From df2567d9f85b6324ab0dd764276a781f423fd832 Mon Sep 17 00:00:00 2001 From: Sam Hocevar Date: Sun, 27 Jun 2010 20:00:48 +0000 Subject: [PATCH] Remove old python test. --- test-map.py | 181 ---------------------------------------------------- 1 file changed, 181 deletions(-) delete mode 100755 test-map.py diff --git a/test-map.py b/test-map.py deleted file mode 100755 index 6612f5e9..00000000 --- a/test-map.py +++ /dev/null @@ -1,181 +0,0 @@ -#!/usr/bin/env python - -import os - -import OpenGL -OpenGL.ERROR_CHECKING = False -from OpenGL.GL import * -from OpenGL.GLU import * - -import pygame, pygame.image -from pygame.locals import * - -import numpy -from math import sin, cos - -textures = [0,0] -buflist = False - -def resize((width, height)): - glViewport(0, 0, width, height) - glMatrixMode(GL_PROJECTION) - glLoadIdentity() - 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) - glEnable(GL_DEPTH_TEST) - glDepthFunc(GL_LEQUAL) - glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) - - #glEnable(GL_ALPHA_TEST) - glEnable(GL_BLEND) - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) - #glBlendFunc(GL_SRC_ALPHA, GL_ONE) - - -def load_textures(): - texturefile = os.path.join('art','test','groundtest.png') - textureSurface = pygame.image.load(texturefile) - textureData = pygame.image.tostring(textureSurface, "RGBA", 1) - - glBindTexture(GL_TEXTURE_2D, textures[0]) - glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, textureSurface.get_width(), textureSurface.get_height(), 0, - GL_RGBA, GL_UNSIGNED_BYTE, textureData ); - 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): - uvs = [False] * (20 * 15) - index = 0 - for line in themap: - for tile in line: - 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_DEPTH_BUFFER_BIT) # Full redraw: no need to clear color buffer - glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) - glLoadIdentity() - - themap = [ - [ 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18 ], - [ 18, 1, 2, 2, 2, 34, 2, 2, 2, 2, 2, 2, 3, 34, 4, 18, 18, 18, 18, 18 ], - [ 18, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 17, 18, 20, 4, 18, 18, 18, 18 ], - [ 18, 19, 18, 49, 50, 51, 49, 50, 51, 49, 50, 18, 17, 18, 17, 19, 18, 18, 18, 18 ], - [ 18, 17, 18, 49, 50, 51, 49, 50, 51, 49, 50, 18, 17, 18, 17, 17, 18, 18, 18, 18 ], - [ 18, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 18, 20, 36, 18, 18, 18, 18 ], - [ 18, 33, 2, 2, 2, 2, 2, 2, 2, 2, 34, 2, 35, 2, 36, 18, 18, 18, 18, 18 ], - [ 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18 ], - [ 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], - [ 52, 52, 53, 53, 53, 52, 53, 53, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], - [ 52, 52, 53, 53, 53, 52, 52, 53, 52, 53, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], - [ 52, 52, 53, 53, 53, 52, 52, 52, 52, 52, 52, 53, 53, 52, 52, 52, 52, 52, 52, 52 ], - [ 52, 52, 53, 53, 53, 52, 52, 52, 52, 52, 52, 53, 53, 52, 52, 52, 52, 52, 52, 52 ], - [ 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], - [ 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], - ] - glPushMatrix() - glTranslatef(50.0 * sin(frames * 0.05), 50.0 * cos(frames * 0.08), 0) - put_map(themap) - glPopMatrix() - glTranslatef(0, 0, 0.2) - put_map(themap) - -frames = 0 - -def main(): - global frames - - video_flags = OPENGL|DOUBLEBUF - - pygame.init() - surface = pygame.display.set_mode((640,480), video_flags) - - resize((640,480)) - init() - - frames = 0 - ticks = pygame.time.get_ticks() - start = ticks - while 1: - event = pygame.event.poll() - if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): - break - - # Enforce 33 fps - while pygame.time.get_ticks() < ticks + 33: - pygame.time.wait(1) - ticks = pygame.time.get_ticks() - - draw() - pygame.display.flip() - frames = frames+1 - #if frames > 200: - # break - - print "fps: %d" % ((frames*1000)/(pygame.time.get_ticks()-start)) - - -if __name__ == '__main__': main() - -#import cProfile -#cProfile.run('main()') - -