| @@ -10,19 +10,23 @@ from OpenGL.GLU import * | |||
| import pygame, pygame.image | |||
| from pygame.locals import * | |||
| import numpy | |||
| textures = [0,0] | |||
| buflist = False | |||
| def resize((width, height)): | |||
| glViewport(0, 0, width, height) | |||
| glMatrixMode(GL_PROJECTION) | |||
| glLoadIdentity() | |||
| glOrtho(0, width, height, 0, 0, 1); | |||
| glOrtho(0, width, height, 0, -1, 10); | |||
| glMatrixMode(GL_MODELVIEW) | |||
| glLoadIdentity() | |||
| def init(): | |||
| glEnable(GL_TEXTURE_2D) | |||
| load_textures() | |||
| make_vbo() | |||
| glShadeModel(GL_SMOOTH) | |||
| glClearColor(0.0, 0.0, 0.0, 0.0) | |||
| glClearDepth(1.0) | |||
| @@ -41,24 +45,65 @@ def load_textures(): | |||
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) | |||
| glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) | |||
| def make_vbo(): | |||
| global buflist | |||
| buflist = glGenBuffers(3) | |||
| vertices = [False] * (20 * 15) | |||
| for y in range(15): | |||
| for x in range(20): | |||
| ty = y * 32 | |||
| tx = x * 32 | |||
| # Z coord is used for blit order | |||
| vertices[x + y * 20] = [tx, ty, y * 0.01, | |||
| tx + 32, ty, y * 0.01, | |||
| tx + 32, ty + 32, y * 0.01, | |||
| tx, ty + 32, y * 0.01] | |||
| vertices = numpy.array(vertices, dtype=numpy.float32) | |||
| glBindBuffer(GL_ARRAY_BUFFER, buflist[0]) | |||
| glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW) | |||
| indices = numpy.array([x for x in range(4 * 20 * 15)], dtype=numpy.int) | |||
| glBindBuffer(GL_ARRAY_BUFFER, buflist[2]) | |||
| glBufferData(GL_ARRAY_BUFFER, indices, GL_STATIC_DRAW) | |||
| def put_map(themap): | |||
| glBegin(GL_QUADS) | |||
| y = 0.0 | |||
| uvs = [False] * (20 * 15) | |||
| index = 0 | |||
| for line in themap: | |||
| x = 0.0 | |||
| for tile in line: | |||
| sy = .0625 * (15 - tile / 16) | |||
| sx = .0625 * (tile % 16) | |||
| glTexCoord2f(sx, sy); glVertex2f(x, y + 32.0); | |||
| glTexCoord2f(sx + .0625, sy); glVertex2f(x + 32.0, y + 32.0); | |||
| glTexCoord2f(sx + .0625, sy + .0625); glVertex2f(x + 32.0, y); | |||
| glTexCoord2f(sx, sy + .0625); glVertex2f(x, y); | |||
| x += 32.0 | |||
| y += 32.0 | |||
| glEnd(); | |||
| ty = .0625 * (15 - tile / 16) | |||
| tx = .0625 * (tile % 16) | |||
| uvs[index] = [tx, ty + .0625, | |||
| tx + .0625, ty + .0625, | |||
| tx + .0625, ty, | |||
| tx, ty] | |||
| index += 1 | |||
| uvs = numpy.array(uvs, dtype=numpy.float32) | |||
| glBindBuffer(GL_ARRAY_BUFFER, buflist[1]) | |||
| glBufferData(GL_ARRAY_BUFFER, uvs, GL_STATIC_DRAW) | |||
| glEnableClientState(GL_VERTEX_ARRAY) | |||
| glEnableClientState(GL_TEXTURE_COORD_ARRAY) | |||
| glEnableClientState(GL_INDEX_ARRAY) | |||
| glBindTexture(GL_TEXTURE_2D, textures[0]) | |||
| glBindBuffer(GL_ARRAY_BUFFER, buflist[0]) | |||
| glVertexPointer(3, GL_FLOAT, 0, None) | |||
| glBindBuffer(GL_ARRAY_BUFFER, buflist[1]) | |||
| glTexCoordPointer(2, GL_FLOAT, 0, None) | |||
| glBindBuffer(GL_ARRAY_BUFFER, buflist[2]) | |||
| glIndexPointer(GL_INT, 0, None) | |||
| glDrawArrays(GL_QUADS, 0, 4 * 20 * 15) | |||
| glDisableClientState(GL_VERTEX_ARRAY) | |||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY) | |||
| glDisableClientState(GL_INDEX_ARRAY) | |||
| def draw(): | |||
| #glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | |||
| glClear(GL_DEPTH_BUFFER_BIT) # Full redraw: no need to clear color buffer | |||
| glLoadIdentity() | |||
| themap = [ | |||
| @@ -106,8 +151,8 @@ def main(): | |||
| draw() | |||
| pygame.display.flip() | |||
| frames = frames+1 | |||
| # if frames > 200: | |||
| # break | |||
| #if frames > 200: | |||
| # break | |||
| print "fps: %d" % ((frames*1000)/(pygame.time.get_ticks()-start)) | |||