示例#1
0
class Graphics:
	wireframe = False
	vertices = []
	reDraw = False
	toggleDrawAxes = False
	spectator = False
	numberOfVertices = 0

	def __init__(self, main):
		from font import Font

		global g_fVBOObjects
		g_fVBOObjects = []

		self.main = main
		self.g_nFrames = 0
		self.fps = 0

		init_opengl(main)

		self.font = Font()

	def addSurface(self, Mesh, Obj, Texture):
		g_pMesh = CMesh()
		vertices, vnormals, f, self.vertexCount = \
				loadObj(Obj)

		g_pMesh.textureId, textureWidthRatio, textureHeightRatio = \
				loadTexture(Texture)

		xMax = xMin = vertices[0][0]
		zMax = zMin = vertices[0][2]
		for i in vertices:
			if i[0] < xMin: xMin = i[0]
			elif i[0] > xMax: xMax = i[0]

			if i[2] < zMin: zMin = i[2]
			elif i[2] > zMax: zMax = i[2]

		sizeX = xMax - xMin
		sizeY = zMax - zMin

		texCoords = Numeric.zeros ((self.vertexCount, 2), 'f')

		nIndex = 0
		for i in vertices:
			self.vertices.append( CVector3(i[0], i[1], i[2]) )
			self.numberOfVertices += 1
			texCoords[nIndex, 0] = (i[0]-xMin) / sizeX * textureWidthRatio
			texCoords[nIndex, 1] = (i[2]-zMin) / sizeY * textureHeightRatio
			nIndex += 1

		self.verticesId, self.vnormalsId, self.texCoordsId = \
				createVBO(Obj, vertices, vnormals, texCoords)

		g_pMesh.verticesId = self.verticesId
		g_pMesh.vnormalsId = self.vnormalsId
		g_pMesh.texCoordsId = self.texCoordsId
		g_pMesh.vertexCount = self.vertexCount

		g_fVBOObjects.append(g_pMesh)

	def loadStaticObject(self, x, y, z, model, texture):
		g_pMesh = CMesh()
		vertices, vnormals, f, vertexCount = \
				loadObj(model)

		for v in vertices: # transform
			v[0] += x
			v[1] += y
			v[2] += z

		g_pMesh.textureId, textureWidthRatio, textureHeightRatio = \
				loadTexture(texture)

		xMax = xMin = vertices[0][0]
		zMax = zMin = vertices[0][2]
		for i in vertices:
			if i[0] < xMin: xMin = i[0]
			elif i[0] > xMax: xMax = i[0]

			if i[2] < zMin: zMin = i[2]
			elif i[2] > zMax: zMax = i[2]

		sizeX = xMax - xMin
		sizeY = zMax - zMin

		texCoords = Numeric.zeros ((vertexCount, 2), 'f')

		nIndex = 0
		for i in vertices:
			self.vertices.append( CVector3(i[0], i[1], i[2]) )
			self.numberOfVertices += 1
			texCoords[nIndex, 0] = (i[0]-xMin) / sizeX * textureWidthRatio
			texCoords[nIndex, 1] = (i[2]-zMin) / sizeY * textureHeightRatio
			nIndex += 1

		verticesId, vnormalsId, texCoordsId = \
				createVBO(model, vertices, vnormals, texCoords)

		g_pMesh.verticesId = verticesId
		g_pMesh.vnormalsId = vnormalsId
		g_pMesh.texCoordsId = texCoordsId
		g_pMesh.vertexCount = vertexCount

		g_fVBOObjects.append(g_pMesh)

	def initGL(self):
		from skydome import Skydome

		if not glInitVertexBufferObjectARB():
			sys.stderr.write("ERROR: Vertex buffer objects is not supported\n")
			#Global.quit = 1
			return

		glClearColor( 0.0, 0.0, 0.0, 0.0)
		glClearDepth(1.0)
		glDepthFunc(GL_LEQUAL)
		glEnable(GL_DEPTH_TEST)
		glShadeModel(GL_SMOOTH)
		glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
		glViewport(0, 0, self.main.config.getint('Resolution', 'Width'),
				self.main.config.getint('Resolution', 'Height'))
		glMatrixMode(GL_PROJECTION)

		#glOrtho(0.0, 1.0, 0.0, 1.0, -1.0, 1.0)

		glLoadIdentity()
		gluPerspective(60.0, self.main.config.getfloat('Resolution','Width')
				/ self.main.config.getfloat('Resolution', 'Height'), 0.1, 5000.0)
		glMatrixMode(GL_MODELVIEW)

		#Lighting
		diffuseMaterial = (0.5, 0.5, 0.0, 1.0)
		mat_specular = (1.0, 1.0, 1.0, 1.0)
		light_position = (150.0, 0.0, 75.0, 1.0)

		glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, diffuseMaterial)
		glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuseMaterial)
		glLightfv(GL_LIGHT1, GL_POSITION, light_position)

		glEnable(GL_LIGHTING)
		glDisable(GL_LIGHT0)
		glEnable(GL_LIGHT1)
		###########

		glEnable(GL_NORMALIZE)

		self.skydome = Skydome()

		if not self.main.args['disableWater']:
			self.water = Water()

	def printFPS(self):
		self.fps = self.g_nFrames
		pygame.display.set_caption("FarornasGrotta - %d FPS" % (self.fps))
		self.g_nFrames = 0

	def drawAxes(self):
		""" Draws x, y and z axes """
		light = glIsEnabled(GL_LIGHTING)
		if light:
			glDisable(GL_LIGHTING)

		glColor3f(1.0, 0.0, 0.0)
		glBegin(GL_LINES)
		glVertex3f(-1000.0, 0.0, 0.0)
		glVertex3f( 1000.0, 0.0, 0.0)
		glEnd()

		glColor3f(0.0, 1.0, 0.0)
		glBegin(GL_LINES)
		glVertex3f(0.0, -1000.0, 0.0)
		glVertex3f(0.0,  1000.0, 0.0)
		glEnd()

		glColor3f(0.0, 0.0, 1.0)
		glBegin(GL_LINES)
		glVertex3f(0.0, 0.0, -1000.0)
		glVertex3f(0.0, 0.0, 1000.0)
		glEnd()

		if light:
			glEnable(GL_LIGHTING)

	def drawPlayerList(self):
		glPushMatrix()

		glDisable(GL_LIGHTING)

		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)

		glLoadIdentity()
		glTranslated(-320.0, -240.0, -410.0)

		glColor3f(1.0, 1.0, 1.0)

		row = 3

		self.font.glPrint(80.0, 480 - 30.0 * row, "Name")
		self.font.glPrint(420.0, 480 - 30.0 * row, "Frags")
		self.font.glPrint(500.0, 480 - 30.0 * row, "Deaths")
		row += 1

		i = 0
		for obj in self.main.physics.objects:
			if obj.data.type != "player1":
				continue

			if obj.data.id == self.main.player.data.id:
				glColor3f(0.0, 1.0, 0.0)
			else:
				glColor3f(1.0, 1.0, 1.0)

			self.font.glPrint(80.0, 480.0 - 30.0*row, "%s" % obj.data.name)
			self.font.glPrint(420.0, 480.0 - 30.0*row, "%5d" % obj.data.frags)
			self.font.glPrint(500.0, 480.0 - 30.0*row, "%6d" % obj.data.deaths)

			i += 1
			row += 1


		glEnable(GL_LIGHTING)

		glPopMatrix()

	def drawFPS(self):
		glPushMatrix()
		glDisable(GL_LIGHTING)
		glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)
		glLoadIdentity()
		glTranslated(-320.0, -240.0, -410.0)

		glColor3f(1.0, 1.0, 1.0)

		self.font.glPrint(540.0, 440.0, "FPS: %d" % (self.fps))

		glEnable(GL_LIGHTING)
		glPopMatrix()

	def draw(self, objects):
		global g_fVBOObjects

		#if self.reDraw:
			#self.main.octree.g_EndNodeCount = 0
			#self.main.octree.debug.Clear()
			#self.main.octree.DestroyOctree()
			#self.main.octree.GetSceneDimensions(self.vertices, self.numberOfVertices)
			#self.main.octree.CreateNode(self.vertices, self.numberOfVertices,
			#		self.main.octree.GetCenter(), self.main.octree.GetWidth())
			#self.reDraw = False


		glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
		glLoadIdentity()

		if self.toggleDrawAxes:
			self.drawAxes()

		glClearColor(0.4, 0.4, 0.4, 0.0)

		if self.wireframe:
			glPolygonMode(GL_FRONT_AND_BACK, GL_LINE)
		else:
			glPolygonMode(GL_FRONT_AND_BACK, GL_FILL)


		glLoadIdentity()

		glRotatef(self.main.input.xrot, 1.0, 0.0, 0.0)
		glRotatef(self.main.input.yrot, 0.0, 1.0, 0.0)

		# SkyDome
		self.skydome.draw()

		if self.spectator:
			glTranslated(-self.main.input.xpos,
					-self.main.input.ypos,
					-self.main.input.zpos)
		else:
			glTranslated(
					-self.main.player.data.position[0]-0.2*math.sin(
						math.radians(self.main.player.data.orientation[1])
						),
					-self.main.player.data.position[1]-2.2,
					-self.main.player.data.position[2]+0.2*math.cos(
						math.radians(self.main.player.data.orientation[1]-180)
						)
					)

		self.g_nFrames += 1

		if self.toggleDrawAxes:
			self.drawAxes()

		# Water
		if not self.main.args['disableWater']:
			self.water.draw()

		glColor3f(1.0, 1.0, 1.0)

		#glClearColor(0.0, 0.0, 0.6, 0.5)
		glFogi(GL_FOG_MODE, GL_LINEAR)
		glFogfv(GL_FOG_COLOR, (0.4, 0.4, 0.4, 0.0))
		glFogf(GL_FOG_DENSITY, 0.1)
		glHint(GL_FOG_HINT, GL_DONT_CARE)
		glFogf(GL_FOG_START, 1.0)
		glFogf(GL_FOG_END, 110.0)
		#glEnable(GL_FOG)

		glEnableClientState(GL_VERTEX_ARRAY)
		glEnableClientState(GL_TEXTURE_COORD_ARRAY)
		glEnableClientState(GL_NORMAL_ARRAY)


		glPushMatrix()
		glColor3f(1.0, 1.0, 1.0)
		#glScalef(10.0, 10.0, 10.0)

		for VBOobject in g_fVBOObjects:
			#glEnable(GL_BLEND)
			#glBlendFunc(GL_ONE, GL_ONE)
			glBindTexture(GL_TEXTURE_2D, VBOobject.textureId)
			glEnable(GL_TEXTURE_2D)


			drawVBO(VBOobject.verticesId, VBOobject.vnormalsId,
					VBOobject.vertexCount, VBOobject.texCoordsId)

			glDisable(GL_TEXTURE_2D)
			#glDisable(GL_BLEND)

		glPopMatrix()


		glDisableClientState(GL_VERTEX_ARRAY)
		glDisableClientState(GL_TEXTURE_COORD_ARRAY)
		glDisableClientState(GL_NORMAL_ARRAY)

		glDisable(GL_FOG)

		if self.main.physics.octree.debugLines:
			# Turn OFF lighting so the debug lines are bright yellow
			glDisable(GL_LIGHTING)

			# Start rendering lines
			glBegin(GL_LINES)

			# Turn the lines yellow
			glColor3ub(255, 255, 0)

			self.main.physics.octree.debug.debugLines = []
			for obj in objects:
				self.main.physics.octree.debug.addDebugRectangle(
						obj.data.position, obj.data.width,
						obj.data.height, obj.data.depth)

			# Go through the whole list of lines stored in the vector debugLines
			for line in self.main.physics.octree.debug.debugLines:
				# Pass in the current point to be rendered as part of a line
				glVertex3f(line[0], line[1], line[2])

			# Stop rendering lines
			glEnd()

			# If we have lighting turned on, turn the lights back on
			glEnable(GL_LIGHTING)


		for obj in objects:
			obj.draw()

		if self.main.input.keys["KEY_TAB"] == 1:
			self.drawPlayerList()

		self.drawFPS()

		glFlush()

		pygame.display.flip()

		err = glGetError()
		if err:
			print "OpenGL Error:",err,"(",gluErrorString(err),")"