first add of roc
190
camera.py
Normal file
|
@ -0,0 +1,190 @@
|
|||
from gameobj import game_object
|
||||
import math
|
||||
from quat import *
|
||||
from py3dutil import vect
|
||||
from OpenGL.GL import *
|
||||
import files
|
||||
|
||||
class game_camera(game_object):
|
||||
def __init__(self):
|
||||
self.tracking = None
|
||||
game_object.__init__(self)
|
||||
self.target_pos = self.pos.copy()
|
||||
self.target_rot = self.rot.copy()
|
||||
self.real_pos = self.pos.copy()
|
||||
self.real_rot = self.rot.copy()
|
||||
self.starbox = None
|
||||
self.starboxes = []
|
||||
|
||||
def track(self, obj):
|
||||
self.tracking = obj
|
||||
self.target_at(obj, immediate=True)
|
||||
|
||||
def target_at(self, obj, immediate=False):
|
||||
self.target_pos = obj.pos.copy()
|
||||
desired_v = -self.get_camera_vector(obj.rot)
|
||||
self.target_rot = quat(desired_v.x, desired_v.y, desired_v.z, 0.0)
|
||||
self.target_rot = obj.rot.copy()
|
||||
if immediate:
|
||||
self.pos = obj.pos.copy()
|
||||
self.rot = obj.rot.copy()
|
||||
self.real_pos = obj.pos.copy()
|
||||
self.real_rot = obj.rot.copy()
|
||||
else:
|
||||
self.camera_slew()
|
||||
|
||||
|
||||
# apply translation vector to current position!
|
||||
#print "Realrot: %s" % (self.real_rot,) #DELME
|
||||
self.rot = self.real_rot
|
||||
self.pos = self.real_pos + self.get_camera_vector(self.rot)
|
||||
|
||||
def get_camera_vector(self, rot):
|
||||
camera_pitch = 15.0
|
||||
camera_dist = 16.0
|
||||
camera_pitch_axis = rot.get_conjugate() * vect(0.0, 1.0, 0.0)
|
||||
camera_pitch_axis.normalize()
|
||||
#print "Rot: %s" % (rot,) #DELME
|
||||
|
||||
# find the direction we want to be pointing (looking forward)
|
||||
camera_v = (rot.get_conjugate() * vect(1.0, 0.0, 0.0))
|
||||
# find the angle at which the camera should be pitched
|
||||
camera_q = get_angle(camera_pitch, camera_pitch_axis)
|
||||
# rotate the direction to include the pitch component
|
||||
camera_v = camera_q * camera_v
|
||||
# apply the distance to turn our unit vector into a translation vector
|
||||
camera_v = camera_v.normalize() * -camera_dist
|
||||
#print camera_v
|
||||
return camera_v
|
||||
|
||||
def draw_starbox(self):
|
||||
return
|
||||
starbox = 'plain'
|
||||
#starbox = 'test'
|
||||
if starbox != self.starbox:
|
||||
import sprite
|
||||
self.starbox = starbox
|
||||
self.starboxes = []
|
||||
for i in range(6):
|
||||
fn = 'img/starbox/starbox_%s_%d.png' % (starbox, i + 1)
|
||||
f = files.mgr.open(fn)
|
||||
self.starboxes.append(sprite.sprite_tex())
|
||||
self.starboxes[i].set_file(f)
|
||||
starbox_locs = [
|
||||
(90.0, 1.0, 0.0, 0.0),
|
||||
(0.0, 0.0, 0.0, 1.0),
|
||||
(270.0, 0.0, 0.0, 1.0),
|
||||
(180.0, 0.0, 0.0, 1.0),
|
||||
(90.0, 0.0, 0.0, 1.0),
|
||||
(270.0, 1.0, 0.0, 0.0)
|
||||
]
|
||||
|
||||
clr = (1.0, 1.0, 1.0, 1.0)
|
||||
glDisable(GL_LIGHTING)
|
||||
glDepthMask(0)
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT, clr)
|
||||
glMaterialfv(GL_FRONT, GL_DIFFUSE, clr)
|
||||
glMaterialfv(GL_FRONT, GL_SPECULAR, clr)
|
||||
glColor4f(*clr)
|
||||
glMatrixMode(GL_PROJECTION)
|
||||
glPushMatrix()
|
||||
glLoadIdentity()
|
||||
fsize = 0.8
|
||||
wsize = 1.1
|
||||
fardist = 100.0
|
||||
glFrustum(-wsize, wsize, -fsize, fsize, 2.0, fardist * 10.0)
|
||||
#glOrtho(-1.0, 1.0, -1.0, 1.0, 0.1, fardist * 10.0)
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
|
||||
for i in range(6):
|
||||
glPushMatrix()
|
||||
glRotatef(*starbox_locs[i])
|
||||
if i == 0:
|
||||
glRotatef(270.0, 0.0, 1.0, 0.0)
|
||||
if i == 5:
|
||||
glRotatef(90.0, 0.0, 1.0, 0.0)
|
||||
glTranslatef(0.0, fardist, 0.0)
|
||||
glScalef(fardist, fardist, fardist)
|
||||
#glTranslatef(0.0, 100.0, 0.0)
|
||||
#glScalef(100.0, 100.0, 100.0)
|
||||
self.starboxes[i].render()
|
||||
glPopMatrix()
|
||||
glDepthMask(1)
|
||||
glEnable(GL_LIGHTING)
|
||||
|
||||
glMatrixMode(GL_PROJECTION)
|
||||
glPopMatrix()
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
|
||||
def calc_render_pos(self):
|
||||
self.render_pos = vect(0.0, 0.0, 0.0)
|
||||
|
||||
def clear_render_pos(self):
|
||||
self.render_pos = None
|
||||
|
||||
def render(self):
|
||||
glPushMatrix()
|
||||
glRotatef(90.0, 0.0, 0.0, 1.0)
|
||||
glMultMatrixf(self.rot.get_conjugate().get_matrix())
|
||||
self.draw_starbox()
|
||||
#glTranslatef(*[-x for x in self.pos])
|
||||
|
||||
|
||||
def update(self):
|
||||
#return
|
||||
if self.tracking != None:
|
||||
self.target_at(self.tracking)
|
||||
|
||||
def camera_slew(self):
|
||||
#return
|
||||
currv = self.get_camera_vector(self.real_rot)
|
||||
targv = self.get_camera_vector(self.target_rot)
|
||||
currpos = self.real_pos + currv
|
||||
targpos = self.target_pos + targv
|
||||
|
||||
currv.normalize()
|
||||
targv.normalize()
|
||||
|
||||
rotdiff = currv.dot(targv)
|
||||
|
||||
if rotdiff != 0.0:
|
||||
rotspeed = (math.sqrt(1.0 + rotdiff) - 1.0) / 10.0
|
||||
maxrot = 25.0
|
||||
if rotdiff > maxrot:
|
||||
rotspeed += (rotdiff - maxrot)
|
||||
amt = abs(rotspeed / rotdiff)
|
||||
if amt >= 1.0:
|
||||
self.real_rot = self.target_rot.copy()
|
||||
elif amt < 1e-7:
|
||||
self.real_rot = self.rot.copy()
|
||||
else:
|
||||
self.real_rot = self.rot.slerp(self.target_rot, amt)
|
||||
|
||||
d = currpos.dist(targpos)
|
||||
if d != 0.0:
|
||||
maxdist = 3.0
|
||||
followspeed = (math.sqrt(1.0 + d) - 1.0)
|
||||
#followspeed = 0.000001
|
||||
if d > maxdist:
|
||||
followspeed += d - maxdist
|
||||
amt = abs(followspeed / d)
|
||||
#print "%s, %s, %s" % (d, amt, followspeed)
|
||||
if amt > 1.0 or amt < 1e-7:
|
||||
self.real_pos = self.target_pos.copy()
|
||||
else:
|
||||
self.real_pos = self.real_pos.slerp(self.target_pos, amt)
|
||||
|
||||
#self.real_rot = self.real_rot * get_angle(90.0, vect(0.0, 0.0, 1.0))
|
||||
|
||||
|
||||
def get_forward_vector(self):
|
||||
return (self.rot * vect(1.0, 0.0, 0.0)).normalize()
|
||||
|
||||
|
||||
|
||||
def done(self):
|
||||
glPopMatrix()
|
||||
|
||||
|
||||
|
||||
|
13
data/shaders/shadow_pass1.frag
Normal file
|
@ -0,0 +1,13 @@
|
|||
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);
|
||||
}
|
24
data/shaders/shadow_pass1.vert
Normal file
|
@ -0,0 +1,24 @@
|
|||
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();
|
||||
}
|
25
data/shaders/shadow_pass2.frag
Normal file
|
@ -0,0 +1,25 @@
|
|||
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);
|
||||
}
|
49
data/shaders/shadow_pass2.vert
Normal file
|
@ -0,0 +1,49 @@
|
|||
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;
|
||||
}
|
17
data/shaders/sprite.frag
Normal file
|
@ -0,0 +1,17 @@
|
|||
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);
|
||||
|
||||
}
|
15
data/shaders/sprite.vert
Normal file
|
@ -0,0 +1,15 @@
|
|||
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();
|
||||
}
|
141
data/shaders/standard.frag
Normal file
|
@ -0,0 +1,141 @@
|
|||
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);
|
||||
|
||||
}
|
15
data/shaders/standard.vert
Normal file
|
@ -0,0 +1,15 @@
|
|||
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();
|
||||
}
|
12
data/shaders/test.frag
Normal file
|
@ -0,0 +1,12 @@
|
|||
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);
|
||||
}
|
13
data/shaders/test.vert
Normal file
|
@ -0,0 +1,13 @@
|
|||
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));
|
||||
}
|
BIN
data/sprite/bluelight_static.png
Normal file
After Width: | Height: | Size: 9.3 KiB |
BIN
data/sprite/fuzzy_particle.png
Normal file
BIN
data/sprite/hard_particle.png
Normal file
After Width: | Height: | Size: 890 B |
BIN
data/sprite/medium_particle.png
Normal file
After Width: | Height: | Size: 968 B |
BIN
data/sprite/redlight_static.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
data/sprite/soft_particle.png
Normal file
After Width: | Height: | Size: 865 B |
BIN
data/sprite/star_sprite_inner.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
data/sprite/star_sprite_main.png
Normal file
After Width: | Height: | Size: 28 KiB |
BIN
data/sprite/star_sprite_washout.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
data/sprite/whitelight_static.png
Normal file
After Width: | Height: | Size: 5.4 KiB |
BIN
data/sprite/yellowlight_static.png
Normal file
After Width: | Height: | Size: 8.3 KiB |
6
data/xml/constants.xml
Normal file
|
@ -0,0 +1,6 @@
|
|||
<xml_binary_packing name="constants">
|
||||
<datatag name="planet_scale" data="float"/>
|
||||
<datatag name="system_scale" data="float"/>
|
||||
<datatag name="ship_scale" data="float"/>
|
||||
<datatag name="
|
||||
</xml_binary_packing>
|
34
data/xml/def/bases.xml
Normal file
|
@ -0,0 +1,34 @@
|
|||
<xml_binary_packing name="ships">
|
||||
<datatag name="hull" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="model" data="string"/>
|
||||
<datatag name="pitch" data="float"/>
|
||||
<datatag name="yaw" data="float"/>
|
||||
<datatag name="roll" data="float"/>
|
||||
<datatag name="mass" data="float"/>
|
||||
<datatag name="cargo" data="float"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
</datatag>
|
||||
<datatag name="package" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="hull">
|
||||
<attribute name="id" data="int"/>
|
||||
</datatag>
|
||||
<datatag name="engine" multiple="yes">
|
||||
<attribute name="hardpoint" data="int"/>
|
||||
<attribute name="id" data="int"/>
|
||||
</datatag>
|
||||
<datatag name="weapon" multiple="yes">
|
||||
<attribute name="hardpoint" data="int"/>
|
||||
<attribute name="id" data="int"/>
|
||||
</datatag>
|
||||
<datatag name="component" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<attribute name="count" data="int"/>
|
||||
</datatag>
|
||||
<datatag name="price" data="int"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
10
data/xml/def/commodities.xml
Normal file
|
@ -0,0 +1,10 @@
|
|||
<xml_binary_packing name="commodities">
|
||||
<datatag name="tradegood" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="price" data="int"/>
|
||||
<datatag name="size" data="float" default="1"/>
|
||||
<datatag name="mass" data="float" default="1"/>
|
||||
<datatag name="desc" data="string"/>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
27
data/xml/def/components.xml
Normal file
|
@ -0,0 +1,27 @@
|
|||
<xml_binary_packing name="components">
|
||||
|
||||
<datatag name="skin" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="price" data="int"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
<datatag name="size" data="float"/>
|
||||
<datatag name="mass" data="float"/>
|
||||
</datatag>
|
||||
<datatag name="external" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="price" data="int"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
<datatag name="size" data="float"/>
|
||||
<datatag name="mass" data="float"/>
|
||||
</datatag>
|
||||
<datatag name="component" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="price" data="int"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
<datatag name="size" data="float"/>
|
||||
<datatag name="mass" data="float"/>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
16
data/xml/def/engines.xml
Normal file
|
@ -0,0 +1,16 @@
|
|||
<xml_binary_packing name="engines">
|
||||
<datatag name="engine" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="price" data="int"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
<datatag name="thrust" data="int"/>
|
||||
<datatag name="size" data="float"/>
|
||||
<datatag name="mass" data="float"/>
|
||||
<datatag name="spinup_delay" data="float" optional="yes" default="0"/>
|
||||
<datatag name="spinup_profile" data="string" optional="yes" default="instant"/>
|
||||
<datatag name="shutdown_delay" data="float" optional="yes" default="0"/>
|
||||
<datatag name="shutdown_profile" data="string" optional="yes" default="instant"/>
|
||||
<datatag name="particlefx" data="string" default=""/>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
16
data/xml/def/factions.xml
Normal file
|
@ -0,0 +1,16 @@
|
|||
<xml_binary_packing name="factions">
|
||||
<datatag name="relationship" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<attribute name="other" data="int"/>
|
||||
<attribute name="feelings" data="string"/>
|
||||
<attribute name="strength" data="float"/>
|
||||
</datatag>
|
||||
<datatag name="faction" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="group" data="int"/>
|
||||
<datatag name="laws">
|
||||
<datatag name="fine" data="int" default="0"/>
|
||||
</datatag>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
43
data/xml/def/models.xml
Normal file
|
@ -0,0 +1,43 @@
|
|||
<xml_binary_packing name="models">
|
||||
<datatag name="model" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="render" multiple="yes">
|
||||
<attribute name="layer" data="int"/>
|
||||
<datatag name="model">
|
||||
<datatag name="file" data="string" default=""/>
|
||||
<datatag name="xaxis_index" data="int" default="0"/>
|
||||
<datatag name="yaxis_index" data="int" default="1"/>
|
||||
<datatag name="zaxis_index" data="int" default="2"/>
|
||||
</datatag>
|
||||
<datatag name="texture" data="string" optional="yes" multiple="yes">
|
||||
<attribute name="layer" data="int" default="0"/>
|
||||
</datatag>
|
||||
<datatag name="sprite" data="string" default=""/>
|
||||
<datatag name="sprite_color" data="string" default=""/>
|
||||
<datatag name="billboard" data="bool" default=""/>
|
||||
<datatag name="beam_align" data="bool" default=""/>
|
||||
<datatag name="particle" data="bool" default=""/>
|
||||
<datatag name="scale" data="float" default="1.0"/>
|
||||
</datatag>
|
||||
<datatag name="light" multiple="yes">
|
||||
<datatag name="color" optional="yes">
|
||||
<attribute name="r" data="float" default="1.0"/>
|
||||
<attribute name="g" data="float" default="1.0"/>
|
||||
<attribute name="b" data="float" default="1.0"/>
|
||||
</datatag>
|
||||
<datatag name="directional" data="bool" default=""/>
|
||||
<datatag name="vector" optional="yes">
|
||||
<attribute name="x" data="float" default="0.0"/>
|
||||
<attribute name="y" data="float" default="0.0"/>
|
||||
<attribute name="z" data="float" default="0.0"/>
|
||||
</datatag>
|
||||
<datatag name="attenuation" optional="yes">
|
||||
<attribute name="quadratic" data="float" default="0.0"/>
|
||||
<attribute name="linear" data="float" default="0.0"/>
|
||||
</datatag>
|
||||
<datatag name="basepower" data="float"/>
|
||||
<datatag name="earthshine" data="bool" default=""/>
|
||||
<datatag name="sun" data="bool" default=""/>
|
||||
</datatag>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
8
data/xml/def/shaders.xml
Normal file
|
@ -0,0 +1,8 @@
|
|||
<xml_binary_packing name="shaders">
|
||||
<datatag name="shader" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="vertex" data="string"/>
|
||||
<datatag name="fragment" data="string"/>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
||||
|
37
data/xml/def/ships.xml
Normal file
|
@ -0,0 +1,37 @@
|
|||
<xml_binary_packing name="ships">
|
||||
<datatag name="hull" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="modelref" data="string" default=""/>
|
||||
<datatag name="pitch" data="float" default="0"/>
|
||||
<datatag name="yaw" data="float" default="0"/>
|
||||
<datatag name="roll" data="float" default="0"/>
|
||||
<datatag name="mass" data="float"/>
|
||||
<datatag name="internal_space" data="float" default="0"/>
|
||||
<datatag name="skin_space" data="float" default="0"/>
|
||||
<datatag name="weapon_slots" data="int" default="0"/>
|
||||
<datatag name="engine_slots" data="int" default="0"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
</datatag>
|
||||
<datatag name="package" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="hull">
|
||||
<attribute name="id" data="string"/>
|
||||
</datatag>
|
||||
<datatag name="engine" multiple="yes">
|
||||
<attribute name="hardpoint" data="int"/>
|
||||
<attribute name="id" data="string"/>
|
||||
</datatag>
|
||||
<datatag name="weapon" multiple="yes">
|
||||
<attribute name="hardpoint" data="int"/>
|
||||
<attribute name="id" data="string"/>
|
||||
</datatag>
|
||||
<datatag name="component" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<attribute name="count" data="int"/>
|
||||
</datatag>
|
||||
<datatag name="price" data="int" default="0"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
35
data/xml/def/stellars.xml
Normal file
|
@ -0,0 +1,35 @@
|
|||
<xml_binary_packing name="stellars">
|
||||
<datatag name="static" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="model" data="string"/>
|
||||
</datatag>
|
||||
<datatag name="planet" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="model" data="string" default="sphere"/>
|
||||
<datatag name="desc" data="string"/>
|
||||
<datatag name="texture" data="string"/>
|
||||
<datatag name="texture_dark" data="string" default="black"/>
|
||||
<datatag name="shader" data="string" default="planet"/>
|
||||
<datatag name="bumpmap" data="string" default=""/>
|
||||
<datatag name="mass" data="float"/>
|
||||
<datatag name="radius" data="float"/>
|
||||
</datatag>
|
||||
<datatag name="region" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="scalex" data="float"/>
|
||||
<datatag name="scaley" data="float"/>
|
||||
<datatag name="scalez" data="float"/>
|
||||
<datatag name="fogdistance" data="float"/>
|
||||
<datatag name="fogcolor" data="string"/>
|
||||
<datatag name="object" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<attribute name="density" data="float"/>
|
||||
</datatag>
|
||||
<datatag name="static" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<attribute name="density" data="float"/>
|
||||
</datatag>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
9
data/xml/def/systems.xml
Normal file
|
@ -0,0 +1,9 @@
|
|||
<xml_binary_packing name="systems">
|
||||
<datatag name="system" multiple="yes">
|
||||
<attribute name="id" data="int"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="region" multiple="yes">
|
||||
<datatag name="id" data="int"/>
|
||||
</datatag>
|
||||
</datatag>
|
||||
</xml_binary_packing>
|
38
data/xml/def/weapons.xml
Normal file
|
@ -0,0 +1,38 @@
|
|||
<xml_binary_packing name="weapons">
|
||||
<datatag name="component" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="name" data="string"/>
|
||||
<datatag name="price" data="int"/>
|
||||
<datatag name="desc" data="string" optional="yes" default=""/>
|
||||
<datatag name="size" data="float"/>
|
||||
<datatag name="mass" data="float"/>
|
||||
<datatag name="launcher" data="string"/>
|
||||
</datatag>
|
||||
<datatag name="launcher" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="refire" data="int"/>
|
||||
<datatag name="projectile" data="string"/>
|
||||
<datatag name="velocity" data="float"/>
|
||||
</datatag>
|
||||
<datatag name="projectile" multiple="yes">
|
||||
<attribute name="id" data="string"/>
|
||||
<datatag name="particlefx" data="string" default=""/>
|
||||
<datatag name="model" data="string" default=""/>
|
||||
<datatag name="sprite" data="string" default=""/>
|
||||
<datatag name="particlefx_scale" data="float" default="1.0"/>
|
||||
<datatag name="model_scale" data="float" default="1.0"/>
|
||||
<datatag name="sprite_scale" data="float" default="1.0"/>
|
||||
<datatag name="sprite_color" optional="yes">
|
||||
<attribute name="red" data="float" default="1.0"/>
|
||||
<attribute name="green" data="float" default="1.0"/>
|
||||
<attribute name="blue" data="float" default="1.0"/>
|
||||
<attribute name="alpha" data="float" default="1.0"/>
|
||||
</datatag>
|
||||
<datatag name="accel" data="float" default="0.0"/>
|
||||
<datatag name="range" data="float"/>
|
||||
<datatag name="damagemin" data="float"/>
|
||||
<datatag name="damagemax" data="float"/>
|
||||
<datatag name="damagefunc" data="string" default="normal"/>
|
||||
</datatag>
|
||||
|
||||
</xml_binary_packing>
|
20
data/xml/engines.xml
Normal file
|
@ -0,0 +1,20 @@
|
|||
<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>
|
54
data/xml/factions.xml
Normal file
|
@ -0,0 +1,54 @@
|
|||
<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>
|
101
data/xml/models.xml
Normal file
|
@ -0,0 +1,101 @@
|
|||
<models>
|
||||
<model id="m_star_yellow">
|
||||
<render layer="0">
|
||||
<sprite>star_sprite_washout</sprite>
|
||||
<billboard/>
|
||||
<sprite_color>1.0,1.0,0.5,1.0</sprite_color>
|
||||
</render>
|
||||
<render layer="1">
|
||||
<sprite>star_sprite_main</sprite>
|
||||
<billboard/>
|
||||
<sprite_color>1.0,1.0,0.7,1.0</sprite_color>
|
||||
</render>
|
||||
<render layer="2">
|
||||
<sprite>star_sprite_inner</sprite>
|
||||
<billboard/>
|
||||
<sprite_color>1.0,1.0,1.0,1.0</sprite_color>
|
||||
</render>
|
||||
<light>
|
||||
<color r="1.0" g="0.95" b="0.8"/>
|
||||
<sun/>
|
||||
<basepower>1.0</basepower>
|
||||
</light>
|
||||
</model>
|
||||
<model id="m_fi_kestrel">
|
||||
<render layer="0">
|
||||
<model><file>kestrel</file></model>
|
||||
<texture>kestrel</texture>
|
||||
</render>
|
||||
</model>
|
||||
<model id="m_bs_thor">
|
||||
<render layer="0">
|
||||
<model><file>thor</file></model>
|
||||
</render>
|
||||
<light>
|
||||
<color r="1.0" g="0.0" b="0.0"/>
|
||||
<basepower>0.5</basepower>
|
||||
<attenuation quadratic="0.0001"/>
|
||||
</light>
|
||||
</model>
|
||||
<model id="m_misc_navbuoy0">
|
||||
<render layer="0">
|
||||
<model><file>navbuoy</file></model>
|
||||
</render>
|
||||
<light>
|
||||
<color r="0.0" g="1.0" b="0.0"/>
|
||||
<basepower>1.0</basepower>
|
||||
<attenuation quadratic="0.000001"/>
|
||||
|
||||
</light>
|
||||
</model>
|
||||
<model id="m_misc_navbuoy_test">
|
||||
<render layer="0">
|
||||
<model><file>navbuoy</file></model>
|
||||
</render>
|
||||
<light>
|
||||
<color r="0.0" g="0.0" b="1.0"/>
|
||||
<basepower>2.5</basepower>
|
||||
<attenuation quadratic="0.00000001"/>
|
||||
</light>
|
||||
</model>
|
||||
<model id="m_planet_bob">
|
||||
<render layer="0">
|
||||
<model><file>planet1</file></model>
|
||||
<scale>100.0</scale>
|
||||
</render>
|
||||
</model>
|
||||
<model id="p_soft">
|
||||
<render layer="0">
|
||||
<sprite>soft_particle</sprite>
|
||||
<billboard/>
|
||||
<particle/>
|
||||
</render>
|
||||
</model>
|
||||
<model id="p_hard">
|
||||
<render layer="0">
|
||||
<sprite>hard_particle</sprite>
|
||||
<billboard/>
|
||||
<particle/>
|
||||
</render>
|
||||
</model>
|
||||
<model id="p_medium">
|
||||
<render layer="0">
|
||||
<sprite>medium_particle</sprite>
|
||||
<billboard/>
|
||||
<particle/>
|
||||
</render>
|
||||
</model>
|
||||
<model id="m_fr_spacetruck">
|
||||
<render layer="0">
|
||||
<model><file>kestrel</file></model>
|
||||
<texture>kestrel</texture>
|
||||
</render>
|
||||
</model>
|
||||
<model id="m_pl_bob">
|
||||
<render layer="0">
|
||||
<model><file>planet1</file></model>
|
||||
<texture>planet1_earthy</texture>
|
||||
<scale>1000.0</scale>
|
||||
</render>
|
||||
</model>
|
||||
</models>
|
22
data/xml/shaders.xml
Normal file
|
@ -0,0 +1,22 @@
|
|||
<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>
|
83
data/xml/ships.xml
Normal file
|
@ -0,0 +1,83 @@
|
|||
<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>
|
9
data/xml/stellars.xml
Normal file
|
@ -0,0 +1,9 @@
|
|||
<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>
|
22
data/xml/weapons.xml
Normal file
|
@ -0,0 +1,22 @@
|
|||
<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>
|
51
enums.py
Normal file
|
@ -0,0 +1,51 @@
|
|||
|
||||
class enum(object):
|
||||
pass
|
||||
|
||||
def reverse(enumobj, value):
|
||||
for name in dir(enumobj):
|
||||
if name[0] == '_':
|
||||
continue
|
||||
if value == eval("enumobj.%s" % (name,)):
|
||||
return name
|
||||
|
||||
return None
|
||||
|
||||
|
||||
# render types (for model.renderable_layer)
|
||||
rt = enum()
|
||||
rt.model = 0 # a 3d model made out of triangles, go figure!
|
||||
rt.sprite = 1 # a 2d texture applied to a 2d plane.
|
||||
rt.beam = 2 # a 2d plane between two points, similar to a sprite
|
||||
|
||||
# rendering billboard modes (for model.renderable_layer)
|
||||
rtbb = enum()
|
||||
rtbb.none = 0 # not billboarded, has its own independent rotation
|
||||
rtbb.full = 1 # the sprite always squarely faces the camera with no rotation, only its position is relevant
|
||||
rtbb.yaxis = 2 # pitch and yaw axes are available for rotation, but rotation around the roll axis is always fixed to face the camera.
|
||||
|
||||
# coordinate mode
|
||||
cm = enum()
|
||||
cm.universe = 0
|
||||
cm.camera = 1
|
||||
cm.relative = 2
|
||||
cm.aa_relative = 3
|
||||
|
||||
# log level
|
||||
logl = enum()
|
||||
logl.debug = 9
|
||||
logl.info = 8
|
||||
logl.warn = 4
|
||||
logl.err = 2
|
||||
logl.crit = 0
|
||||
|
||||
# pipelines
|
||||
pl = enum()
|
||||
pl.camera = 0
|
||||
pl.player = 1
|
||||
pl.model = 2
|
||||
pl.shadow = 3
|
||||
pl.particle = 4
|
||||
pl.sprite = 5
|
||||
pl.composite1 = 6
|
||||
pl.composite2 = 7
|
28
files.py
Normal file
|
@ -0,0 +1,28 @@
|
|||
import os
|
||||
import sys
|
||||
import pygame
|
||||
|
||||
def get_basedir():
|
||||
execpath = sys.argv[0]
|
||||
execpath = os.path.split(execpath)[0]
|
||||
if not execpath:
|
||||
return '.'
|
||||
return execpath
|
||||
|
||||
class filemanager(object):
|
||||
def __init__(self):
|
||||
self.basepath = get_basedir()
|
||||
self.datapath = "data"
|
||||
|
||||
def path(self, *args):
|
||||
return os.path.join(self.basepath, self.datapath, *args)
|
||||
|
||||
def open(self, *args):
|
||||
filename = self.path(*args)
|
||||
return open(filename, 'rb')
|
||||
|
||||
def png(self, *args):
|
||||
filename = self.path(*args)
|
||||
return pygame.image.load(filename)
|
||||
|
||||
mgr = filemanager()
|
BIN
files.pyc
Executable file
248
gamedata.py
Normal file
|
@ -0,0 +1,248 @@
|
|||
import glob
|
||||
import os
|
||||
try:
|
||||
from xml.etree.cElementTree import parse
|
||||
except ImportError:
|
||||
from elementtree.ElementTree import parse
|
||||
import files
|
||||
import shader
|
||||
|
||||
class MissingNode(object):
|
||||
def __init__(self):
|
||||
self.text = None
|
||||
def get(self, name):
|
||||
return None
|
||||
|
||||
class GameDataTagDef(object):
|
||||
def __init__(self):
|
||||
self.multi = False
|
||||
self.opt = False
|
||||
self.type = None
|
||||
self.default = None
|
||||
|
||||
class GameDataNode(object):
|
||||
def __init__(self):
|
||||
self.dict = {}
|
||||
def __setitem__(self, name, val):
|
||||
self.dict[name] = val
|
||||
def __getitem__(self, name):
|
||||
return self.dict[name]._value
|
||||
def __getattr__(self, name):
|
||||
if name == 'dict':
|
||||
raise AttributeError, name
|
||||
try:
|
||||
return self.dict[name]
|
||||
except KeyError:
|
||||
if name == '_value':
|
||||
return None
|
||||
raise AttributeError, name
|
||||
def __setattr__(self, name, val):
|
||||
if name == 'dict':
|
||||
return object.__setattr__(self, name, val)
|
||||
try:
|
||||
self.dict[name] = val
|
||||
except KeyError:
|
||||
object.__setattr__(self, name, val)
|
||||
def add_multi(self, key, value):
|
||||
if not self.dict.has_key(key):
|
||||
self.dict[key] = []
|
||||
self.dict[key].append(value)
|
||||
def add_single(self, key, value):
|
||||
self.dict[key] = value
|
||||
def __repr__(self):
|
||||
return """<GameDataNode "%s">""" % (self.dict['_name'],)
|
||||
def has_key(self, key):
|
||||
return self.dict.has_key(key)
|
||||
|
||||
class XMLGameDataReader(object):
|
||||
def __init__(self, bin, xml):
|
||||
self._bin = bin
|
||||
self._xml = xml
|
||||
self._tree = self.construct()
|
||||
self._name = xml.tag
|
||||
|
||||
|
||||
def value_as_type(self, value, type):
|
||||
if type == 'string':
|
||||
return value
|
||||
elif type == 'bool':
|
||||
if value and value[0].lower() in ('y', 't', '1'):
|
||||
return True
|
||||
else:
|
||||
return False
|
||||
elif type == 'int':
|
||||
return int(value)
|
||||
elif type == 'float':
|
||||
return float(value)
|
||||
elif type == 'csvarray':
|
||||
# csvarrays are always ints...
|
||||
return [int(x.strip()) for x in value.split(',')]
|
||||
else:
|
||||
raise TypeError, type
|
||||
|
||||
def create_datatag_def(self, tag):
|
||||
d = GameDataTagDef()
|
||||
if tag.get('multiple') != None and tag.get('multiple')[0].lower() == 'y':
|
||||
d.multi = True
|
||||
if tag.get('optional') != None and tag.get('optional')[0].lower() == 'y':
|
||||
d.opt = True
|
||||
if tag.get('data') != None:
|
||||
d.type = tag.get('data')
|
||||
if tag.get('default') != None:
|
||||
d.default = self.value_as_type(tag.get('default'), d.type)
|
||||
d.opt = True
|
||||
return d
|
||||
|
||||
def create_attribute_def(self, tag):
|
||||
return self.create_datatag_def(tag)
|
||||
|
||||
def construct_node(self, bin, xml):
|
||||
node = GameDataNode()
|
||||
value = None
|
||||
if bin.tag == 'datatag':
|
||||
df = self.create_datatag_def(bin)
|
||||
if df.type:
|
||||
value = xml.text
|
||||
if type(xml) == MissingNode and df.opt:
|
||||
value = df.default
|
||||
elif type(xml) == MissingNode:
|
||||
raise ValueError, "Missing value for mandatory tag %s" % (bin.get('name'),)
|
||||
elif df.type == 'bool':
|
||||
# tag exists, and since it is a bool, that means it's True
|
||||
value = True
|
||||
else:
|
||||
value = self.value_as_type(value, df.type)
|
||||
|
||||
node['_value'] = value
|
||||
elif bin.tag == 'attribute':
|
||||
df = self.create_attribute_def(bin)
|
||||
if df.type:
|
||||
value = xml.get(bin.get('name'))
|
||||
if value == None and df.opt:
|
||||
value = df.default
|
||||
elif not value:
|
||||
raise ValueError, "Missing value for mandatory tag %s" % (bin.get('name'),)
|
||||
else:
|
||||
value = self.value_as_type(value, df.type)
|
||||
|
||||
node['_value'] = value
|
||||
|
||||
node['_def'] = df
|
||||
node['_name'] = bin.get('name')
|
||||
return node
|
||||
|
||||
|
||||
def construct_recurse(self, bin, xml):
|
||||
xmldict = {}
|
||||
tagdict = {}
|
||||
attrdict = {}
|
||||
|
||||
if bin.tag == 'xml_binary_packing':
|
||||
node = GameDataNode()
|
||||
else:
|
||||
node = self.construct_node(bin, xml)
|
||||
|
||||
for child in bin.getchildren():
|
||||
if child.tag == 'datatag':
|
||||
tagdict[child.get('name')] = child
|
||||
elif child.tag == 'attribute':
|
||||
attrdict[child.get('name')] = child
|
||||
else:
|
||||
raise ValueError
|
||||
|
||||
xmlattrdict = {}
|
||||
for k, v in xml.items():
|
||||
if not k in attrdict:
|
||||
raise ValueError, "Key %s not a valid attribute: %s" % (k, attrdict.keys())
|
||||
continue
|
||||
binchild = attrdict[k]
|
||||
xmlchild = xml
|
||||
xmlattrdict[k] = 0
|
||||
subnode = self.construct_node(binchild, xml)
|
||||
if subnode._def.multi:
|
||||
node.add_multi(k, subnode)
|
||||
else:
|
||||
node.add_single(k, subnode)
|
||||
|
||||
xmltagdict = {}
|
||||
for child in xml.getchildren():
|
||||
if not child.tag in tagdict:
|
||||
raise ValueError
|
||||
continue
|
||||
binchild = tagdict[child.tag]
|
||||
xmlchild = child
|
||||
xmltagdict[child.tag] = 0
|
||||
subnode = self.construct_recurse(binchild, xmlchild)
|
||||
if subnode._def.multi:
|
||||
node.add_multi(child.tag, subnode)
|
||||
else:
|
||||
node.add_single(child.tag, subnode)
|
||||
|
||||
missing = MissingNode()
|
||||
for k in tagdict.keys():
|
||||
if not k in xmltagdict:
|
||||
# Missing datatag
|
||||
subnode = self.construct_node(tagdict[k], missing)
|
||||
if not subnode._def.multi:
|
||||
node.add_single(k, subnode)
|
||||
else:
|
||||
node.add_single(k, [])
|
||||
|
||||
for k in attrdict.keys():
|
||||
if not k in xmlattrdict:
|
||||
# Missing attribute
|
||||
subnode = self.construct_node(attrdict[k], missing)
|
||||
if not subnode._def.multi:
|
||||
node.add_single(k, subnode)
|
||||
else:
|
||||
node.add_single(k, [])
|
||||
|
||||
|
||||
|
||||
return node
|
||||
|
||||
def construct(self):
|
||||
rootname = self._bin.get('name')
|
||||
assert rootname == self._xml.tag
|
||||
|
||||
return self.construct_recurse(self._bin, self._xml)
|
||||
|
||||
def __getattr__(self, name):
|
||||
if name == 'tree':
|
||||
raise AttributeError, name
|
||||
return self._tree.__getattr__(name)
|
||||
def __getitem__(self, name):
|
||||
return self._tree.__getitem__(name)
|
||||
|
||||
|
||||
def load_xml_files(binfile, xmlfile):
|
||||
bintree = parse(binfile).getroot()
|
||||
xmltree = parse(xmlfile).getroot()
|
||||
|
||||
return XMLGameDataReader(bintree, xmltree)
|
||||
|
||||
|
||||
def load_gamedata():
|
||||
bins = glob.glob(files.mgr.path("xml/def", "*.xml"))
|
||||
xmls = glob.glob(files.mgr.path("xml", "*.xml"))
|
||||
|
||||
binfns = [os.path.split(x)[1] for x in bins]
|
||||
xmlfns = [os.path.split(x)[1] for x in xmls]
|
||||
ffns = []
|
||||
for bfn in binfns:
|
||||
if bfn in xmlfns:
|
||||
ffns.append(bfn)
|
||||
|
||||
dataobjs = {}
|
||||
for fn in ffns:
|
||||
print fn #DELME
|
||||
binfile = files.mgr.path("xml/def", fn)
|
||||
xmlfile = files.mgr.path("xml", fn)
|
||||
dataobj = load_xml_files(binfile, xmlfile)
|
||||
dataobjs[dataobj._name] = dataobj
|
||||
|
||||
shader.mgr.load_shaders(dataobjs['shaders'])
|
||||
return dataobjs
|
||||
|
||||
|
||||
|
BIN
gamedata.pyc
Executable file
41
gametimer.py
Normal file
|
@ -0,0 +1,41 @@
|
|||
import pygame
|
||||
|
||||
def start_loop():
|
||||
global g_timer, g_elapsed
|
||||
g_elapsed = 0
|
||||
g_elapsed_sec = 0.0
|
||||
g_timer = pygame.time.get_ticks()
|
||||
|
||||
def next_frame(skipping=False):
|
||||
global g_timer, g_elapsed, g_elapsed_sec
|
||||
|
||||
newticks = pygame.time.get_ticks()
|
||||
#if skipping:
|
||||
# # reset g_timer to it's value from the previous frame
|
||||
# g_timer -= g_elapsed
|
||||
g_elapsed = newticks - g_timer
|
||||
g_timer = newticks
|
||||
g_elapsed_sec = float(g_elapsed) / 1000.0
|
||||
|
||||
def elapsed():
|
||||
"""
|
||||
get the amount of time in milliseconds passed since the last frame was displayed
|
||||
"""
|
||||
return g_elapsed
|
||||
|
||||
def elapsed_sec():
|
||||
"""
|
||||
get the amount of time in seconds passed since the last frame was displayed
|
||||
"""
|
||||
return g_elapsed_sec
|
||||
|
||||
def num_frames(delay, offset=0):
|
||||
"""
|
||||
if you want something to occur every "delay" milliseconds,
|
||||
this will return the number of times you should make it happen
|
||||
"""
|
||||
global g_elapsed, g_timer
|
||||
return int((g_timer - offset) / delay) - int((g_timer - g_elapsed - offset) / delay)
|
||||
|
||||
def get_timer():
|
||||
return g_timer
|
BIN
gametimer.pyc
Executable file
77
inputs.py
Normal file
|
@ -0,0 +1,77 @@
|
|||
from pygame.locals import *
|
||||
import video
|
||||
|
||||
state = {}
|
||||
commands = {}
|
||||
bindings = {
|
||||
K_LEFT: '+left',
|
||||
K_RIGHT: '+right',
|
||||
K_UP: '+up',
|
||||
K_DOWN: '+down',
|
||||
K_RETURN: 'select',
|
||||
K_COMMA: '+leanleft',
|
||||
K_PERIOD: '+leanright',
|
||||
K_q: 'exit',
|
||||
K_d: 'debug',
|
||||
K_TAB: '+accel',
|
||||
K_BACKSPACE: '+brake',
|
||||
}
|
||||
aliases = {}
|
||||
keys = {}
|
||||
|
||||
def keyup(key):
|
||||
global commands, keys, bindings, aliases
|
||||
if not key in keys:
|
||||
return
|
||||
del keys[key]
|
||||
if key in bindings:
|
||||
bind = bindings[key]
|
||||
if bind in commands:
|
||||
del commands[bind]
|
||||
if bind and bind[1:] in state:
|
||||
del state[bind[1:]]
|
||||
def keydown(key):
|
||||
global commands, keys, bindings, aliases
|
||||
keys[key] = 0
|
||||
if key in bindings:
|
||||
bind = bindings[key]
|
||||
if bind in aliases:
|
||||
"execute alias TODO"
|
||||
elif bind and bind[0] == '+':
|
||||
state[bind[1:]] = 0
|
||||
add_command(bind[1:])
|
||||
elif bind:
|
||||
add_command(bind)
|
||||
|
||||
def add_command(cmd):
|
||||
global commands
|
||||
|
||||
if not cmd in commands:
|
||||
commands[cmd] = 1
|
||||
return
|
||||
else:
|
||||
commands[cmd] += 1
|
||||
|
||||
def received_command(cmd):
|
||||
if cmd in commands:
|
||||
if commands[cmd] > 0:
|
||||
commands[cmd] -= 1
|
||||
return True
|
||||
return False
|
||||
|
||||
def received_command_multi(cmd):
|
||||
if cmd in commands:
|
||||
if commands[cmd] > 0:
|
||||
commands[cmd] = 0
|
||||
return True
|
||||
return False
|
||||
|
||||
def next_frame():
|
||||
global commands
|
||||
if video.skipping_next_frame():
|
||||
return
|
||||
|
||||
commands = {}
|
||||
|
||||
|
||||
|
5
looprun.bat
Normal file
|
@ -0,0 +1,5 @@
|
|||
@echo off
|
||||
:restart
|
||||
roc_test.py
|
||||
pause
|
||||
goto restart
|
167
pipeline.py
Normal file
|
@ -0,0 +1,167 @@
|
|||
from OpenGL.GL import *
|
||||
import shader
|
||||
import physics
|
||||
from py3dutil import *
|
||||
from enums import *
|
||||
|
||||
class pipeline_manager(object):
|
||||
def __init__(self):
|
||||
self.phase = 'move'
|
||||
self.updates = []
|
||||
self.renders = []
|
||||
self.phases = [
|
||||
('handle_input', {}),
|
||||
('ai', {}),
|
||||
('animate', {}),
|
||||
('move', {}),
|
||||
('collide', {'func': physics.mgr.postcollide}),
|
||||
('prerender', {})
|
||||
]
|
||||
self.pipelines = [
|
||||
('camera', {}),
|
||||
('player', {'lighting': False, 'shader': 'standard'}),
|
||||
('model', {'lighting': False, 'shader': 'standard'}),
|
||||
# ('shadow', {}),
|
||||
# ('particle', {'lighting': False, 'depthsort': obarr(), 'nodepthbuffer': True, 'shader': 'sprite'}),
|
||||
# ('sprite', {'lighting': False, 'depthsort': obarr(), 'nodepthbuffer': True, 'shader': 'sprite'}),
|
||||
('composite1', {}),
|
||||
('composite2', {}),
|
||||
|
||||
]
|
||||
self.phase_index = {}
|
||||
for i, phase in enumerate(self.phases):
|
||||
self.phase_index[phase[0]] = i
|
||||
self.updates.append(obarr())
|
||||
|
||||
self.pipeline_index = {}
|
||||
for i, pipe in enumerate(self.pipelines):
|
||||
self.pipeline_index[pipe[0]] = i
|
||||
self.renders.append(obarr())
|
||||
|
||||
|
||||
def update(self):
|
||||
for i, updarr in enumerate(self.updates):
|
||||
phase = self.phases[i]
|
||||
self.phase = phase[0]
|
||||
retval = False
|
||||
repeat_count = 1
|
||||
if 'repeat' in phase and phase[1]['repeat']:
|
||||
repeat_count = phase[1]['repeat']
|
||||
while repeat_count > 0:
|
||||
if 'func' in phase:
|
||||
retval = phase['func']()
|
||||
else:
|
||||
for o in updarr:
|
||||
c = eval("o.%s" % (phase[0],))
|
||||
if callable(c):
|
||||
rv = c()
|
||||
if rv:
|
||||
retval = rv
|
||||
|
||||
if not ('repeat' in phase and phase[1]['repeat']) or retval:
|
||||
repeat_count -= 1
|
||||
else:
|
||||
if 'fail_func' in phase[1]:
|
||||
phase[1]['fail_func']()
|
||||
break
|
||||
|
||||
physics.mgr.postcollide()
|
||||
|
||||
def render(self):
|
||||
for i, renarr in enumerate(self.renders):
|
||||
for ren in renarr:
|
||||
ren.owner.calc_render_pos()
|
||||
for i, renarr in enumerate(self.renders):
|
||||
type, typedata = self.pipelines[i]
|
||||
if 'depthsort' in typedata:
|
||||
depthsort = typedata['depthsort']
|
||||
depthsort.resize(len(renarr))
|
||||
for i in range(len(renarr)):
|
||||
depthsort[i] = renarr[i].owner.render_pos.mag()
|
||||
renarr.sort(depthsort)
|
||||
|
||||
|
||||
|
||||
lighting_on = 'lighting' in typedata and typedata['lighting']
|
||||
shader_on = 'shader' in typedata
|
||||
depth_off = 'nodepthbuffer' in typedata and typedata['nodepthbuffer']
|
||||
if lighting_on:
|
||||
glEnable(GL_LIGHTING)
|
||||
if shader_on:
|
||||
shader.mgr.select(typedata['shader'])
|
||||
if depth_off:
|
||||
glDepthMask(GL_FALSE)
|
||||
|
||||
for o in renarr:
|
||||
if lighting_on:
|
||||
o.owner.illuminate()
|
||||
o.owner.render(o.layer)
|
||||
|
||||
if depth_off:
|
||||
glDepthMask(GL_TRUE)
|
||||
if lighting_on:
|
||||
glDisable(GL_LIGHTING)
|
||||
if shader_on:
|
||||
shader.mgr.select("ffp")
|
||||
for i, renarr in enumerate(self.renders):
|
||||
for ren in renarr:
|
||||
ren.owner.clear_render_pos()
|
||||
|
||||
|
||||
|
||||
mgr = pipeline_manager()
|
||||
|
||||
def register_ship(obj):
|
||||
render_pipes = ('model',)
|
||||
update_pipes = ('ai', 'move', 'collide')
|
||||
register(obj, update_pipes)
|
||||
|
||||
def register_player(obj):
|
||||
render_pipes = ('model',)
|
||||
update_pipes = ('handle_input', 'move', 'collide')
|
||||
register(obj, update_pipes)
|
||||
|
||||
def register_particles(obj):
|
||||
render_pipes = ('particle',)
|
||||
update_pipes = ('move',)
|
||||
register(obj, update_pipes)
|
||||
|
||||
def register_direct(obj, update_pipes, render_pipes):
|
||||
assert False
|
||||
obj._pipeline_update = tuple(update_pipes)
|
||||
obj._pipeline_render = tuple(render_pipes)
|
||||
|
||||
for phase in update_pipes:
|
||||
i = mgr.phase_index[phase]
|
||||
mgr.updates[i].append(obj)
|
||||
|
||||
for pipe in render_pipes:
|
||||
i = mgr.pipeline_index[pipe]
|
||||
mgr.renders[i].append(obj)
|
||||
|
||||
def register(obj, update_pipes):
|
||||
obj._pipeline_update = tuple(update_pipes)
|
||||
|
||||
for phase in update_pipes:
|
||||
i = mgr.phase_index[phase]
|
||||
mgr.updates[i].append(obj)
|
||||
|
||||
for lc in obj.layers:
|
||||
i = lc.layer.pipeline
|
||||
mgr.renders[i].append(lc)
|
||||
|
||||
|
||||
def unregister(obj):
|
||||
update = obj._pipeline_update
|
||||
|
||||
del obj._pipeline_update
|
||||
|
||||
for lc in obj.layers:
|
||||
ir = lc.layer.pipeline
|
||||
mgr.renders[ir].remove(lc)
|
||||
|
||||
for u in update:
|
||||
iu = mgr.phase_index[u]
|
||||
mgr.updates[iu].remove(obj)
|
||||
|
||||
|
97
refuge.py
Executable file
|
@ -0,0 +1,97 @@
|
|||
#!/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()
|
||||
|
||||
|
||||
|
19
roc_test.py
Normal file
|
@ -0,0 +1,19 @@
|
|||
import pygame
|
||||
from pygame.locals import *
|
||||
import gamedata
|
||||
import gametimer
|
||||
import video
|
||||
import shader
|
||||
|
||||
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()
|
||||
|
||||
print shader.mgr.detect()
|
194
shader.py
Normal file
|
@ -0,0 +1,194 @@
|
|||
import ctypes
|
||||
from OpenGL.GL import *
|
||||
try:
|
||||
import OpenGL.raw.GL
|
||||
raw = OpenGL.raw
|
||||
except ImportError:
|
||||
pass
|
||||
from OpenGL.arrays import GLintArray, GLcharArray, GLsizeiArray, GLcharARBArray
|
||||
import sys
|
||||
|
||||
class shader_manager(object):
|
||||
def __init__(self):
|
||||
# Fixed Pipeline is always zero
|
||||
self.shaderlib = {'ffp': 0}
|
||||
self.shaderprograms = {}
|
||||
self.shadersources = []
|
||||
def use_gl2_shaders(self):
|
||||
self.funcs = {
|
||||
'create': glCreateShader,
|
||||
'source': glShaderSource,
|
||||
'compile': glCompileShader,
|
||||
'program': glCreateProgram,
|
||||
'attach': glAttachShader,
|
||||
'link': glLinkProgram,
|
||||
'use': glUseProgram,
|
||||
'param': glGetShaderiv,
|
||||
'uniform': glUniform4f,
|
||||
'arraytype': GLcharArray
|
||||
}
|
||||
def use_raw_shaders(self):
|
||||
self.funcs = {
|
||||
'create': raw.GL.glCreateShader,
|
||||
'source': raw.GL.glShaderSource,
|
||||
'compile': raw.GL.glCompileShader,
|
||||
'program': raw.GL.glCreateProgram,
|
||||
'attach': raw.GL.glAttachShader,
|
||||
'link': raw.GL.glLinkProgram,
|
||||
'use': raw.GL.glUseProgram,
|
||||
'param': raw.GL.glGetShaderiv
|
||||
}
|
||||
|
||||
def use_arb_shaders(self):
|
||||
from OpenGL.GL.ARB import shader_objects
|
||||
if not shader_objects.glInitShaderObjectsARB():
|
||||
raise RuntimeError("ARB Shaders failed to initialize")
|
||||
|
||||
self.funcs = {
|
||||
'create': shader_objects.glCreateShaderObjectARB,
|
||||
'source': shader_objects.glShaderSourceARB,
|
||||
'compile': shader_objects.glCompileShaderARB,
|
||||
'program': shader_objects.glCreateProgramObjectARB,
|
||||
'attach': shader_objects.glAttachObjectARB,
|
||||
'link': shader_objects.glLinkProgramARB,
|
||||
'use': shader_objects.glUseProgramObjectARB,
|
||||
'uniform': shader_objects.glUniform4fARB,
|
||||
'param': shader_objects.glGetObjectParameterivARB
|
||||
}
|
||||
def use_arb_new_shaders(self):
|
||||
from OpenGL.GL.ARB import shader_objects_new
|
||||
shader_objects = shader_objects_new
|
||||
if not shader_objects.glInitShaderObjectsARB():
|
||||
raise RuntimeError("ARB New Shaders failed to initialize")
|
||||
|
||||
self.funcs = {
|
||||
'create': shader_objects.glCreateShaderObjectARB,
|
||||
'source': shader_objects.base_glShaderSourceARB,
|
||||
'compile': shader_objects.glCompileShaderARB,
|
||||
'program': shader_objects.glCreateProgramObjectARB,
|
||||
'attach': shader_objects.glAttachObjectARB,
|
||||
'link': shader_objects.glLinkProgramARB,
|
||||
'use': shader_objects.glUseProgramObjectARB,
|
||||
'param': shader_objects.glGetObjectParameterivARB,
|
||||
'arraytype': GLcharARBArray
|
||||
}
|
||||
|
||||
def init_gl(self):
|
||||
import files
|
||||
#print glGetString(GL_EXTENSIONS)
|
||||
if True:
|
||||
self.use_gl2_shaders()
|
||||
else:
|
||||
self.use_arb_shaders()
|
||||
#self.use_gl2_shaders()
|
||||
|
||||
for name, vertex, fragment in self.shadersources:
|
||||
vf = files.mgr.open('shaders/%s.vert' % (vertex,))
|
||||
ff = files.mgr.open('shaders/%s.frag' % (fragment,))
|
||||
vs = self.funcs['create'](GL_VERTEX_SHADER)
|
||||
fs = self.funcs['create'](GL_FRAGMENT_SHADER)
|
||||
self.funcs['source'](vs, vf.read())
|
||||
self.funcs['source'](fs, ff.read())
|
||||
rv = self.funcs['compile'](vs)
|
||||
rv = self.funcs['compile'](fs)
|
||||
sp = self.funcs['program']()
|
||||
self.funcs['attach'](sp, vs)
|
||||
self.funcs['attach'](sp, fs)
|
||||
rv = self.funcs['link'](sp)
|
||||
self.shaderlib[name] = sp
|
||||
self.shaderprograms[name] = (vs, fs)
|
||||
|
||||
def detect(self):
|
||||
shaderlist = [
|
||||
('GL2', self.use_gl2_shaders),
|
||||
('ARB', self.use_arb_shaders),
|
||||
('ARBNEW', self.use_arb_new_shaders),
|
||||
('RAW', self.use_raw_shaders)
|
||||
]
|
||||
|
||||
workable_shaders = []
|
||||
|
||||
for shadername, shaderinit in shaderlist:
|
||||
try:
|
||||
shaderinit()
|
||||
except:
|
||||
print "Shader type %s failed to initialize" % (shadername,)
|
||||
continue
|
||||
try:
|
||||
self.select("ffp")
|
||||
except:
|
||||
print "Shader type %s failed to access the fixed function pipeline" % (shadername,)
|
||||
continue
|
||||
try:
|
||||
self.select("standard")
|
||||
except:
|
||||
print "Shader type %s failed to load the \"standard\" vertex and fragment shaders" % (shadername,)
|
||||
continue
|
||||
|
||||
workable_shaders.append(shadername)
|
||||
|
||||
return workable_shaders
|
||||
|
||||
|
||||
def init_shadertype(self, shadertype):
|
||||
if shadertype == "GL2":
|
||||
self.use_gl2_shaders()
|
||||
elif shadertype == "ARB":
|
||||
self.use_arb_shaders()
|
||||
elif shadertype == "ARBNEW":
|
||||
self.use_arb_new_shaders()
|
||||
elif shadertype == "RAW":
|
||||
self.use_raw_shaders()
|
||||
|
||||
|
||||
|
||||
def select(self, shader):
|
||||
if self.shadersources:
|
||||
self.init_gl()
|
||||
self.shadersources = []
|
||||
if not shader in self.shaderlib:
|
||||
self.funcs['use'](0)
|
||||
return True
|
||||
try:
|
||||
self.funcs['use'](self.shaderlib[shader])
|
||||
except GLError:
|
||||
p = self.shaderlib[shader]
|
||||
v, f = self.shaderprograms[shader]
|
||||
print "Shader failed to execute: %s" % (shader,)
|
||||
print "Vertex shader log:"
|
||||
lenarr = GLintArray.zeros(1)
|
||||
glGetShaderiv(v, GL_INFO_LOG_LENGTH, lenarr)
|
||||
infoarr = GLcharArray.zeros(lenarr[0])
|
||||
outsize = GLsizeiArray.zeros(1)
|
||||
glGetShaderInfoLog(v, lenarr[0], outsize, infoarr)
|
||||
print ''.join([chr(x) for x in infoarr[:outsize[0]]])
|
||||
print "Fragment shader log:"
|
||||
lenarr = GLintArray.zeros(1)
|
||||
glGetShaderiv(f, GL_INFO_LOG_LENGTH, lenarr)
|
||||
infoarr = GLcharArray.zeros(lenarr[0])
|
||||
outsize = GLsizeiArray.zeros(1)
|
||||
glGetShaderInfoLog(f, lenarr[0], outsize, infoarr)
|
||||
print ''.join([chr(x) for x in infoarr[:outsize[0]]])
|
||||
print "Program info log:"
|
||||
lenarr = GLintArray.zeros(1)
|
||||
glGetProgramiv(p, GL_INFO_LOG_LENGTH, lenarr)
|
||||
infoarr = GLcharArray.zeros(lenarr[0])
|
||||
outsize = GLsizeiArray.zeros(1)
|
||||
glGetProgramInfoLog(p, lenarr[0], outsize, infoarr)
|
||||
print ''.join([chr(x) for x in infoarr[:outsize[0]]])
|
||||
glDeleteShader(v)
|
||||
glDeleteShader(f)
|
||||
glDeleteProgram(p)
|
||||
del self.shaderprograms[shader]
|
||||
del self.shaderlib[shader]
|
||||
glUseProgram(0)
|
||||
|
||||
return False
|
||||
|
||||
return True
|
||||
|
||||
def load_shaders(self, shaders):
|
||||
for shader in shaders.shader:
|
||||
self.shadersources.append((shader['id'], shader['vertex'], shader['fragment']))
|
||||
|
||||
mgr = shader_manager()
|
BIN
shader.pyc
Executable file
80
video.py
Normal file
|
@ -0,0 +1,80 @@
|
|||
#!/usr/bin/env python2.4
|
||||
|
||||
from OpenGL.GL import *
|
||||
from OpenGL.GLU import *
|
||||
from OpenGL.arrays import GLcharArray
|
||||
import pygame
|
||||
from pygame.locals import *
|
||||
import sys
|
||||
|
||||
def enable_vsync():
|
||||
if sys.platform != 'darwin':
|
||||
return
|
||||
try:
|
||||
import ctypes
|
||||
import ctypes.util
|
||||
ogl = ctypes.cdll.LoadLibrary(ctypes.util.find_library("OpenGL"))
|
||||
v = ctypes.c_int(1)
|
||||
ogl.CGLSetParameter(ogl.CGLGetCurrentContext(), ctypes.c_int(222), ctypes.pointer(v))
|
||||
except:
|
||||
print "Unable to set vsync mode, using driver defaults"
|
||||
def skipping_next_frame():
|
||||
return False
|
||||
def set_res((width, height)):
|
||||
if height==0:
|
||||
height=1
|
||||
pygame.display.gl_set_attribute(GL_DEPTH_SIZE, 24)
|
||||
video_flags = OPENGL|DOUBLEBUF
|
||||
#video_flags = OPENGL|DOUBLEBUF|FULLSCREEN
|
||||
pygame.display.set_mode((width, height), video_flags)
|
||||
#print pygame.display.gl_get_attribute(GL_DEPTH_SIZE)
|
||||
glViewport(0, 0, width, height)
|
||||
glMatrixMode(GL_PROJECTION)
|
||||
glLoadIdentity()
|
||||
gluPerspective(45, 1.0*width/height, 1.0, 10e6)
|
||||
glMatrixMode(GL_MODELVIEW)
|
||||
glLoadIdentity()
|
||||
|
||||
def init():
|
||||
import shader
|
||||
glShadeModel(GL_SMOOTH)
|
||||
glClearColor(0.0, 0.0, 0.0, 0.0)
|
||||
glClearDepth(1.0)
|
||||
glEnable(GL_DEPTH_TEST)
|
||||
glEnable(GL_CULL_FACE)
|
||||
glEnable(GL_TEXTURE_2D)
|
||||
glDepthFunc(GL_LEQUAL)
|
||||
#glEnable(GL_BLEND)
|
||||
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST)
|
||||
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 0)
|
||||
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1)
|
||||
"""
|
||||
"""
|
||||
LightAmbient = ( (0.2, 0.2, 0.2, 1.0) )
|
||||
LightDiffuse = ( (0.5, 0.5, 0.5, 1.0) )
|
||||
LightPosition = ( (0.0, 0.2, 2.0, 1.0) )
|
||||
glEnable(GL_LIGHTING)
|
||||
glLightfv( GL_LIGHT1, GL_AMBIENT, LightAmbient )
|
||||
glLightfv( GL_LIGHT1, GL_DIFFUSE, LightDiffuse )
|
||||
glLightfv( GL_LIGHT1, GL_POSITION, LightPosition )
|
||||
glEnable( GL_LIGHT1 )
|
||||
"""
|
||||
"""
|
||||
shader.mgr.select("standard")
|
||||
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, (0.3, 0.3, 0.3, 1.0))
|
||||
#glEnable(GL_AUTO_NORMAL)
|
||||
|
||||
def predraw():
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
|
||||
glLoadIdentity()
|
||||
|
||||
#glTranslatef(-1.0, 0.0, -9.0)
|
||||
glRotatef(270.0, 1.0, 0.0, 0.0)
|
||||
|
||||
def next_frame():
|
||||
pygame.display.flip()
|
||||
|
||||
|
||||
|
||||
if __name__ == '__main__': main()
|
||||
|