
from __future__ import division |
import sys |
import math |
import random |
import time |
from collections import deque |
from pyglet import image |
from pyglet.gl import * |
from pyglet.graphics import TextureGroup |
from pyglet.window import key, mouse |
TICKS_PER_SEC = 60 |
# Size of sectors used to ease block loading. |
SECTOR_SIZE = 16 |
WALKING_SPEED = 5 |
FLYING_SPEED = 15 |
GRAVITY = 20.0 |
MAX_JUMP_HEIGHT = 1.0 # About the height of a block. |
# To derive the formula for calculating jump speed, first solve |
# v_t = v_0 + a * t |
# for the time at which you achieve maximum height, where a is the acceleration |
# due to gravity and v_t = 0. This gives: |
# t = - v_0 / a |
# Use t and the desired MAX_JUMP_HEIGHT to solve for v_0 (jump speed) in |
# s = s_0 + v_0 * t + (a * t^2) / 2 |
JUMP_SPEED = math.sqrt(2 * GRAVITY * MAX_JUMP_HEIGHT) |
TERMINAL_VELOCITY = 50 |
PLAYER_HEIGHT = 2 |
if sys.version_info[0] >= 3: |
xrange = range |
def cube_vertices(x, y, z, n): |
""" Return the vertices of the cube at position x, y, z with size 2*n. |
""" |
return [ |
x-n,y+n,z-n, x-n,y+n,z+n, x+n,y+n,z+n, x+n,y+n,z-n, # top |
x-n,y-n,z-n, x+n,y-n,z-n, x+n,y-n,z+n, x-n,y-n,z+n, # bottom |
x-n,y-n,z-n, x-n,y-n,z+n, x-n,y+n,z+n, x-n,y+n,z-n, # left |
x+n,y-n,z+n, x+n,y-n,z-n, x+n,y+n,z-n, x+n,y+n,z+n, # right |
x-n,y-n,z+n, x+n,y-n,z+n, x+n,y+n,z+n, x-n,y+n,z+n, # front |
x+n,y-n,z-n, x-n,y-n,z-n, x-n,y+n,z-n, x+n,y+n,z-n, # back |
] |
def tex_coord(x, y, n=4): |
""" Return the bounding vertices of the texture square. |
""" |
m = 1.0 / n |
dx = x * m |
dy = y * m |
return dx, dy, dx + m, dy, dx + m, dy + m, dx, dy + m |
def tex_coords(top, bottom, side): |
""" Return a list of the texture squares for the top, bottom and side. |
""" |
top = tex_coord(*top) |
bottom = tex_coord(*bottom) |
side = tex_coord(*side) |
result = [] |
result.extend(top) |
result.extend(bottom) |
result.extend(side * 4) |
return result |
TEXTURE_PATH = 'texture.png' |
GRASS = tex_coords((1, 0), (0, 1), (0, 0)) |
SAND = tex_coords((1, 1), (1, 1), (1, 1)) |
BRICK = tex_coords((2, 0), (2, 0), (2, 0)) |
STONE = tex_coords((2, 1), (2, 1), (2, 1)) |
FACES = [ |
( 0, 1, 0), |
( 0,-1, 0), |
(-1, 0, 0), |
( 1, 0, 0), |
( 0, 0, 1), |
( 0, 0,-1), |
] |
def normalize(position): |
""" Accepts `position` of arbitrary precision and returns the block |
containing that position. |
Parameters |
---------- |
position : tuple of len 3 |
Returns |
------- |
block_position : tuple of ints of len 3 |
""" |
x, y, z = position |
x, y, z = (int(round(x)), int(round(y)), int(round(z))) |
return (x, y, z) |
def sectorize(position): |
""" Returns a tuple representing the sector for the given `position`. |
Parameters |
---------- |
position : tuple of len 3 |
Returns |
------- |
sector : tuple of len 3 |
""" |
x, y, z = normalize(position) |
x, y, z = x // SECTOR_SIZE, y // SECTOR_SIZE, z // SECTOR_SIZE |
return (x, 0, z) |
class Model(object): |
def __init__(self): |
# A Batch is a collection of vertex lists for batched rendering. |
self.batch = pyglet.graphics.Batch() |
# A TextureGroup manages an OpenGL texture. |
self.group = TextureGroup(image.load(TEXTURE_PATH).get_texture()) |
# A mapping from position to the texture of the block at that position. |
# This defines all the blocks that are currently in the world. |
self.world = {} |
# Same mapping as `world` but only contains blocks that are shown. |
self.shown = {} |
# Mapping from position to a pyglet `VertextList` for all shown blocks. |
self._shown = {} |
# Mapping from sector to a list of positions inside that sector. |
self.sectors = {} |
# Simple function queue implementation. The queue is populated with |
# _show_block() and _hide_block() calls |
self.queue = deque() |
self._initialize() |
def _initialize(self): |
""" Initialize the world by placing all the blocks. |
""" |
n = 80 # 1/2 width and height of world |
s = 1 # step size |
y = 0 # initial y height |
for x in xrange(-n, n + 1, s): |
for z in xrange(-n, n + 1, s): |
# create a layer stone an grass everywhere. |
self.add_block((x, y - 2, z), GRASS, immediate=False) |
self.add_block((x, y - 3, z), STONE, immediate=False) |
if x in (-n, n) or z in (-n, n): |
# create outer walls. |
for dy in xrange(-2, 3): |
self.add_block((x, y + dy, z), STONE, immediate=False) |
# generate the hills randomly |
o = n - 10 |
for _ in xrange(120): |
a = random.randint(-o, o) # x position of the hill |
b = random.randint(-o, o) # z position of the hill |
c = -1 # base of the hill |
h = random.randint(1, 6) # height of the hill |
s = random.randint(4, 8) # 2 * s is the side length of the hill |
d = 1 # how quickly to taper off the hills |
t = random.choice([GRASS, SAND, BRICK]) |
for y in xrange(c, c + h): |
for x in xrange(a - s, a + s + 1): |
for z in xrange(b - s, b + s + 1): |
if (x - a) ** 2 + (z - b) ** 2 > (s + 1) ** 2: |
continue |
if (x - 0) ** 2 + (z - 0) ** 2 < 5 ** 2: |
continue |
self.add_block((x, y, z), t, immediate=False) |
s -= d # decrement side lenth so hills taper off |
def hit_test(self, position, vector, max_distance=8): |
""" Line of sight search from current position. If a block is |
intersected it is returned, along with the block previously in the line |
of sight. If no block is found, return None, None. |
Parameters |
---------- |
position : tuple of len 3 |
The (x, y, z) position to check visibility from. |
vector : tuple of len 3 |
The line of sight vector. |
max_distance : int |
How many blocks away to search for a hit. |
""" |
m = 8 |
x, y, z = position |
dx, dy, dz = vector |
previous = None |
for _ in xrange(max_distance * m): |
key = normalize((x, y, z)) |
if key != previous and key in self.world: |
return key, previous |
previous = key |
x, y, z = x + dx / m, y + dy / m, z + dz / m |
return None, None |
def exposed(self, position): |
""" Returns False is given `position` is surrounded on all 6 sides by |
blocks, True otherwise. |
""" |
x, y, z = position |
for dx, dy, dz in FACES: |
if (x + dx, y + dy, z + dz) not in self.world: |
return True |
return False |
def add_block(self, position, texture, immediate=True): |
""" Add a block with the given `texture` and `position` to the world. |
Parameters |
---------- |
position : tuple of len 3 |
The (x, y, z) position of the block to add. |
texture : list of len 3 |
The coordinates of the texture squares. Use `tex_coords()` to |
generate. |
immediate : bool |
Whether or not to draw the block immediately. |
""" |
if position in self.world: |
self.remove_block(position, immediate) |
self.world[position] = texture |
self.sectors.setdefault(sectorize(position), []).append(position) |
if immediate: |
if self.exposed(position): |
self.show_block(position) |
self.check_neighbors(position) |
def remove_block(self, position, immediate=True): |
""" Remove the block at the given `position`. |
Parameters |
---------- |
position : tuple of len 3 |
The (x, y, z) position of the block to remove. |
immediate : bool |
Whether or not to immediately remove block from canvas. |
""" |
del self.world[position] |
self.sectors[sectorize(position)].remove(position) |
if immediate: |
if position in self.shown: |
self.hide_block(position) |
self.check_neighbors(position) |
def check_neighbors(self, position): |
""" Check all blocks surrounding `position` and ensure their visual |
state is current. This means hiding blocks that are not exposed and |
ensuring that all exposed blocks are shown. Usually used after a block |
is added or removed. |
""" |
x, y, z = position |
for dx, dy, dz in FACES: |
key = (x + dx, y + dy, z + dz) |
if key not in self.world: |
continue |
if self.exposed(key): |
if key not in self.shown: |
self.show_block(key) |
else: |
if key in self.shown: |
self.hide_block(key) |
def show_block(self, position, immediate=True): |
""" Show the block at the given `position`. This method assumes the |
block has already been added with add_block() |
Parameters |
---------- |
position : tuple of len 3 |
The (x, y, z) position of the block to show. |
immediate : bool |
Whether or not to show the block immediately. |
""" |
texture = self.world[position] |
self.shown[position] = texture |
if immediate: |
self._show_block(position, texture) |
else: |
self._enqueue(self._show_block, position, texture) |
def _show_block(self, position, texture): |
""" Private implementation of the `show_block()` method. |
Parameters |
---------- |
position : tuple of len 3 |
The (x, y, z) position of the block to show. |
texture : list of len 3 |
The coordinates of the texture squares. Use `tex_coords()` to |
generate. |
""" |
x, y, z = position |
vertex_data = cube_vertices(x, y, z, 0.5) |
texture_data = list(texture) |
# create vertex list |
# FIXME Maybe `add_indexed()` should be used instead |
self._shown[position] = self.batch.add(24, GL_QUADS, self.group, |
('v3f/static', vertex_data), |
('t2f/static', texture_data)) |
def hide_block(self, position, immediate=True): |
""" Hide the block at the given `position`. Hiding does not remove the |
block from the world. |
Parameters |
---------- |
position : tuple of len 3 |
The (x, y, z) position of the block to hide. |
immediate : bool |
Whether or not to immediately remove the block from the canvas. |
""" |
self.shown.pop(position) |
if immediate: |
self._hide_block(position) |
else: |
self._enqueue(self._hide_block, position) |
def _hide_block(self, position): |
""" Private implementation of the 'hide_block()` method. |
""" |
self._shown.pop(position).delete() |
def show_sector(self, sector): |
""" Ensure all blocks in the given sector that should be shown are |
drawn to the canvas. |
""" |
for position in self.sectors.get(sector, []): |
if position not in self.shown and self.exposed(position): |
self.show_block(position, False) |
def hide_sector(self, sector): |
""" Ensure all blocks in the given sector that should be hidden are |
removed from the canvas. |
""" |
for position in self.sectors.get(sector, []): |
if position in self.shown: |
self.hide_block(position, False) |
def change_sectors(self, before, after): |
""" Move from sector `before` to sector `after`. A sector is a |
contiguous x, y sub-region of world. Sectors are used to speed up |
world rendering. |
""" |
before_set = set() |
after_set = set() |
pad = 4 |
for dx in xrange(-pad, pad + 1): |
for dy in [0]: # xrange(-pad, pad + 1): |
for dz in xrange(-pad, pad + 1): |
if dx ** 2 + dy ** 2 + dz ** 2 > (pad + 1) ** 2: |
continue |
if before: |
x, y, z = before |
before_set.add((x + dx, y + dy, z + dz)) |
if after: |
x, y, z = after |
after_set.add((x + dx, y + dy, z + dz)) |
show = after_set - before_set |
hide = before_set - after_set |
for sector in show: |
self.show_sector(sector) |
for sector in hide: |
self.hide_sector(sector) |
def _enqueue(self, func, *args): |
""" Add `func` to the internal queue. |
""" |
self.queue.append((func, args)) |
def _dequeue(self): |
""" Pop the top function from the internal queue and call it. |
""" |
func, args = self.queue.popleft() |
func(*args) |
def process_queue(self): |
""" Process the entire queue while taking periodic breaks. This allows |
the game loop to run smoothly. The queue contains calls to |
_show_block() and _hide_block() so this method should be called if |
add_block() or remove_block() was called with immediate=False |
""" |
start = time.perf_counter() |
while self.queue and time.time()- start < 1.0 / TICKS_PER_SEC: |
self._dequeue() |
def process_entire_queue(self): |
""" Process the entire queue with no breaks. |
""" |
while self.queue: |
self._dequeue() |
class Window(pyglet.window.Window): |
def __init__(self, *args, **kwargs): |
super(Window, self).__init__(*args, **kwargs) |
# Whether or not the window exclusively captures the mouse. |
self.exclusive = False |
# When flying gravity has no effect and speed is increased. |
self.flying = False |
# Strafing is moving lateral to the direction you are facing, |
# e.g. moving to the left or right while continuing to face forward. |
# |
# First element is -1 when moving forward, 1 when moving back, and 0 |
# otherwise. The second element is -1 when moving left, 1 when moving |
# right, and 0 otherwise. |
self.strafe = [0, 0] |
# Current (x, y, z) position in the world, specified with floats. Note |
# that, perhaps unlike in math class, the y-axis is the vertical axis. |
self.position = (0, 0, 0) |
# First element is rotation of the player in the x-z plane (ground |
# plane) measured from the z-axis down. The second is the rotation |
# angle from the ground plane up. Rotation is in degrees. |
# |
# The vertical plane rotation ranges from -90 (looking straight down) to |
# 90 (looking straight up). The horizontal rotation range is unbounded. |
self.rotation = (0, 0) |
# Which sector the player is currently in. |
self.sector = None |
# The crosshairs at the center of the screen. |
self.reticle = None |
# Velocity in the y (upward) direction. |
self.dy = 0 |
# A list of blocks the player can place. Hit num keys to cycle. |
self.inventory = [BRICK, GRASS, SAND] |
# The current block the user can place. Hit num keys to cycle. |
self.block = self.inventory[0] |
# Convenience list of num keys. |
self.num_keys = [ |
key._1, key._2, key._3, key._4, key._5, |
key._6, key._7, key._8, key._9, key._0] |
# Instance of the model that handles the world. |
self.model = Model() |
# The label that is displayed in the top left of the canvas. |
self.label = pyglet.text.Label('', font_name='Arial', font_size=18, |
x=10, y=self.height - 10, anchor_x='left', anchor_y='top', |
color=(0, 0, 0, 255)) |
# This call schedules the `update()` method to be called |
# TICKS_PER_SEC. This is the main game event loop. |
pyglet.clock.schedule_interval(self.update, 1.0 / TICKS_PER_SEC) |
def set_exclusive_mouse(self, exclusive): |
""" If `exclusive` is True, the game will capture the mouse, if False |
the game will ignore the mouse. |
""" |
super(Window, self).set_exclusive_mouse(exclusive) |
self.exclusive = exclusive |
def get_sight_vector(self): |
""" Returns the current line of sight vector indicating the direction |
the player is looking. |
""" |
x, y = self.rotation |
# y ranges from -90 to 90, or -pi/2 to pi/2, so m ranges from 0 to 1 and |
# is 1 when looking ahead parallel to the ground and 0 when looking |
# straight up or down. |
m = math.cos(math.radians(y)) |
# dy ranges from -1 to 1 and is -1 when looking straight down and 1 when |
# looking straight up. |
dy = math.sin(math.radians(y)) |
dx = math.cos(math.radians(x - 90)) * m |
dz = math.sin(math.radians(x - 90)) * m |
return (dx, dy, dz) |
def get_motion_vector(self): |
""" Returns the current motion vector indicating the velocity of the |
player. |
Returns |
------- |
vector : tuple of len 3 |
Tuple containing the velocity in x, y, and z respectively. |
""" |
if any(self.strafe): |
x, y = self.rotation |
strafe = math.degrees(math.atan2(*self.strafe)) |
y_angle = math.radians(y) |
x_angle = math.radians(x + strafe) |
if self.flying: |
m = math.cos(y_angle) |
dy = math.sin(y_angle) |
if self.strafe[1]: |
# Moving left or right. |
dy = 0.0 |
m = 1 |
if self.strafe[0] > 0: |
# Moving backwards. |
dy *= -1 |
# When you are flying up or down, you have less left and right |
# motion. |
dx = math.cos(x_angle) * m |
dz = math.sin(x_angle) * m |
else: |
dy = 0.0 |
dx = math.cos(x_angle) |
dz = math.sin(x_angle) |
else: |
dy = 0.0 |
dx = 0.0 |
dz = 0.0 |
return (dx, dy, dz) |
def update(self, dt): |
""" This method is scheduled to be called repeatedly by the pyglet |
clock. |
Parameters |
---------- |
dt : float |
The change in time since the last call. |
""" |
self.model.process_queue() |
sector = sectorize(self.position) |
if sector != self.sector: |
self.model.change_sectors(self.sector, sector) |
if self.sector is None: |
self.model.process_entire_queue() |
self.sector = sector |
m = 8 |
dt = min(dt, 0.2) |
for _ in xrange(m): |
self._update(dt / m) |
def _update(self, dt): |
""" Private implementation of the `update()` method. This is where most |
of the motion logic lives, along with gravity and collision detection. |
Parameters |
---------- |
dt : float |
The change in time since the last call. |
""" |
# walking |
speed = FLYING_SPEED if self.flying else WALKING_SPEED |
d = dt * speed # distance covered this tick. |
dx, dy, dz = self.get_motion_vector() |
# New position in space, before accounting for gravity. |
dx, dy, dz = dx * d, dy * d, dz * d |
# gravity |
if not self.flying: |
# Update your vertical speed: if you are falling, speed up until you |
# hit terminal velocity; if you are jumping, slow down until you |
# start falling. |
self.dy -= dt * GRAVITY |
self.dy = max(self.dy, -TERMINAL_VELOCITY) |
dy += self.dy * dt |
# collisions |
x, y, z = self.position |
x, y, z = self.collide((x + dx, y + dy, z + dz), PLAYER_HEIGHT) |
self.position = (x, y, z) |
def collide(self, position, height): |
""" Checks to see if the player at the given `position` and `height` |
is colliding with any blocks in the world. |
Parameters |
---------- |
position : tuple of len 3 |
The (x, y, z) position to check for collisions at. |
height : int or float |
The height of the player. |
Returns |
------- |
position : tuple of len 3 |
The new position of the player taking into account collisions. |
""" |
# How much overlap with a dimension of a surrounding block you need to |
# have to count as a collision. If 0, touching terrain at all counts as |
# a collision. If .49, you sink into the ground, as if walking through |
# tall grass. If >= .5, you'll fall through the ground. |
pad = 0.25 |
p = list(position) |
np = normalize(position) |
for face in FACES: # check all surrounding blocks |
for i in xrange(3): # check each dimension independently |
if not face[i]: |
continue |
# How much overlap you have with this dimension. |
d = (p[i] - np[i]) * face[i] |
if d < pad: |
continue |
for dy in xrange(height): # check each height |
op = list(np) |
op[1] -= dy |
op[i] += face[i] |
if tuple(op) not in self.model.world: |
continue |
p[i] -= (d - pad) * face[i] |
if face == (0, -1, 0) or face == (0, 1, 0): |
# You are colliding with the ground or ceiling, so stop |
# falling / rising. |
self.dy = 0 |
break |
return tuple(p) |
def on_mouse_press(self, x, y, button, modifiers): |
""" Called when a mouse button is pressed. See pyglet docs for button |
amd modifier mappings. |
Parameters |
---------- |
x, y : int |
The coordinates of the mouse click. Always center of the screen if |
the mouse is captured. |
button : int |
Number representing mouse button that was clicked. 1 = left button, |
4 = right button. |
modifiers : int |
Number representing any modifying keys that were pressed when the |
mouse button was clicked. |
""" |
if self.exclusive: |
vector = self.get_sight_vector() |
block, previous = self.model.hit_test(self.position, vector) |
if (button == mouse.RIGHT) or \ |
((button == mouse.LEFT) and (modifiers & key.MOD_CTRL)): |
# ON OSX, control + left click = right click. |
if previous: |
self.model.add_block(previous, self.block) |
elif button == pyglet.window.mouse.LEFT and block: |
texture = self.model.world[block] |
if texture != STONE: |
self.model.remove_block(block) |
else: |
self.set_exclusive_mouse(True) |
def on_mouse_motion(self, x, y, dx, dy): |
""" Called when the player moves the mouse. |
Parameters |
---------- |
x, y : int |
The coordinates of the mouse click. Always center of the screen if |
the mouse is captured. |
dx, dy : float |
The movement of the mouse. |
""" |
if self.exclusive: |
m = 0.15 |
x, y = self.rotation |
x, y = x + dx * m, y + dy * m |
y = max(-90, min(90, y)) |
self.rotation = (x, y) |
def on_key_press(self, symbol, modifiers): |
""" Called when the player presses a key. See pyglet docs for key |
mappings. |
Parameters |
---------- |
symbol : int |
Number representing the key that was pressed. |
modifiers : int |
Number representing any modifying keys that were pressed. |
""" |
if symbol == key.W: |
self.strafe[0] -= 1 |
elif symbol == key.S: |
self.strafe[0] += 1 |
elif symbol == key.A: |
self.strafe[1] -= 1 |
elif symbol == key.D: |
self.strafe[1] += 1 |
elif symbol == key.SPACE: |
if self.dy == 0: |
self.dy = JUMP_SPEED |
elif symbol == key.ESCAPE: |
self.set_exclusive_mouse(False) |
elif symbol == key.TAB: |
self.flying = not self.flying |
elif symbol in self.num_keys: |
index = (symbol - self.num_keys[0]) % len(self.inventory) |
self.block = self.inventory[index] |
def on_key_release(self, symbol, modifiers): |
""" Called when the player releases a key. See pyglet docs for key |
mappings. |
Parameters |
---------- |
symbol : int |
Number representing the key that was pressed. |
modifiers : int |
Number representing any modifying keys that were pressed. |
""" |
if symbol == key.W: |
self.strafe[0] += 1 |
elif symbol == key.S: |
self.strafe[0] -= 1 |
elif symbol == key.A: |
self.strafe[1] += 1 |
elif symbol == key.D: |
self.strafe[1] -= 1 |
def on_resize(self, width, height): |
""" Called when the window is resized to a new `width` and `height`. |
""" |
# label |
self.label.y = height - 10 |
# reticle |
if self.reticle: |
self.reticle.delete() |
x, y = self.width // 2, self.height // 2 |
n = 10 |
self.reticle = pyglet.graphics.vertex_list(4, |
('v2i', (x - n, y, x + n, y, x, y - n, x, y + n)) |
) |
def set_2d(self): |
""" Configure OpenGL to draw in 2d. |
""" |
width, height = self.get_size() |
glDisable(GL_DEPTH_TEST) |
viewport = self.get_viewport_size() |
glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1])) |
glMatrixMode(GL_PROJECTION) |
glLoadIdentity() |
glOrtho(0, max(1, width), 0, max(1, height), -1, 1) |
glMatrixMode(GL_MODELVIEW) |
glLoadIdentity() |
def set_3d(self): |
""" Configure OpenGL to draw in 3d. |
""" |
width, height = self.get_size() |
glEnable(GL_DEPTH_TEST) |
viewport = self.get_viewport_size() |
glViewport(0, 0, max(1, viewport[0]), max(1, viewport[1])) |
glMatrixMode(GL_PROJECTION) |
glLoadIdentity() |
gluPerspective(65.0, width / float(height), 0.1, 60.0) |
glMatrixMode(GL_MODELVIEW) |
glLoadIdentity() |
x, y = self.rotation |
glRotatef(x, 0, 1, 0) |
glRotatef(-y, math.cos(math.radians(x)), 0, math.sin(math.radians(x))) |
x, y, z = self.position |
glTranslatef(-x, -y, -z) |
def on_draw(self): |
""" Called by pyglet to draw the canvas. |
""" |
self.clear() |
self.set_3d() |
glColor3d(1, 1, 1) |
self.model.batch.draw() |
self.draw_focused_block() |
self.set_2d() |
self.draw_label() |
self.draw_reticle() |
def draw_focused_block(self): |
""" Draw black edges around the block that is currently under the |
crosshairs. |
""" |
vector = self.get_sight_vector() |
block = self.model.hit_test(self.position, vector)[0] |
if block: |
x, y, z = block |
vertex_data = cube_vertices(x, y, z, 0.51) |
glColor3d(0, 0, 0) |
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) |
pyglet.graphics.draw(24, GL_QUADS, ('v3f/static', vertex_data)) |
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL) |
def draw_label(self): |
""" Draw the label in the top left of the screen. |
""" |
x, y, z = self.position |
self.label.text = '%02d (%.2f, %.2f, %.2f) %d / %d' % ( |
pyglet.clock.get_fps(), x, y, z, |
len(self.model._shown), len(self.model.world)) |
self.label.draw() |
def draw_reticle(self): |
""" Draw the crosshairs in the center of the screen. |
""" |
glColor3d(0, 0, 0) |
self.reticle.draw(GL_LINES) |
def setup_fog(): |
""" Configure the OpenGL fog properties. |
""" |
# Enable fog. Fog "blends a fog color with each rasterized pixel fragment's |
# post-texturing color." |
glEnable(GL_FOG) |
# Set the fog color. |
glFogfv(GL_FOG_COLOR, (GLfloat * 4)(0.5, 0.69, 1.0, 1)) |
# Say we have no preference between rendering speed and quality. |
glHint(GL_FOG_HINT, GL_DONT_CARE) |
# Specify the equation used to compute the blending factor. |
glFogi(GL_FOG_MODE, GL_LINEAR) |
# How close and far away fog starts and ends. The closer the start and end, |
# the denser the fog in the fog range. |
glFogf(GL_FOG_START, 20.0) |
glFogf(GL_FOG_END, 60.0) |
def setup(): |
""" Basic OpenGL configuration. |
""" |
# Set the color of "clear", i.e. the sky, in rgba. |
glClearColor(0.5, 0.69, 1.0, 1) |
# Enable culling (not rendering) of back-facing facets -- facets that aren't |
# visible to you. |
glEnable(GL_CULL_FACE) |
# Set the texture minification/magnification function to GL_NEAREST (nearest |
# in Manhattan distance) to the specified texture coordinates. GL_NEAREST |
# "is generally faster than GL_LINEAR, but it can produce textured 图片 |
# with sharper edges because the transition between texture elements is not |
# as smooth." |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) |
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) |
setup_fog() |
def main(): |
window = Window(width=1800, height=1600, caption='Pyglet', resizable=True) |
# Hide the mouse cursor and prevent the mouse from leaving the window. |
window.set_exclusive_mouse(True) |
setup() |
pyglet.app.run() |
if __name__ == '__main__': |
main() |



