364 lines
16 KiB
Python
364 lines
16 KiB
Python
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from Lights.Lights import Light
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from Objects.Objects import Object
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from Objects.Renderable import Renderable
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from Objects.Structure import Structure
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from MatrixStuff.Transformations import translate
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from OpenGL.GLU import *
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from OpenGL.GL import *
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import math
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import numpy as np
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class WorldChunk(Structure):
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def __init__(self, width: int, length: int, height: int, programs: dict):
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assert width > 0, 'Width must be greater than 0'
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assert length > 0, 'length must be greater than 0'
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assert height > 0, 'height must be greater than 0'
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super(WorldChunk, self).__init__()
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self.visible = []
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self.content = []
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self.entities = []
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self.lights = []
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self.width = width
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self.length = length
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self.height = height
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self.programs = programs
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for x in range(width):
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self.content.append([])
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self.visible.append([])
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for y in range(length):
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self.content[x].append([])
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self.visible[x].append([])
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for z in range(height):
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self.content[x][y].append(None)
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self.visible[x][y].append(4)
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def put_object(self, x: int, y: int, z: int, new_object: Object):
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assert 0 <= x < self.width, 'Put out of bounds for x coordinate! Must be between 0 and %i' % self.width
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assert 0 <= y < self.length, 'Put out of bounds for y coordinate! Must be between 0 and %i' % self.length
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assert 0 <= z < self.height, 'Put out of bounds for z coordinate! Must be between 0 and %i' % self.height
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no_visibility_changes = (self.content[x][y][z] is None) == (new_object is None)
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self.content[x][y][z] = new_object
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new_object.translate(translate(x, y, z))
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change = -1 if new_object is not None else 1
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visible_carry_over = []
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if not no_visibility_changes:
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if x + 1 >= self.width:
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visible_carry_over.append((1, 0, 0, change))
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else:
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self.visible[x + 1][y][z] += change
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if x - 1 < 0:
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visible_carry_over.append((-1, 0, 0, change))
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else:
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self.visible[x - 1][y][z] += change
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if y + 1 >= self.length:
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visible_carry_over.append((0, 1, 0, change))
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else:
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self.visible[x][y + 1][z] += change
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if y - 1 < 0:
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visible_carry_over.append((0, -1, 0, change))
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else:
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self.visible[x][y - 1][z] += change
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if z + 1 >= self.height:
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visible_carry_over.append((0, 0, 1, change))
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else:
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self.visible[x][y][z + 1] += change
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if z - 1 < 0:
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visible_carry_over.append((0, 0, -1, change))
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else:
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self.visible[x][y][z - 1] += change
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return visible_carry_over
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def get_object(self, x: int, y: int, z: int):
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assert 0 <= x < self.width, 'Put out of bounds for x coordinate! Must be between 0 and %i' % self.width
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assert 0 <= y < self.length, 'Put out of bounds for y coordinate! Must be between 0 and %i' % self.length
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assert 0 <= z < self.height, 'Put out of bounds for z coordinate! Must be between 0 and %i' % self.height
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return self.content[x][y][z]
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def apply_visible_carry_over(self, x: int, y: int, z: int, change: int):
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assert 0 <= x < self.width, 'Apply visible out of bounds for x coordinate! Must be between 0 and %i' % self.width
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assert 0 <= y < self.length, 'Apply visible out of bounds for y coordinate! Must be between 0 and %i' % self.length
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assert 0 <= z < self.height, 'Apply visible out of bounds for z coordinate! Must be between 0 and %i' % self.height
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self.visible[x][y][z] += change
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def set_visibility(self, x: int, y: int, z: int, visibility: int):
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assert 0 <= x < self.width, 'Apply visible out of bounds for x coordinate! Must be between 0 and %i' % self.width
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assert 0 <= y < self.length, 'Apply visible out of bounds for y coordinate! Must be between 0 and %i' % self.length
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assert 0 <= z < self.height, 'Apply visible out of bounds for z coordinate! Must be between 0 and %i' % self.height
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self.visible[x][y][z] = visibility
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def buildvertexArrays(self):
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if self.dirty:
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self.clearVertexArrays()
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glEnableClientState(GL_VERTEX_ARRAY)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY)
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glEnableClientState(GL_NORMAL_ARRAY)
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glEnableClientState(GL_COLOR_ARRAY)
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self.vais = {}
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objects = {}
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counts = {}
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for x in range(self.width):
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for y in range(self.length):
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for z in range(self.height):
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if self.content[x][y][z] is not None: # and self.visible[x][y][z] > 0: TODO: check visibility...
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if self.programs[type(self.content[x][y][z])] not in objects.keys():
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objects[self.programs[type(self.content[x][y][z])]] = []
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counts[self.programs[type(self.content[x][y][z])]] = 0
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objects[self.programs[type(self.content[x][y][z])]].append(self.content[x][y][z])
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counts[self.programs[type(self.content[x][y][z])]] += 1
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for key, object_list in objects.items():
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tvai = GLuint(0)
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tpbi = GLuint(0)
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tcbi = GLuint(0)
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tsbi = GLuint(0)
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glGenVertexArrays(1, tvai)
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glBindVertexArray(tvai)
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vid = glGetAttribLocation(key, "in_position")
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glEnableVertexAttribArray(vid)
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tpbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tpbi)
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positions = []
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for o in object_list:
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positions.append(o.pos[0])
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positions.append(o.pos[1])
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positions.append(o.pos[2])
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glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
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glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create position buffer")
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colors = []
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for o in object_list:
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colors.append(o.color[0])
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colors.append(o.color[1])
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colors.append(o.color[2])
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tcbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tcbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
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vc = glGetAttribLocation(key, "MyInColor")
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if vc != -1:
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glEnableVertexAttribArray(vc)
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glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create color buffer")
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if hasattr(object_list[0], 'size'):
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sizes = []
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for o in object_list:
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sizes.append(o.size[0])
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sizes.append(o.size[1])
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sizes.append(o.size[2])
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tsbi = glGenBuffers(1)
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glBindBuffer(GL_ARRAY_BUFFER, tsbi)
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glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
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vs = glGetAttribLocation(key, "MyInSize")
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if vs != -1:
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glEnableVertexAttribArray(vs)
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glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
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self.check_error("Could not create size buffer")
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glBindVertexArray(0)
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self.vais[key] = (tvai, tpbi, tcbi, tsbi, counts[key])
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self.dirty = False
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def render(self, proj_matrix, geometry_rot_matrix, alternate_programs=None):
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super(WorldChunk, self).render(proj_matrix, geometry_rot_matrix, alternate_programs)
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for entity in self.entities:
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entity.render(proj_matrix, geometry_rot_matrix, alternate_programs)
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def set_color(self, x: int, y: int, z: int, r: float, g: float, b: float):
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assert 0 <= x < self.width, 'Put out of bounds for x coordinate! Must be between 0 and %i' % self.width
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assert 0 <= y < self.length, 'Put out of bounds for y coordinate! Must be between 0 and %i' % self.length
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assert 0 <= z < self.height, 'Put out of bounds for z coordinate! Must be between 0 and %i' % self.height
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if self.content[x][y][z] is not None:
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self.content[x][y][z].setColor(r, g, b)
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self.dirty = True
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class World(Renderable):
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def __init__(self, chunk_size_x: int, chunk_size_y: int, chunk_size_z: int,
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chunk_n_x: int, chunk_n_y: int, chunk_n_z: int, programs: dict):
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super(World, self).__init__()
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self.chunk_size_x = chunk_size_x
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self.chunk_size_y = chunk_size_y
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self.chunk_size_z = chunk_size_z
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self.chunk_n_x = chunk_n_x
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self.chunk_n_y = chunk_n_y
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self.chunk_n_z = chunk_n_z
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self.programs = programs
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self.chunks: [[[WorldChunk]]] = []
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for x in range(chunk_n_x):
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self.chunks.append([])
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for y in range(chunk_n_y):
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self.chunks[x].append([])
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for z in range(chunk_n_z):
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self.chunks[x][y].append(None)
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def set_color(self, x: int, y: int, z: int, r: float, g: float, b: float):
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x = x % (self.chunk_size_x * self.chunk_n_x)
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y = y % (self.chunk_size_y * self.chunk_n_y)
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z = z % (self.chunk_size_z * self.chunk_n_z)
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chunk_x = int(x / self.chunk_size_x)
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chunk_y = int(y / self.chunk_size_y)
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chunk_z = int(z / self.chunk_size_z)
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if self.chunks[chunk_x][chunk_y][chunk_z] is not None:
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self.chunks[chunk_x][chunk_y][chunk_z].set_color(x % self.chunk_size_x,
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y % self.chunk_size_y,
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z % self.chunk_size_z,
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r, g, b)
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def put_object(self, x: int, y: int, z: int, new_object: Object):
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x = x % (self.chunk_size_x * self.chunk_n_x)
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y = y % (self.chunk_size_y * self.chunk_n_y)
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z = z % (self.chunk_size_z * self.chunk_n_z)
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chunk_x = int(x / self.chunk_size_x)
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chunk_y = int(y / self.chunk_size_y)
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chunk_z = int(z / self.chunk_size_z)
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if self.chunks[chunk_x][chunk_y][chunk_z] is None:
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self.chunks[chunk_x][chunk_y][chunk_z] = WorldChunk(self.chunk_size_x, self.chunk_size_y, self.chunk_size_z, self.programs)
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carry_overs = self.chunks[chunk_x][chunk_y][chunk_z].put_object(x % self.chunk_size_x,
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y % self.chunk_size_y,
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z % self.chunk_size_z,
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new_object)
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for carry_over in carry_overs:
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if self.chunks[(chunk_x + carry_over[0]) % self.chunk_n_x][(chunk_y + carry_over[1]) % self.chunk_n_y][(chunk_z + carry_over[2]) % self.chunk_n_z] is not None:
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self.chunks[
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(chunk_x + carry_over[0]) % self.chunk_n_x][
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(chunk_y + carry_over[1]) % self.chunk_n_y][
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(chunk_z + carry_over[2]) % self.chunk_n_z].apply_visible_carry_over(
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(x + carry_over[0]) % self.chunk_size_x,
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(y + carry_over[1]) % self.chunk_size_y,
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(z + carry_over[2]) % self.chunk_size_z,
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carry_over[3])
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self.chunks[
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(chunk_x + carry_over[0]) % self.chunk_n_x][
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(chunk_y + carry_over[1]) % self.chunk_n_y][
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(chunk_z + carry_over[2]) % self.chunk_n_z].dirty = True
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visibility = 6
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neighbour = self.get_object(x - 1, y, z)
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if neighbour is not None:
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visibility -= 1
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neighbour = self.get_object(x + 1, y, z)
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if neighbour is not None:
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visibility -= 1
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neighbour = self.get_object(x, y - 1, z)
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if neighbour is not None:
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visibility -= 1
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neighbour = self.get_object(x, y + 1, z)
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if neighbour is not None:
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visibility -= 1
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neighbour = self.get_object(x, y, z - 1)
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if neighbour is not None:
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visibility -= 1
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neighbour = self.get_object(x, y, z + 1)
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if neighbour is not None:
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visibility -= 1
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self.chunks[chunk_x][chunk_y][chunk_z].set_visibility(x % self.chunk_size_x,
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y % self.chunk_size_y,
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z % self.chunk_size_z,
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visibility)
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self.chunks[chunk_x][chunk_y][chunk_z].dirty = True
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def get_object(self, x: int, y: int, z: int):
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x = x % (self.chunk_size_x * self.chunk_n_x)
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y = y % (self.chunk_size_y * self.chunk_n_y)
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z = z % (self.chunk_size_z * self.chunk_n_z)
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chunk_x = int(x / self.chunk_size_x)
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chunk_y = int(y / self.chunk_size_y)
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chunk_z = int(z / self.chunk_size_z)
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if self.chunks[chunk_x][chunk_y][chunk_z] is None:
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return None
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return self.chunks[chunk_x][chunk_y][chunk_z].get_object(x % self.chunk_size_x,
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y % self.chunk_size_y,
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z % self.chunk_size_z)
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def render(self, proj_matrix, geometry_rot_matrix, alternate_programs=None):
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for x in range(self.chunk_n_x):
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for y in range(self.chunk_n_y):
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for z in range(self.chunk_n_z):
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if self.chunks[x][y][z] is not None:
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self.chunks[x][y][z].render(translate(x * self.chunk_size_x,
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y * self.chunk_size_y,
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z * self.chunk_size_z) * proj_matrix,
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geometry_rot_matrix, alternate_programs)
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def add_light(self, x: float, y: float, z: float, l: Light):
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x = x % (self.chunk_size_x * self.chunk_n_x)
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y = y % (self.chunk_size_y * self.chunk_n_y)
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z = z % (self.chunk_size_z * self.chunk_n_z)
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chunk_x = int(x / self.chunk_size_x)
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chunk_y = int(y / self.chunk_size_y)
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chunk_z = int(z / self.chunk_size_z)
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if self.chunks[chunk_x][chunk_y][chunk_z] is None:
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self.chunks[chunk_x][chunk_y][chunk_z] = WorldChunk(self.chunk_size_x, self.chunk_size_y, self.chunk_size_z, self.programs)
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self.chunks[chunk_x][chunk_y][chunk_z].lights.append(l)
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l.pos = [x, y, z]
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def remove_light(self, l: Light):
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chunk_x = int(l.pos[0] / self.chunk_size_x)
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chunk_y = int(l.pos[1] / self.chunk_size_y)
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chunk_z = int(l.pos[2] / self.chunk_size_z)
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if self.chunks[chunk_x][chunk_y][chunk_z] is None:
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return False
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if l in self.chunks[chunk_x][chunk_y][chunk_z].lights:
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self.chunks[chunk_x][chunk_y][chunk_z].lights.remove(l)
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return True
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else:
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return False
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def move_light(self, l: Light, target_x: float, target_y: float, target_z: float):
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self.remove_light(l)
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self.add_light(target_x, target_y, target_z, l)
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def get_lights_to_render(self, pos, distance):
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distance_x = math.ceil(float(distance) / self.chunk_size_x)
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distance_y = math.ceil(float(distance) / self.chunk_size_y)
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distance_z = math.ceil(float(distance) / self.chunk_size_z)
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pos_x = int(pos[0] / self.chunk_size_x)
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pos_y = int(pos[1] / self.chunk_size_y)
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pos_z = int(pos[2] / self.chunk_size_z)
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lights = []
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for x in range(distance_x):
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for y in range(distance_y):
|
||
|
for z in range(distance_z):
|
||
|
chunk = self.chunks[(pos_x + x) % self.chunk_n_x][(pos_y + y) % self.chunk_n_y][(pos_z + z) % self.chunk_n_z]
|
||
|
if chunk is not None:
|
||
|
lights += chunk.lights
|
||
|
|
||
|
return lights
|