some basic cleanup to split up universe and remove it as a dependency

This commit is contained in:
cecilkorik 2011-10-16 20:08:05 -06:00
parent 874edff55a
commit 1898b5ce49
4 changed files with 37 additions and 36 deletions

View file

@ -333,7 +333,6 @@ class RenderLayer(object):
def render(self): def render(self):
self.material.bind() self.material.bind()
glPushMatrix() glPushMatrix()
glTranslatef(500.0, 300.0, 0.0)
glScalef(*self.scale) glScalef(*self.scale)
self.mesh.draw(self.material.texcoords) self.mesh.draw(self.material.texcoords)
glPopMatrix() glPopMatrix()

View file

@ -6,18 +6,18 @@ import video
import shader import shader
import inputs import inputs
import models import models
import universe
from OpenGL.GL import * from OpenGL.GL import *
def set_universe(new_universe): def set_universe(new_universe):
global universe global g_universe
universe = new_universe g_universe = new_universe
universe = universe.test_universe() g_universe = None
def mainloop(): def mainloop():
global universe global g_universe
gametimer.start_loop() gametimer.start_loop()
while True: while True:
@ -42,6 +42,6 @@ def mainloop():
video.predraw() video.predraw()
universe.frame() g_universe.frame()
video.next_frame() video.next_frame()

View file

@ -1,4 +1,32 @@
import roc import roc
class test_universe(base_universe):
def frame(self):
# pink triangle
glBegin(GL_TRIANGLE_STRIP)
glNormal3f(0.0, 0.0, 1.0)
glColor4f(1.0, 0.0, 0.5, 1.0)
glVertex3f( 20.0, 50.0, 1.0)
glVertex3f( 20.0, 600.0, 1.0)
glVertex3f( 400.0, 50.0, 1.0)
glEnd()
# yellow square
glBegin(GL_TRIANGLE_STRIP)
glNormal3f(0.0, 0.0, 1.0)
glColor4f(1.0, 1.0, 0.0, 1.0)
glVertex3f( 150.0, 20.0, -50.0)
glVertex3f( 150.0, 400.0, -50.0)
glVertex3f( 360.0, 20.0, -50.0)
glVertex3f( 360.0, 400.0, -50.0)
glEnd()
# texture test
mdl = models.mgr.create("m_test")
mdl.render()
roc.init2d() roc.init2d()
roc.set_universe(test_universe())
roc.main() roc.main()

View file

@ -20,39 +20,13 @@ class base_universe(object):
def render(self): def render(self):
pass pass
class test_universe(base_universe):
def frame(self):
# pink triangle
glBegin(GL_TRIANGLE_STRIP)
glNormal3f(0.0, 0.0, 1.0)
glColor4f(1.0, 0.0, 0.5, 1.0)
glVertex3f( 20.0, 50.0, 1.0)
glVertex3f( 20.0, 600.0, 1.0)
glVertex3f( 400.0, 50.0, 1.0)
glEnd()
# yellow square
glBegin(GL_TRIANGLE_STRIP)
glNormal3f(0.0, 0.0, 1.0)
glColor4f(1.0, 1.0, 0.0, 1.0)
glVertex3f( 150.0, 20.0, -50.0)
glVertex3f( 150.0, 400.0, -50.0)
glVertex3f( 360.0, 20.0, -50.0)
glVertex3f( 360.0, 400.0, -50.0)
glEnd()
# texture test
mdl = models.mgr.create("m_test")
mdl.render()
class tiled_universe(base_universe): class tiled_universe(base_universe):
def __init__(self): def __init__(self):
pass pass
def init(self): def init(self):
pass pass
def frame(self): def frame(self):
pass pass