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tunnel_view_2.py
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tunnel_view_2.py
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#!/usr/bin/env python3
"""
tunnel_view_2.py
Copyright 2023 Steve Palmer
"""
import pyglet
import pyglet.gl as gl
import numpy as np
import pyrr
from utils import traced_methods, do_not_trace
from direction import Direction
from game_controller import GameView
from gl_utils import GLProgram, GLShader, GLShape, look_at
@traced_methods
class TunnelView2(GameView):
def __init__(self, game_controller, label: str = None):
super().__init__(game_controller, label or "Tunnel View 2")
gl.glClearColor(0.4, 0.65, 0.8, 1.0)
gl.glEnable(gl.GL_DEPTH_TEST)
self.ground_level = 0.0
self.wall_level = 0.75
gravel_scale = 3.0
maze = game_controller.maze
self.ground = GLShape(
np.array(
[
((-1, self.ground_level, 1), (0.0, 0.0)), # 0
(
(-1, self.ground_level, -maze.shape[1] - 1),
(0.0, gravel_scale * (maze.shape[1] + 2)),
), # 1
(
(maze.shape[0] + 1, self.ground_level, -maze.shape[1] - 1),
(
gravel_scale * (maze.shape[0] + 2),
gravel_scale * (maze.shape[1] + 2),
),
), # 2
(
(maze.shape[0] + 1, self.ground_level, 0.0),
(gravel_scale * (maze.shape[0] + 2), 0.0),
),
], # 3
dtype=[("position", np.float32, 3), ("texture", np.float32, 2)],
),
np.array([0, 1, 2, 3], dtype=np.uint32),
gl.GL_QUADS,
"gravel.jpg",
)
self.walls = None
self.egress = None
self.program = GLProgram(
(
GLShader.from_file(*args)
for args in (
(gl.GL_VERTEX_SHADER, "tunnel_view.vert.glsl"),
(gl.GL_FRAGMENT_SHADER, "tunnel_view.frag.glsl"),
)
),
do_use=True,
)
# Uniform
self.transform_loc = gl.glGetUniformLocation(self.program.gl_id, b"transform")
self.cummulative_time = 0.0
def entry(self):
super().entry()
self.target_camera = TunnelView2.player_camera(self.player)
self.target_time = self.cummulative_time
self.display_update()
pyglet.clock.schedule_interval(self.scheduled_update, 0.01)
def exit(self):
pyglet.clock.unschedule(self.scheduled_update)
super().exit()
@staticmethod
def player_camera(player):
return np.array(
[
player.position[0],
player.position[1],
player.direction.right_angle_bearing() * np.pi / 2.0,
],
dtype=np.float32,
)
def add_player(self, player):
super().add_player(player)
self.target_camera = TunnelView2.player_camera(player)
self.target_time = self.cummulative_time
def build_walls(self):
wall_plan = self.game_controller.maze.wall_2d_vertices(0.075)
wall_plan_len = wall_plan.shape[0]
wall_vertices = np.recarray(
(wall_plan_len * 2,),
dtype=[("position", np.float32, 3), ("texture", np.float32, 2)],
)
wall_vertices["position"][::2, 0] = wall_plan[:, 0]
wall_vertices["position"][1::2, 0] = wall_plan[:, 0]
wall_vertices["position"][::2, 2] = -wall_plan[:, 1]
wall_vertices["position"][1::2, 2] = -wall_plan[:, 1]
wall_vertices["position"][::2, 1] = self.ground_level
wall_vertices["position"][1::2, 1] = self.wall_level
wall_vertices["texture"][0, 0] = 0.0
wall_vertices["texture"][1, 0] = 0.0
wall_vertices["texture"][::2, 1] = 0.0
wall_vertices["texture"][1::2, 1] = 1.0
distance = np.fabs(wall_plan[1:, 0] - wall_plan[:-1, 0]) + np.fabs(
wall_plan[1:, 1] - wall_plan[:-1, 1]
)
distance = np.cumsum(distance)
wall_vertices["texture"][2::2, 0] = distance
wall_vertices["texture"][3::2, 0] = distance
wall_panels = wall_plan_len - 1
wall_indices = np.empty((wall_panels * 4), dtype=np.uint32)
wall_indices[::4] = np.arange(0, wall_panels * 2, 2)
wall_indices[1::4] = wall_indices[::4] + 1
wall_indices[2::4] = wall_indices[::4] + 3
wall_indices[3::4] = wall_indices[::4] + 2
self.walls = GLShape(wall_vertices, wall_indices, gl.GL_QUADS, "hedge.jpg")
exit_vertices = np.recarray(
(4,), dtype=[("position", np.float32, 3), ("texture", np.float32, 2)]
)
exit_vertices["position"][:2] = wall_vertices["position"][:2]
exit_vertices["position"][2:] = wall_vertices["position"][-2:]
exit_vertices["texture"][0, 0] = 1.0
exit_vertices["texture"][0, 1] = 0.0
exit_vertices["texture"][1, 0] = 1.0
exit_vertices["texture"][1, 1] = 1.0
exit_vertices["texture"][2, 0] = 0.0
exit_vertices["texture"][2, 1] = 0.0
exit_vertices["texture"][3, 0] = 0.0
exit_vertices["texture"][3, 1] = 1.0
exit_indices = np.empty((4,), dtype=np.uint32)
exit_indices[0] = 0
exit_indices[1] = 1
exit_indices[2] = 3
exit_indices[3] = 2
self.egress = GLShape(exit_vertices, exit_indices, gl.GL_QUADS, "exit2.jpg")
_target_offset = {
Direction.North: -pyrr.vector3.create_unit_length_z(dtype=np.float32),
Direction.East: pyrr.vector3.create_unit_length_x(dtype=np.float32),
Direction.South: pyrr.vector3.create_unit_length_z(dtype=np.float32),
Direction.West: -pyrr.vector3.create_unit_length_x(dtype=np.float32),
}
def display_update(self):
assert self.player is not None
self.switch_to()
if self.walls is None:
self.build_walls()
# view
if self.cummulative_time >= self.target_time:
pc = self.target_camera
else:
pc = self.target_camera - self.delta_camera * (
max(self.target_time - self.cummulative_time, 0.0) / self.delta_time
)
camera = pyrr.vector3.create(
pc[0] + 0.5,
(self.ground_level + self.wall_level) / 2.0,
-pc[1] - 0.5,
dtype=np.float32,
)
direction = pyrr.vector3.create(-np.sin(pc[2]), 0.0, np.cos(pc[2]))
view = look_at(camera, direction=direction)
transform = view
# then project
projection = pyrr.matrix44.create_perspective_projection_matrix(
90.0, self.width / self.height, 0.1, 1000.0, dtype=np.float32
).T
transform = np.dot(projection, transform)
gl.glUniformMatrix4fv(
self.transform_loc, # location
1, # count
gl.GL_TRUE, # Numpy uses Row-Dominant, OpenGL used Column-Dominant
(gl.GLfloat * transform.size)(*transform.flatten()),
) # value
def on_resize(self, width: int, height: int):
self.switch_to()
gl.glViewport(0, 0, width, height)
if self.player is not None:
self.display_update()
def _calculate_delta(self, duration: float = 0.2):
if self.cummulative_time >= self.target_time:
previous_camera = self.target_camera
else:
previous_camera = self.target_camera - (
self.delta_camera
* (max(self.target_time - self.cummulative_time, 0.0) / self.delta_time)
)
self.target_camera = TunnelView2.player_camera(self.player)
self.delta_time = duration
self.target_time = self.cummulative_time + self.delta_time
self.delta_camera = self.target_camera - previous_camera
theta = self.delta_camera[2]
if theta > np.pi:
self.delta_camera[2] -= 2.0 * np.pi
elif theta < -np.pi:
self.delta_camera[2] += 2.0 * np.pi
def on_direction_update(self):
assert self.player is not None
self._calculate_delta()
self.display_update()
def on_position_update(self):
assert self.player is not None
self._calculate_delta()
self.display_update()
@do_not_trace
def on_draw(self):
if self.active and self.player is not None:
self.switch_to()
self.clear()
self.ground.draw()
if self.walls is not None:
self.walls.draw()
if self.egress is not None:
self.egress.draw()
@do_not_trace
def scheduled_update(self, dt):
self.cummulative_time += dt
self.display_update()
if __name__ == "__main__":
pass