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@@ -1,181 +0,0 @@ |
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#!/usr/bin/env python |
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import os |
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import OpenGL |
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OpenGL.ERROR_CHECKING = False |
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from OpenGL.GL import * |
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from OpenGL.GLU import * |
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import pygame, pygame.image |
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from pygame.locals import * |
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import numpy |
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from math import sin, cos |
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textures = [0,0] |
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buflist = False |
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def resize((width, height)): |
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glViewport(0, 0, width, height) |
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glMatrixMode(GL_PROJECTION) |
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glLoadIdentity() |
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glOrtho(0, width, height, 0, -1, 10); |
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glMatrixMode(GL_MODELVIEW) |
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glLoadIdentity() |
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def init(): |
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glEnable(GL_TEXTURE_2D) |
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load_textures() |
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make_vbo() |
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glShadeModel(GL_SMOOTH) |
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glClearColor(0.0, 0.0, 0.0, 0.0) |
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glClearDepth(1.0) |
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glEnable(GL_DEPTH_TEST) |
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glDepthFunc(GL_LEQUAL) |
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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#glEnable(GL_ALPHA_TEST) |
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glEnable(GL_BLEND) |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) |
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#glBlendFunc(GL_SRC_ALPHA, GL_ONE) |
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def load_textures(): |
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texturefile = os.path.join('art','test','groundtest.png') |
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textureSurface = pygame.image.load(texturefile) |
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textureData = pygame.image.tostring(textureSurface, "RGBA", 1) |
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glBindTexture(GL_TEXTURE_2D, textures[0]) |
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, textureSurface.get_width(), textureSurface.get_height(), 0, |
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GL_RGBA, GL_UNSIGNED_BYTE, textureData ); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) |
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def make_vbo(): |
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global buflist |
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buflist = glGenBuffers(3) |
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vertices = [False] * (20 * 15) |
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for y in range(15): |
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for x in range(20): |
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ty = y * 32 |
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tx = x * 32 |
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# Z coord is used for blit order |
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vertices[x + y * 20] = [tx, ty, y * 0.01, |
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tx + 32, ty, y * 0.01, |
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tx + 32, ty + 32, y * 0.01, |
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tx, ty + 32, y * 0.01] |
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vertices = numpy.array(vertices, dtype=numpy.float32) |
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glBindBuffer(GL_ARRAY_BUFFER, buflist[0]) |
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glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW) |
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indices = numpy.array([x for x in range(4 * 20 * 15)], dtype=numpy.int) |
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glBindBuffer(GL_ARRAY_BUFFER, buflist[2]) |
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glBufferData(GL_ARRAY_BUFFER, indices, GL_STATIC_DRAW) |
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def put_map(themap): |
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uvs = [False] * (20 * 15) |
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index = 0 |
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for line in themap: |
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for tile in line: |
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ty = .0625 * (15 - tile / 16) |
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tx = .0625 * (tile % 16) |
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uvs[index] = [tx, ty + .0625, |
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tx + .0625, ty + .0625, |
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tx + .0625, ty, |
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tx, ty] |
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index += 1 |
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uvs = numpy.array(uvs, dtype=numpy.float32) |
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glBindBuffer(GL_ARRAY_BUFFER, buflist[1]) |
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glBufferData(GL_ARRAY_BUFFER, uvs, GL_STATIC_DRAW) |
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glEnableClientState(GL_VERTEX_ARRAY) |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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glEnableClientState(GL_INDEX_ARRAY) |
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glBindTexture(GL_TEXTURE_2D, textures[0]) |
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glBindBuffer(GL_ARRAY_BUFFER, buflist[0]) |
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glVertexPointer(3, GL_FLOAT, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, buflist[1]) |
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glTexCoordPointer(2, GL_FLOAT, 0, None) |
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glBindBuffer(GL_ARRAY_BUFFER, buflist[2]) |
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glIndexPointer(GL_INT, 0, None) |
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glDrawArrays(GL_QUADS, 0, 4 * 20 * 15) |
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glDisableClientState(GL_VERTEX_ARRAY) |
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glDisableClientState(GL_TEXTURE_COORD_ARRAY) |
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glDisableClientState(GL_INDEX_ARRAY) |
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def draw(): |
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#glClear(GL_DEPTH_BUFFER_BIT) # Full redraw: no need to clear color buffer |
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glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT) |
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glLoadIdentity() |
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themap = [ |
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[ 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18 ], |
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[ 18, 1, 2, 2, 2, 34, 2, 2, 2, 2, 2, 2, 3, 34, 4, 18, 18, 18, 18, 18 ], |
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[ 18, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 17, 18, 20, 4, 18, 18, 18, 18 ], |
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[ 18, 19, 18, 49, 50, 51, 49, 50, 51, 49, 50, 18, 17, 18, 17, 19, 18, 18, 18, 18 ], |
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[ 18, 17, 18, 49, 50, 51, 49, 50, 51, 49, 50, 18, 17, 18, 17, 17, 18, 18, 18, 18 ], |
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[ 18, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 18, 20, 36, 18, 18, 18, 18 ], |
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[ 18, 33, 2, 2, 2, 2, 2, 2, 2, 2, 34, 2, 35, 2, 36, 18, 18, 18, 18, 18 ], |
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[ 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18 ], |
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[ 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], |
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[ 52, 52, 53, 53, 53, 52, 53, 53, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], |
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[ 52, 52, 53, 53, 53, 52, 52, 53, 52, 53, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], |
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[ 52, 52, 53, 53, 53, 52, 52, 52, 52, 52, 52, 53, 53, 52, 52, 52, 52, 52, 52, 52 ], |
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[ 52, 52, 53, 53, 53, 52, 52, 52, 52, 52, 52, 53, 53, 52, 52, 52, 52, 52, 52, 52 ], |
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[ 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], |
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[ 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52, 52 ], |
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] |
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glPushMatrix() |
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glTranslatef(50.0 * sin(frames * 0.05), 50.0 * cos(frames * 0.08), 0) |
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put_map(themap) |
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glPopMatrix() |
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glTranslatef(0, 0, 0.2) |
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put_map(themap) |
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frames = 0 |
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def main(): |
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global frames |
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video_flags = OPENGL|DOUBLEBUF |
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pygame.init() |
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surface = pygame.display.set_mode((640,480), video_flags) |
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resize((640,480)) |
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init() |
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frames = 0 |
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ticks = pygame.time.get_ticks() |
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start = ticks |
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while 1: |
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event = pygame.event.poll() |
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if event.type == QUIT or (event.type == KEYDOWN and event.key == K_ESCAPE): |
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break |
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# Enforce 33 fps |
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while pygame.time.get_ticks() < ticks + 33: |
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pygame.time.wait(1) |
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ticks = pygame.time.get_ticks() |
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draw() |
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pygame.display.flip() |
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frames = frames+1 |
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#if frames > 200: |
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# break |
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print "fps: %d" % ((frames*1000)/(pygame.time.get_ticks()-start)) |
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if __name__ == '__main__': main() |
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#import cProfile |
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#cProfile.run('main()') |
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