class RenderWorld: """This is the class that renders blocks (and the floor that they sit on). Camera angles are handled by another class""" WINDOW_WIDTH = 400 WINDOW_HEIGHT = 400 def __init__(self, file_name): """Sets everything up: camera, modes, lighting, and the list of blocks""" self.camera = Camera() self.set_up_graphics() self.makeLights() self.objects = LoadWorld.load(file_name) glClearColor(0.529, 0.8078, 0.980, 0) glutIdleFunc(self.display) glutDisplayFunc(self.display) glutIgnoreKeyRepeat(GLUT_KEY_REPEAT_OFF) glutKeyboardFunc(self.keyPressed) glutKeyboardUpFunc(self.keyUp) glutSetCursor(GLUT_CURSOR_NONE) glutPassiveMotionFunc(self.mouseMove) self.fence = Model("Graphics/humanoid_quad.obj") glutMainLoop() def set_up_graphics(self): """Sets up the gl modes that are necessary""" glutInit() glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH) glutInitWindowSize(self.WINDOW_WIDTH, self.WINDOW_HEIGHT) glutCreateWindow("Blockworld!") glMatrixMode(GL_PROJECTION) gluPerspective(45, 1, 0.15, 100) glMatrixMode(GL_MODELVIEW) glEnable(GL_DEPTH_TEST) def makeLights(self): """Sets up the light sources and their positions. We have an ambient light and two sets of specular/diffuse lights""" self.diffuse_pos1 = (50, 5, 0, 1) glLightfv(GL_LIGHT0, GL_DIFFUSE, (0.5, 0.5, 0.5, 1)) glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1) glLightfv(GL_LIGHT1, GL_AMBIENT, (0.2, 0.2, 0.2, 1)) glLightfv(GL_LIGHT1, GL_POSITION, (0, 0, 1, 0)) glLightfv(GL_LIGHT2, GL_SPECULAR, (0.8, 0.8, 0.8, 1)) glLightfv(GL_LIGHT2, GL_POSITION, self.diffuse_pos1) self.diffuse_pos2 = (0, 1, 0, 1) glLightfv(GL_LIGHT3, GL_DIFFUSE, (0.5, 0.5, 0.5, 1)) glLightfv(GL_LIGHT3, GL_POSITION, self.diffuse_pos2) glLightfv(GL_LIGHT4, GL_SPECULAR, (0.8, 0.8, 0.8, 1)) glLightfv(GL_LIGHT4, GL_POSITION, self.diffuse_pos2) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_LIGHT1) glEnable(GL_LIGHT2) def display(self, x=0, y=0): """Called for every refresh; redraws the floor and objects and based on the camera angle""" glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() self.camera.move() self.camera.hitTest(self.objects) self.camera.renderCamera() self.renderLightSource() self.makeFloor() # Transparent objects! glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) self.sort_by_dist() for object in self.objects[:]: color = object.get_color() pos = object.get_pos() glPushMatrix() # Set the objects shininess, ambient, diffuse, and specular reflections. The objects are slightly transparent. glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], 0.7]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [0.4, 0.4, 0.4, 0.7]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [0.9, 0.9, 0.9, 0.7]) glTranslate(pos[0], pos[1], pos[2]) if object.get_type() == "block": glutSolidCube(2) elif object.get_type() == "key": # glutSolidTeapot(2) pass else: glutSolidSphere(2, 40, 40) glPopMatrix() self.makefence() glDisable(GL_BLEND) glFlush() def mouseMove(self, x, y): """Called when the move is moved""" factor = 1 padding = 10 tmp_x = (self.camera.mouse_x - x) / factor tmp_y = (self.camera.mouse_y - y) / factor self.camera.rotate(tmp_y, tmp_x, 0) if x <= 0 + padding or x >= self.WINDOW_WIDTH - padding: x = self.WINDOW_WIDTH / 2 glutWarpPointer(x, y) if y <= 0 + padding or y >= self.WINDOW_HEIGHT - padding: 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] = True if key == "j": self.camera.rotate(0, 3, 0) elif key == "l": self.camera.rotate(0, -3, 0) elif key == "i": self.camera.rotate(3, 0, 0) elif key == "k": self.camera.rotate(-3, 0, 0) elif key == " ": self.camera.height(0.1) elif key == "c": self.camera.height(-0.1) elif key == "x": exit(0) def keyUp(self, key, x, y): """Called when a key is released""" if key.lower() in self.camera.keys: self.camera.keys[key] = False def renderLightSource(self): """Resets the light sources to the right position""" glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1) glLightfv(GL_LIGHT2, GL_POSITION, self.diffuse_pos2) glLightfv(GL_LIGHT3, GL_POSITION, self.diffuse_pos2) glLightfv(GL_LIGHT4, GL_POSITION, self.diffuse_pos2) def makeFloor(self): """Makes a floor of size size and places an image (texture) on it""" glEnable(GL_TEXTURE_2D) size = 50 image = Image.open("Graphics/checkerboard.bmp") ix = image.size[0] iy = image.size[1] image = image.tostring("raw", "RGBX", 0, -1) glPixelStorei(GL_UNPACK_ALIGNMENT, 1) glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) glBegin(GL_QUADS) glTexCoord2f(0.0, 0.0) glVertex(-size, -0.5, -size) glTexCoord2f(1.0, 0.0) glVertex(size, -0.5, -size) glTexCoord2f(1.0, 1.0) glVertex(size, -0.5, size) glTexCoord2f(0.0, 1.0) glVertex(-size, -0.5, size) glEnd() glDisable(GL_TEXTURE_2D) def makefence(self): glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [0, 0, 1, 1]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [0.4, 0.4, 0.4, 1]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [0.9, 0.9, 0.9, 1]) self.fence.rawDraw() def sort_by_dist(self): for obj in self.objects: obj.get_dist(self.camera.pos_X, self.camera.pos_Y, self.camera.pos_Z) self.objects = sorted(self.objects, key=lambda obj: obj.dist, reverse=True)
class RenderWorld: '''This is the class that renders maze. Camera angles are handled by Camera.py. ''' WINDOW_WIDTH = 700 WINDOW_HEIGHT = 700 MAP_SIZE =100 def __init__(self, file_name): '''Sets up camera, modes, lighting, sounds, and objects.''' self.set_up_graphics() self.makeLights() self.objects, self.player_loc = LoadWorld.load(file_name) self.camera = Camera(self.player_loc[0],0,self.player_loc[1]) glClearColor(.529,.8078,.980,0) glutIdleFunc(self.display) glutDisplayFunc(self.display) glutIgnoreKeyRepeat(GLUT_KEY_REPEAT_OFF) glutKeyboardFunc(self.keyPressed) glutKeyboardUpFunc(self.keyUp) glutSetCursor(GLUT_CURSOR_NONE) glutPassiveMotionFunc(self.mouseMove) self.floor_texture = Image.open("Graphics/checkerboard.bmp") self.ix, self.iy = self.floor_texture.size self.floor = self.floor_texture.tostring("raw", "RGBX", 0, -1) self.door = Model('Graphics/basicdoor.obj','door') self.key = Model('Graphics/Key.obj', 'key') self.zombie = Model('Graphics/zombie.obj', 'zombie')#try zombie5.obj for fun sometime self.chest = Model('Graphics/treasure.obj', 'chest') self.soundboard = GameSounds() self.footSound = self.soundboard.toSound("Sound/footsteps.wav") self.collisionSound = self.soundboard.toSound("Sound/crashsound.wav") self.pickSound = self.soundboard.toSound("Sound/picksound.wav") self.zomSound = self.soundboard.toSound("Sound/zombie.wav") self.fanSound = self.soundboard.toSound("Sound/fanfare.wav") self.soundboard.loadMusic("Sound/music.wav") self.soundboard.playMusic() self.zomstart = time() glutMainLoop() 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('Mazeworld!') glMatrixMode(GL_PROJECTION) gluPerspective(45,1,.15,100) glMatrixMode(GL_MODELVIEW) glEnable(GL_DEPTH_TEST) def makeLights(self): '''Sets up the light sources and their positions. We have an ambient light and two sets of specular/diffuse lights.''' self.diffuse_pos1 = (50,5,0,1) glLightfv(GL_LIGHT0, GL_DIFFUSE, (.5, .5, .5, 1)) glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1) glLightfv(GL_LIGHT1, GL_AMBIENT, (.2, .2, .2, 1)) glLightfv(GL_LIGHT1, GL_POSITION, (0, 0, 1, 0)) glLightfv(GL_LIGHT2, GL_SPECULAR, (.8, .8, .8, 1)) glLightfv(GL_LIGHT2, GL_POSITION, self.diffuse_pos1) self.diffuse_pos2 = (0,1,0,1) glLightfv(GL_LIGHT3, GL_DIFFUSE, (.5, .5, .5, 1)) glLightfv(GL_LIGHT3, GL_POSITION, self.diffuse_pos2) glLightfv(GL_LIGHT4, GL_SPECULAR, (.8, .8, .8, 1)) glLightfv(GL_LIGHT4, GL_POSITION, self.diffuse_pos2) glEnable(GL_LIGHTING) glEnable(GL_LIGHT0) glEnable(GL_LIGHT1) glEnable(GL_LIGHT2) 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.''' glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glLoadIdentity() self.camera.move(self.objects) self.camera.check_collisions(self.objects) self.camera.renderCamera() self.renderLightSource() self.makeFloor() # Transparent objects! glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) self.sort_by_dist() for obj in self.objects: if obj.get_dist(self.camera.pos_X, self.camera.pos_Y, self.camera.pos_Z) < 15: color = obj.get_color() pos = obj.get_pos() obj_type = obj.get_type() glPushMatrix() # Set the objects shininess, ambient, diffuse, and # specular reflections. The objects are slightly # transparent. <- (nick: Why?) glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 15) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], .5]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, 1]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .5]) glTranslate(pos[0], pos[1], pos[2]) if obj_type == 'block': glutSolidCube(2) elif obj_type == 'key' or obj_type == 'chest': if not obj.get_has(): glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], .5]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, .7]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .6]) self.makeobj(obj.get_type()) elif obj_type == 'zombie': glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], .5]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, .7]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .6]) zomX, zomY, zomZ = pos # We already grabbed pos. self.makeobj(obj.get_type()) elif obj_type == 'chest': glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], .5]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, .7]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .6]) self.makeobj(obj.get_type()) elif obj_type == 'door': if obj.get_key().get_has(): glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], .2]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, .2]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .2]) else: glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, 75) glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, [color[0], color[1], color[2], .5]) glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, [.4, .4, .4, .7]) glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, [.9, .9, .9, .6]) glRotate(obj.get_rotation(), 0, 1, 0) self.makeobj(obj.get_type()) else: glutSolidSphere(2, 40, 40) glPopMatrix() glDisable(GL_BLEND) Overlay.draw_overlay(self.camera, self.soundboard.paused) if self.camera.key_timeout > 0: Overlay.draw_text("Got a key!") self.camera.key_timeout -= 1 if self.camera.dead_timeout > 0: Overlay.draw_text("A zombie killed you!") self.camera.dead_timeout -= 1 if self.camera.treasure_timeout > 0: Overlay.draw_text("Got treasure!") self.camera.treasure_timeout -= 1 glutSwapBuffers() def mouseMove(self, x, y): '''Called when the mouse is moved.''' factor = 2 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(0, 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 == 'j': self.camera.rotate(0,3,0) elif key == 'l': self.camera.rotate(0,-3,0) elif key == 'i': self.camera.rotate(3,0,0) elif key == 'k': self.camera.rotate(-3,0,0) elif key == 'm': if self.soundboard.paused: self.soundboard.unpauseMusic() else: self.soundboard.pauseMusic() elif key == 'x': exit(0) def keyUp(self, key, x, y): '''Called when a key is released.''' # Speed things up by not checking if the key is in the map self.camera.keys[key.lower()] = False if not glutGetModifiers() == GLUT_ACTIVE_SHIFT: self.camera.keys["shift"] = False def renderLightSource(self): '''Resets the light sources to the right position.''' glLightfv(GL_LIGHT0, GL_POSITION, self.diffuse_pos1) glLightfv(GL_LIGHT2, GL_POSITION, self.diffuse_pos2) glLightfv(GL_LIGHT3, GL_POSITION, self.diffuse_pos2) glLightfv(GL_LIGHT4, GL_POSITION, self.diffuse_pos2) def makeFloor(self): '''Makes a floor of the correct size and places an self.floor_texture (texture) on it.''' glEnable(GL_TEXTURE_2D) glPixelStorei(GL_UNPACK_ALIGNMENT,1) glTexImage2D(GL_TEXTURE_2D, 0, 3, self.ix, self.iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, self.floor) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL) glBegin(GL_QUADS) glTexCoord2f(0.0, 0.0) glVertex(-self.MAP_SIZE,-.5,-self.MAP_SIZE) glTexCoord2f(1.0, 0.0) glVertex(self.MAP_SIZE,-.5,-self.MAP_SIZE) glTexCoord2f(1.0, 1.0) glVertex(self.MAP_SIZE,-.5,self.MAP_SIZE) glTexCoord2f(0.0, 1.0) glVertex(-self.MAP_SIZE,-.5,self.MAP_SIZE) glEnd() glDisable(GL_TEXTURE_2D) def makeobj(self, kind): '''Makes the desired object from the loaded obj file.''' if kind == 'key': self.key.rawDraw() elif kind == 'door': self.door.rawDraw() elif kind == 'zombie': self.zombie.rawDraw() elif kind == 'chest': self.chest.rawDraw() def sort_by_dist(self): for obj in self.objects: obj.get_dist(self.camera.pos_X, self.camera.pos_Y, self.camera.pos_Z) self.objects = sorted(self.objects, key=lambda obj: obj.dist, reverse=True) def get_visible(self, lst): '''Only draws the objects sitting in front of the camera. Everything behind it is left undrawn.''' to_use = [] for item in lst: c = item.dist x,z = self.camera.project_move_other() b = self.camera.get_camera_distance(x, 0, z) a = item.get_dist(x, 0, z) angle = 0 try: num = ((b**2)+(c**2)-(a**2))/(2*b*c) angle = math.acos(num)/math.pi*180 except: pass if angle > 90: to_use.append(item) return to_use