]
        tex_coords = [(0, 1), (0, 0), (1, 0), (1, 1), (1, 1), (1, 0), (0, 0), (0, 1)]
        indices = [
            0,
            2,
            1,
            0,
            3,
            2,
            4,
            3,
            0,
            4,
            7,
            3,
            4,
            1,
            5,
            4,
            0,
            1,
            3,
            6,
            2,
            3,
            7,
            6,
            1,
            6,
            5,
            1,
            2,
            6,
            7,
            5,
            6,
            7,
            4,
            5,
        ]
        self.__cube.mode = gl.DrawMode.triangles

        for i in indices:
            self.__cube.kind = gl.ContentKind.vertex
            self.__cube.append(gl.vec3f(*vertices[i]))
            self.__cube.kind = gl.ContentKind.color
            self.__cube.append(gl.Color3f(*colors[i]))
            self.__cube.kind = gl.ContentKind.tex_coord0
            self.__cube.append(gl.vec2f(*tex_coords[i]))

        return self.__cube