major reorganization to install roc as a proper library instead of using copies of it to make games

This commit is contained in:
cecilkorik 2017-05-08 23:37:43 -07:00
parent 65019a5e43
commit bcd74e64c5
108 changed files with 32 additions and 2196 deletions

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include include
pip-selfcheck.json pip-selfcheck.json
__pycache__ __pycache__
*.orig

7
README Normal file
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roc is Cecil's game engine. It's not fancy, but it provides a solid foundation
for many of my games. It handles most of the boring grunt work like OpenGL,
shaders, fonts, UI, 3d models, and other nonsense.
I'm sure "roc" had a very clever meaning when I first came up with it, but
I've long since forgotten what it was. I assume it had something to do with
the mythical bird of prey, but with the way my mind works, who knows?

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uniform sampler2D TextureMap;
varying float CameraDepth;
varying vec2 TexCoord;
void main()
{
// draw the typical textured output to visual framebuffer
gl_FragData[0] = texture2D(TextureMap, TexCoord);
// write "normaliized vertex depth" to the depthmap's alpha.
gl_FragData[1] = vec4(vec3(0.0), CameraDepth);
}

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uniform vec3 CameraPos;
uniform vec3 CameraDir;
uniform float DepthNear;
uniform float DepthFar;
varying float CameraDepth; // normalized camera depth
varying vec2 TexCoord;
void main()
{
// offset = vector to vertex from camera's position
vec3 offset = (gl_Vertex.xyz / gl_Vertex.w) - CameraPos;
// z = distance from vertex to camera plane
float z = -dot(offset, CameraDir);
// Depth from vertex to camera, mapped to [0,1]
CameraDepth = (z - DepthNear) / (DepthFar - DepthNear);
// typical interpolated coordinate for texture lookup
TexCoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}

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uniform sampler2D DepthTexture;
uniform sampler2D ShadowTexture;
varying vec2 DepthTexCoord;
varying vec3 ShadowNear;
varying vec3 ShadowDir;
const vec3 shadowColor = vec3(0.0);
void main()
{
// read from DepthTexture
// (depth is stored in texture's alpha component)
float cameraDepth = texture2D(DepthTexture, DepthTexCoord).a;
vec3 shadowPos = (cameraDepth * ShadowDir) + ShadowNear;
float l = dot(shadowPos.yz, shadowPos.yz);
float d = shadowPos.x;
// k = shadow density: 0=opaque, 1=transparent
// (use texture's red component as the density)
float k = texture2D(ShadowTexture, vec2(l, d)).r;
gl_FragColor = vec4(shadowColor, k);
}

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uniform mat3 WorldToShadow;
uniform vec3 SphereOrigin;
uniform vec3 CameraPos;
uniform vec3 CameraDir;
uniform float DepthNear;
uniform float DepthFar;
varying vec2 DepthTexCoord;
varying vec3 ShadowNear;
varying vec3 ShadowDir;
void main()
{
vec4 tmp1 = ftransform();
gl_Position = tmp1;
// Predivide out w to avoid perspective-correct interpolation.
// The quantities being interpolated are screen-space texture
// coordinates and vectors to the near and far shadow plane,
// all of which have to be bilinearly interpolated.
// This could potentially be done by setting glHint,
// but it wouldn't be guaranteed to work on all hardware.
gl_Position.xyz /= gl_Position.w;
gl_Position.w = 1.0;
// Grab the transformed vertex's XY components as a texcoord
// for sampling from the depth texture from pass 1.
// Normalize them from [0,0] to [1,1]
DepthTexCoord = gl_Position.xy * 0.5 + 0.5;
// offset = vector to vertex from camera's position
vec3 offset = (gl_Vertex.xyz / gl_Vertex.w) - CameraPos;
// z = distance from vertex to camera plane
float z = -dot(offset, CameraDir);
vec3 shadowOffsetNear = offset * DepthNear / z;
vec3 shadowOffsetFar = offset * DepthFar / z;
vec3 worldPositionNear = CameraPos + shadowOffsetNear;
vec3 worldPositionFar = CameraPos + shadowOffsetFar;
vec3 shadowFar = WorldToShadow * (worldPositionFar - SphereOrigin);
ShadowNear = WorldToShadow * (worldPositionNear - SphereOrigin);
ShadowDir = shadowFar - ShadowNear;
}

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varying vec4 ambientGlobal/*,ambientA[8],diffuseA[8]*/;
varying vec4 pixelpos;
uniform sampler2D tex;
void main()
{
vec4 color = ambientGlobal;
vec4 white = vec4(1.0, 1.0, 1.5, 1.0);
//color = white;
vec4 texcolor = texture2D(tex, gl_TexCoord[0].st);
color = clamp(texcolor * color, 0.0, 1.0);
//color = color * vec4(1.0, 1.0, 1.0, 0.5);
gl_FragColor = color;
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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varying vec4 ambientGlobal/*,ambientA[8],diffuseA[8]*/;
varying vec3 normal/*,lightDirA[8],halfVectorA[8]*/;
/*varying float distA[8];*/
varying vec4 pixelpos;
void main()
{
normal = normalize(gl_NormalMatrix * gl_Normal);
pixelpos = gl_ModelViewMatrix * gl_Vertex;
ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
}

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varying vec4 ambientGlobal/*,ambientA[8],diffuseA[8]*/;
varying vec4 pixelpos;
uniform sampler2D tex;
varying vec3 normal/*,lightDirA[8],halfVectorA[8]*/;
/*varying float distA[8];*/
vec4 overlay_blend(vec4 base, vec4 blend)
{
vec4 lumCoeff = vec4(0.2125, 0.7154, 0.0721, 1.0);
vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
vec4 result;
float luminance = dot(base, lumCoeff);
if (luminance < 0.45)
result = 2.0 * blend * base;
else if (luminance > 0.55)
result = white - 2.0 * (white - blend) * (white - base);
else
{
vec4 result1 = 2.0 * blend * base;
vec4 result2 = white - 2.0 * (white - blend) * (white - base);
result = mix(result1, result2, (luminance - 0.45) * 10.0);
}
return result;
}
vec4 process_lightsource(gl_LightSourceParameters light, vec4 incolor)
{
vec3 n,halfV,viewV,lightDir,halfVector;
float NdotL,NdotHV,dist;
vec4 color = vec4(0.0, 0.0, 0.0, 1.0);
vec4 spec = vec4(0.0, 0.0, 0.0, 1.0);
vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
float att;
/* a fragment shader can't write a varying variable, hence we need
a new variable to store the normalized interpolated normal */
n = normalize(normal);
vec3 aux, ldir;
vec4 d,a;
if (light.position[3] == 1.0)
{
aux = vec3(light.position-pixelpos);
ldir = normalize(aux);
dist = length(aux);
}
else
{
ldir = normalize(vec3(light.position));
dist = 0.0;
}
halfVector = normalize(light.halfVector.xyz);
/* Compute the diffuse, ambient and globalAmbient terms */
d = gl_FrontMaterial.diffuse * light.diffuse;
/* The ambient terms have been separated since one of them */
/* suffers attenuation */
a = gl_FrontMaterial.ambient * light.ambient;
/* compute the dot product between normal and normalized lightdir */
NdotL = dot(n,ldir);
#define SHADOW_FUZZ 0.1
if (NdotL > 0.0) {
NdotL = ((1.0 - SHADOW_FUZZ) * NdotL) + SHADOW_FUZZ;
att = 1.0 / (light.constantAttenuation +
light.linearAttenuation * dist +
light.quadraticAttenuation * dist * dist);
color = att * (d * NdotL + a);
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
//spec = att * gl_FrontMaterial.specular * light.specular * pow(NdotHV,gl_FrontMaterial.shininess);
spec = att * white * light.specular * pow(NdotHV,10.0);
}
else if (NdotL > (-1.0 * SHADOW_FUZZ)) {
float fraction;
NdotL = (NdotL+SHADOW_FUZZ);
fraction = NdotL / SHADOW_FUZZ;
att = 1.0 / (light.constantAttenuation +
light.linearAttenuation * dist +
light.quadraticAttenuation * dist * dist);
color = att * fraction * (d * NdotL + a);
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
//spec = att * fraction * gl_FrontMaterial.specular * light.specular * pow(NdotHV,gl_FrontMaterial.shininess);
spec = att * white * light.specular * pow(NdotHV,10.0);
}
// blend mode SCREEN
color = white - ((white - color) * (white - incolor));
// blend mode AVG
//color = (color + incolor) * 0.5;
// blend mode LIGHTEN
//color = max(color, incolor);
// blend mode OVERLAY
//color = overlay_blend(incolor, color);
// blend mode DODGE
//color = incolor / (white - color);
// blend mode MULTIPLY
//color = color * incolor;
color += clamp(spec, 0.0, 1.0);
return clamp(color, 0.0, 1.0);
}
void main()
{
vec4 color = ambientGlobal;
vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
//color = white;
color = process_lightsource(gl_LightSource[0], color);
color = process_lightsource(gl_LightSource[1], color);
color = process_lightsource(gl_LightSource[2], color);
color = process_lightsource(gl_LightSource[3], color);
color = process_lightsource(gl_LightSource[4], color);
color = process_lightsource(gl_LightSource[5], color);
color = process_lightsource(gl_LightSource[6], color);
color = process_lightsource(gl_LightSource[7], color);
vec4 texcolor = texture2D(tex, gl_TexCoord[0].st);
gl_FragColor = clamp(texcolor * color, 0.0, 1.0);
// gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

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varying vec4 ambientGlobal/*,ambientA[8],diffuseA[8]*/;
varying vec3 normal/*,lightDirA[8],halfVectorA[8]*/;
/*varying float distA[8];*/
varying vec4 pixelpos;
void main()
{
normal = normalize(gl_NormalMatrix * gl_Normal);
pixelpos = gl_ModelViewMatrix * gl_Vertex;
ambientGlobal = gl_LightModel.ambient * gl_FrontMaterial.ambient;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
gl_Position = ftransform();
}

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varying vec3 normal;
varying vec3 lightdir;
uniform sampler2D tex;
void main()
{
float intensity;
intensity = dot(lightdir, normalize(normal));
var;
gl_FragColor = texture2D(tex, gl_TexCoord[0].st) * vec4(intensity, intensity, intensity, 1.0);
}

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varying vec3 normal;
varying vec3 lightdir;
void main()
{
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
normal = gl_NormalMatrix * gl_Normal;
vec4 newpos = ftransform();
gl_Position = newpos;
lightdir = normalize(vec3(gl_LightSource[0].position) - vec3(gl_ModelViewMatrix * gl_Vertex));
}

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@ -1,34 +0,0 @@
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@ -1,10 +0,0 @@
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@ -1,27 +0,0 @@
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@ -1,16 +0,0 @@
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@ -1,16 +0,0 @@
<xml_binary_packing name="factions">
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@ -1,63 +0,0 @@
<xml_binary_packing name="models">
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@ -1,8 +0,0 @@
<xml_binary_packing name="shaders">
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@ -1,37 +0,0 @@
<xml_binary_packing name="ships">
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@ -1,21 +0,0 @@
<xml_binary_packing name="sprites">
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<datatag name="facing" data="string" optional="yes" default="+z"/>
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@ -1,35 +0,0 @@
<xml_binary_packing name="stellars">
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@ -1,9 +0,0 @@
<xml_binary_packing name="systems">
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@ -1,25 +0,0 @@
<xml_binary_packing name="textures">
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@ -1,38 +0,0 @@
<xml_binary_packing name="weapons">
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<datatag name="launcher" data="string"/>
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<datatag name="damagefunc" data="string" default="normal"/>
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@ -1,20 +0,0 @@
<engines>
<engine id="0">
<name>LX-20 Light Freighter Engine</name>
<desc>The LX-20 is one of the cheapest, simplest, and least effective engine designs available. It is commonly found equipped on the cheapest freighters, where its general reliability and the ease of finding replacement parts for it serves well. No reputable dealer would ever stock an engine this decrepit, but you can probably find a servicable one littering any spaceport since most people consider them useless.</desc>
<thrust>18000</thrust>
<price>0</price>
<size>150</size>
<mass>3800</mass>
<particlefx>eng_large</particlefx>
</engine>
<engine id="1">
<name>Plasma Vector Drive</name>
<desc>This is the engine equipped as standard on the Kestrel fighter. Top-of-the-line by any account, there is no downside except the price. It's small and lightweight, and it provides tremendous speed and agility with a minimal fuel cost.</desc>
<size>0.05</size>
<mass>25</mass>
<thrust>22000</thrust>
<price>550000</price>
<particlefx>eng_advanced</particlefx>
</engine>
</engines>

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@ -1,54 +0,0 @@
<factions>
<faction id="10000">
<name>Government FactionGroup</name>
<group>-1</group>
</faction>
<faction id="10001">
<name>Neutral FactionGroup</name>
<group>-1</group>
</faction>
<faction id="10002">
<name>Criminal FactionGroup</name>
<group>-1</group>
</faction>
<faction id="0">
<name>Colonial Alliance Navy</name>
<group>10000</group>
</faction>
<faction id="1">
<name>Colonial Alliance Police</name>
<group>10000</group>
</faction>
<faction id="2">
<name>Associated Worlds Navy</name>
<group>10000</group>
</faction>
<faction id="3">
<name>Associated Worlds Police</name>
<group>10000</group>
</faction>
<faction id="4">
<name>Evon Naval Forces</name>
<group>10000</group>
</faction>
<faction id="5">
<name>Evon Police Forces</name>
<group>10000</group>
</faction>
<faction id="6">
<name>Royal Victorian Navy</name>
<group>10000</group>
</faction>
<faction id="7">
<name>Victorian Police Forces</name>
<group>10000</group>
</faction>
<faction id="8">
<name>Independent Defense Fleet</name>
<group>10001</group>
</faction>
<faction id="9">
<name>Corsair Navy</name>
<group>10002</group>
</faction>
</factions>

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@ -1,221 +0,0 @@
<models>
<mesh id="mesh_sprite">
<centered_sprite/>
</mesh>
<mesh id="mesh_centered_sprite">
<centered_sprite/>
</mesh>
<mesh id="mesh_offset_sprite">
<sprite/>
</mesh>
<model id="m_test">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale x="200" y="200"/></mesh>
<material><ref>mat_test</ref></material>
</render>
</model>
<model id="m_star">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale x="200" y="200"/></mesh>
<material><ref>mat_star</ref></material>
</render>
</model>
<model id="m_star_tiny">
<render layer="0">
<mesh><ref>mesh_centered_sprite</ref><scale x="40" y="40"/></mesh>
<material><ref>mat_star</ref></material>
</render>
</model>
<model id="m_particle">
<render layer="0">
<mesh><ref>mesh_centered_sprite</ref><scale x="16" y="16"/></mesh>
<material><ref>mat_particle</ref></material>
</render>
</model>
<model id="m_dralthi">
<render layer="0">
<mesh><ref>mesh_centered_sprite</ref><scale x="40" y="40"/></mesh>
<material><ref>mat_dralthi</ref></material>
</render>
</model>
<model id="ui_frame_tl">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_frame_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_frame_bg_corner</ref></material>
</render>
</model>
<model id="ui_frame_tc">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_frame_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_frame_bg_edge</ref></material>
</render>
</model>
<model id="ui_frame_tr">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_frame_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_frame_bg_corner</ref></material>
</render>
</model>
<model id="ui_frame_cl">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_frame_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_frame_bg_edge</ref></material>
</render>
</model>
<model id="ui_frame_cc">
<render layer="0">
<mesh><ref>mesh_sprite</ref></mesh>
<material><ref>mat_blank</ref></material>
</render>
</model>
<model id="ui_frame_cr">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_frame_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_frame_bg_edge</ref></material>
</render>
</model>
<model id="ui_frame_bl">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_frame_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_frame_bg_corner</ref></material>
</render>
</model>
<model id="ui_frame_bc">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_frame_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_frame_bg_edge</ref></material>
</render>
</model>
<model id="ui_frame_br">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_frame_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_frame_bg_corner</ref></material>
</render>
</model>
<model id="ui_button_tl">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_button_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_button_bg_corner</ref></material>
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</model>
<model id="ui_button_tc">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_button_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/></mesh>
<material><ref>mat_ui_button_bg_edge</ref></material>
</render>
</model>
<model id="ui_button_tr">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_button_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_button_bg_corner</ref></material>
</render>
</model>
<model id="ui_button_cl">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_button_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_button_bg_edge</ref></material>
</render>
</model>
<model id="ui_button_cc">
<render layer="0">
<mesh><ref>mesh_sprite</ref></mesh>
<material><ref>mat_blank</ref></material>
</render>
</model>
<model id="ui_button_cr">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_button_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="90.0"/></mesh>
<material><ref>mat_ui_button_bg_edge</ref></material>
</render>
</model>
<model id="ui_button_bl">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_button_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="270.0"/></mesh>
<material><ref>mat_ui_button_bg_corner</ref></material>
</render>
</model>
<model id="ui_button_bc">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_button_edge</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_button_bg_edge</ref></material>
</render>
</model>
<model id="ui_button_br">
<render layer="0">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_button_corner</ref></material>
</render>
<render layer="1">
<mesh><ref>mesh_sprite</ref><scale_to_tex/><rot z="180.0"/></mesh>
<material><ref>mat_ui_button_bg_corner</ref></material>
</render>
</model>
</models>

View file

@ -1,22 +0,0 @@
<shaders>
<shader id="standard">
<vertex>standard</vertex>
<fragment>standard</fragment>
</shader>
<shader id="test">
<vertex>test</vertex>
<fragment>test</fragment>
</shader>
<shader id="sprite">
<vertex>sprite</vertex>
<fragment>sprite</fragment>
</shader>
<shader id="shadow_pass1">
<vertex>shadow_pass1</vertex>
<fragment>shadow_pass1</fragment>
</shader>
<shader id="shadow_pass2">
<vertex>shadow_pass2</vertex>
<fragment>shadow_pass2</fragment>
</shader>
</shaders>

View file

@ -1,83 +0,0 @@
<ships>
<hull id="hull_lightfr">
<name>Spacetruck</name>
<modelref>m_fr_spacetruck</modelref>
<yaw>55</yaw>
<pitch>64</pitch>
<roll>35</roll>
<mass>15000</mass>
<internal_space>15000</internal_space>
<skin_space>2450</skin_space>
<weapon_slots>0</weapon_slots>
<engine_slots>1</engine_slots>
<desc>The commercial backbone of the colonies, the Space Truck carries a lot of cargo and does it very cheaply. They are perfect for trading in heavily patrolled sectors, but in rougher areas their lack of defensive systems and voluminous cargo hold makes them an obvious target.</desc>
</hull>
<hull id="hull_advfi">
<name>Kestrel</name>
<modelref>m_fi_kestrel</modelref>
<desc>Graceful lines and top-end equipment make this fighter a favourite of civilian pilots.</desc>
<pitch>215</pitch>
<roll>120</roll>
<yaw>200</yaw>
<mass>480</mass>
<internal_space>5</internal_space>
<skin_space>28</skin_space>
<weapon_slots>6</weapon_slots>
<engine_slots>1</engine_slots>
</hull>
<hull id="hull_hugebs">
<name>Thor Class Battlestation</name>
<modelref>m_bs_thor</modelref>
<desc>Massive and bristling with armaments and defenses, the Thor class battlestations are the Colonial Alliance's most powerful line of defense against any aggressor. Indeed, simulations show that in a best case scenario one of thsese battlestations could potentially defeat an entire foreign Navy single-handedly.</desc>
<mass>451000000</mass>
<internal_space>6000000</internal_space>
<skin_space>140000</skin_space>
<weapon_slots>28</weapon_slots>
</hull>
<hull id="hull_nb">
<name>Nav Buoy</name>
<modelref>m_misc_navbuoy0</modelref>
<mass>1500</mass>
</hull>
<hull id="hull_nb_test">
<name>Nav Buoy Test</name>
<modelref>m_misc_navbuoy_test</modelref>
<mass>1500</mass>
</hull>
<hull id="hull_test_planet">
<name>Bob</name>
<modelref>m_pl_bob</modelref>
<mass>4.5e22</mass>
</hull>
<package id="player_start">
<name>Starter Pack - Not for Resale</name>
<hull id="hull_advfi"/>
<engine hardpoint="0" id="1"/>
<desc>New pilots get this ship with this equipment</desc>
</package>
<package id="thor">
<name>Thor Class Battlestation</name>
<hull id="hull_hugebs"/>
<desc>Massive and bristling with armaments and defenses, the Thor class battlestations are the Colonial Alliance's most powerful line of defense against any aggressor. Indeed, simulations show that in a best case scenario one of thsese battlestations could potentially defeat an entire foreign Navy single-handedly.</desc>
</package>
<package id="test_planet">
<name>Bob</name>
<hull id="hull_test_planet"/>
<desc>A planet</desc>
</package>
<package id="nb">
<name>Nav Buoy</name>
<desc>Navigation buoys are typically used to mark a route or a specific point in space.</desc>
<hull id="hull_nb"/>
</package>
<package id="nb_test">
<name>Nav Buoy</name>
<desc>Navigation buoys are typically used to mark a route or a specific point in space.</desc>
<hull id="hull_nb_test"/>
</package>
</ships>

View file

@ -1,5 +0,0 @@
<sprites>
<sprite id="test">
<file>tex/test1.png</file>
</shader>
</shaders>

View file

@ -1,9 +0,0 @@
<stellars>
<planet id="3">
<name>Bob</name>
<texture>earthy</texture>
<desc>Bob is a rich agricultural planet, with a moderate industrial sector, large population centers, and a stable ecosystem. It's a pleasant place, with a little something for everyone, but is otherwise fairly nondescript.</desc>
<mass>7.4e24</mass>
<radius>8552.3</radius>
</planet>
</stellars>

View file

@ -1,100 +0,0 @@
<textures>
<texture id="t_black">
<file>tex/black.png</file>
<coords/>
<uniform/>
</texture>
<texture id="t_white">
<file>tex/white.png</file>
<uniform/>
</texture>
<texture id="tnm_flat">
<file>tex/nm_flat.png</file>
<uniform/>
</texture>
<material id="mat_blank">
<texture ref="t_white" type="noaa"/>
<texture ref="tnm_flat" type="normal"/>
</material>
<texture id="t_test">
<file>tex/test1.png</file>
</texture>
<texture id="t_particle">
<file>tex/whitelight_static.png</file>
</texture>
<texture id="t_star">
<file>tex/star_sprite_main.png</file>
</texture>
<texture id="t_dralthi">
<file>tex/dralthi.png</file>
</texture>
<texture id="t_ui_button_corner">
<file>ui/button_corner.png</file>
</texture>
<texture id="t_ui_button_edge">
<file>ui/button_edge.png</file>
</texture>
<texture id="t_ui_button_bg_corner">
<file>ui/button_bg_corner.png</file>
</texture>
<texture id="t_ui_button_bg_edge">
<file>ui/button_bg_edge.png</file>
</texture>
<texture id="t_ui_frame_corner">
<file>ui/frame_corner.png</file>
</texture>
<texture id="t_ui_frame_edge">
<file>ui/frame_edge.png</file>
</texture>
<texture id="t_ui_frame_bg_corner">
<file>ui/frame_bg_corner.png</file>
</texture>
<texture id="t_ui_frame_bg_edge">
<file>ui/frame_bg_edge.png</file>
</texture>
<material id="mat_ui_button_corner">
<texture ref="t_ui_button_corner" type="noaa"/>
</material>
<material id="mat_ui_button_edge">
<texture ref="t_ui_button_edge" type="noaa"/>
</material>
<material id="mat_ui_button_bg_corner">
<texture ref="t_ui_button_bg_corner" type="noaa"/>
</material>
<material id="mat_ui_button_bg_edge">
<texture ref="t_ui_button_bg_edge" type="noaa"/>
</material>
<material id="mat_ui_frame_corner">
<texture ref="t_ui_frame_corner" type="noaa"/>
</material>
<material id="mat_ui_frame_edge">
<texture ref="t_ui_frame_edge" type="noaa"/>
</material>
<material id="mat_ui_frame_bg_corner">
<texture ref="t_ui_frame_bg_corner" type="noaa"/>
</material>
<material id="mat_ui_frame_bg_edge">
<texture ref="t_ui_frame_bg_edge" type="noaa"/>
</material>
<texture id="t_test_plasma">
<file>tex/plasma1.png</file>
</texture>
<texture id="t_test_plasma2">
<file>tex/plasma2.png</file>
</texture>
<material id="mat_test">
<texture ref="t_test"/>
</material>
<material id="mat_star">
<texture ref="t_star"/>
</material>
<material id="mat_particle">
<texture ref="t_particle"/>
</material>
<material id="mat_dralthi">
<texture ref="t_dralthi"/>
</material>
</textures>

View file

@ -1,22 +0,0 @@
<weapons>
<component id="lightblaster">
<name>Light Blaster</name>
<desc>The staggering ubiquity of the blaster class weapons is due to their simplicity and reliability. This particular model is one of the smallest blaster models, and it is more of a mild deterrant than an actual combat weapon. Against any moderately capable fighter it would prove almost ineffective even in large numbers, and it would be absolutely laughable to suggest that it would be of any use at all against a larger ship. Still, they are often found on shuttles and small freighters hoping that any agressor will see that numerous guns are mounted without bothering to scan too closely.</desc>
<price>250</price>
<size>0.2</size>
<mass>2</mass>
<launcher>w_lightblaster</launcher>
</component>
<launcher id="w_lightblaster">
<refire>250</refire>
<projectile>wp_lightblaster</projectile>
<velocity>1000</velocity>
</launcher>
<projectile id="wp_lightblaster">
<sprite>hard_particle</sprite>
<sprite_color red="1.0" green="1.0" blue="1.0" alpha="1.0"/>
<range>400</range>
<damagemin>20</damagemin>
<damagemax>20</damagemax>
</projectile>
</weapons>

View file

@ -1,6 +0,0 @@
@echo off
:restart
roc_test.py
pause
echo Starting...
goto restart

View file

@ -1,97 +0,0 @@
#!/usr/local/bin/python2.4
import pygame
from pygame.locals import *
import os
import sys
import math
import random
import inputs
import gamedata
import gametimer
import video
import glwrapper
import init_universe
import universe
import time
import components
try:
from PIL import PngImagePlugin
except:
import PngImagePlugin
from .gameobj import *
from player import *
from particles import *
from ai import *
pygame.init()
gamedata.load_gamedata()
size = width, height = (1600,1200)
size = width, height = (1024,768)
video.set_res(size)
video.init()
video.enable_vsync()
gametimer.start_loop()
init_universe.init()
view = None
skipping = False
while True:
events = pygame.event.get()
#if skipping:
# print "SKIPPING! Forced? %s" % (video.get_forced_redraw(),)
gametimer.next_frame(skipping)
"""
if guiscreen != None or guidlg != None:
video.force_redraw() # irrelevant right now, but when we exit the gui, we'll need a full redraw!
for ev in events:
if ev.type == QUIT:
inputs.add_command('exit')
break
if 'exit' in inputs.commands:
break
if guiscreen:
guiscreen.distribute_events(*events)
continue
"""
pygame.event.pump()
for ev in events:
if ev.type == QUIT:
inputs.add_command('exit')
break
elif ev.type == KEYUP:
inputs.keyup(ev.key)
elif ev.type == KEYDOWN:
inputs.keydown(ev.key)
#elif ev.type == VIDEOEXPOSE:
# video.force_redraw()
elif ev.type in (MOUSEBUTTONDOWN, MOUSEBUTTONUP):
pass
if 'exit' in inputs.commands:
break
#map.handle_keys(keys)
#units.mgr.update()
#view.update()
#if video.get_forced_redraw():
# video.get_scr().fill((0,0,0))
#skipping = video.skipping_next_frame()
if not skipping:
universe.next_frame()
video.predraw()
universe.render()
if not skipping:
video.next_frame()
inputs.next_frame()
else:
video.reset_skipping()

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