VoxelEngine/Objects/World.py
2020-11-08 10:20:23 +01:00

364 lines
16 KiB
Python

from Lights.Lights import Light
from Objects.Objects import Object
from Objects.Renderable import Renderable
from Objects.Structure import Structure
from MatrixStuff.Transformations import translate
from OpenGL.GLU import *
from OpenGL.GL import *
import math
import numpy as np
class WorldChunk(Structure):
def __init__(self, width: int, length: int, height: int, programs: dict):
assert width > 0, 'Width must be greater than 0'
assert length > 0, 'length must be greater than 0'
assert height > 0, 'height must be greater than 0'
super(WorldChunk, self).__init__()
self.visible = []
self.content = []
self.entities = []
self.lights = []
self.width = width
self.length = length
self.height = height
self.programs = programs
for x in range(width):
self.content.append([])
self.visible.append([])
for y in range(length):
self.content[x].append([])
self.visible[x].append([])
for z in range(height):
self.content[x][y].append(None)
self.visible[x][y].append(4)
def put_object(self, x: int, y: int, z: int, new_object: Object):
assert 0 <= x < self.width, 'Put out of bounds for x coordinate! Must be between 0 and %i' % self.width
assert 0 <= y < self.length, 'Put out of bounds for y coordinate! Must be between 0 and %i' % self.length
assert 0 <= z < self.height, 'Put out of bounds for z coordinate! Must be between 0 and %i' % self.height
no_visibility_changes = (self.content[x][y][z] is None) == (new_object is None)
self.content[x][y][z] = new_object
new_object.translate(translate(x, y, z))
change = -1 if new_object is not None else 1
visible_carry_over = []
if not no_visibility_changes:
if x + 1 >= self.width:
visible_carry_over.append((1, 0, 0, change))
else:
self.visible[x + 1][y][z] += change
if x - 1 < 0:
visible_carry_over.append((-1, 0, 0, change))
else:
self.visible[x - 1][y][z] += change
if y + 1 >= self.length:
visible_carry_over.append((0, 1, 0, change))
else:
self.visible[x][y + 1][z] += change
if y - 1 < 0:
visible_carry_over.append((0, -1, 0, change))
else:
self.visible[x][y - 1][z] += change
if z + 1 >= self.height:
visible_carry_over.append((0, 0, 1, change))
else:
self.visible[x][y][z + 1] += change
if z - 1 < 0:
visible_carry_over.append((0, 0, -1, change))
else:
self.visible[x][y][z - 1] += change
return visible_carry_over
def get_object(self, x: int, y: int, z: int):
assert 0 <= x < self.width, 'Put out of bounds for x coordinate! Must be between 0 and %i' % self.width
assert 0 <= y < self.length, 'Put out of bounds for y coordinate! Must be between 0 and %i' % self.length
assert 0 <= z < self.height, 'Put out of bounds for z coordinate! Must be between 0 and %i' % self.height
return self.content[x][y][z]
def apply_visible_carry_over(self, x: int, y: int, z: int, change: int):
assert 0 <= x < self.width, 'Apply visible out of bounds for x coordinate! Must be between 0 and %i' % self.width
assert 0 <= y < self.length, 'Apply visible out of bounds for y coordinate! Must be between 0 and %i' % self.length
assert 0 <= z < self.height, 'Apply visible out of bounds for z coordinate! Must be between 0 and %i' % self.height
self.visible[x][y][z] += change
def set_visibility(self, x: int, y: int, z: int, visibility: int):
assert 0 <= x < self.width, 'Apply visible out of bounds for x coordinate! Must be between 0 and %i' % self.width
assert 0 <= y < self.length, 'Apply visible out of bounds for y coordinate! Must be between 0 and %i' % self.length
assert 0 <= z < self.height, 'Apply visible out of bounds for z coordinate! Must be between 0 and %i' % self.height
self.visible[x][y][z] = visibility
def buildvertexArrays(self):
if self.dirty:
self.clearVertexArrays()
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glEnableClientState(GL_NORMAL_ARRAY)
glEnableClientState(GL_COLOR_ARRAY)
self.vais = {}
objects = {}
counts = {}
for x in range(self.width):
for y in range(self.length):
for z in range(self.height):
if self.content[x][y][z] is not None: # and self.visible[x][y][z] > 0: TODO: check visibility...
if self.programs[type(self.content[x][y][z])] not in objects.keys():
objects[self.programs[type(self.content[x][y][z])]] = []
counts[self.programs[type(self.content[x][y][z])]] = 0
objects[self.programs[type(self.content[x][y][z])]].append(self.content[x][y][z])
counts[self.programs[type(self.content[x][y][z])]] += 1
for key, object_list in objects.items():
tvai = GLuint(0)
tpbi = GLuint(0)
tcbi = GLuint(0)
tsbi = GLuint(0)
glGenVertexArrays(1, tvai)
glBindVertexArray(tvai)
vid = glGetAttribLocation(key, "in_position")
glEnableVertexAttribArray(vid)
tpbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tpbi)
positions = []
for o in object_list:
positions.append(o.pos[0])
positions.append(o.pos[1])
positions.append(o.pos[2])
glBufferData(GL_ARRAY_BUFFER, np.array(positions, dtype=np.float32), GL_STATIC_DRAW)
glVertexAttribPointer(vid, 3, GL_FLOAT, GL_FALSE, 0, None)
self.check_error("Could not create position buffer")
colors = []
for o in object_list:
colors.append(o.color[0])
colors.append(o.color[1])
colors.append(o.color[2])
tcbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tcbi)
glBufferData(GL_ARRAY_BUFFER, np.array(colors, dtype=np.float32), GL_STATIC_DRAW)
vc = glGetAttribLocation(key, "MyInColor")
if vc != -1:
glEnableVertexAttribArray(vc)
glVertexAttribPointer(vc, 3, GL_FLOAT, GL_FALSE, 0, None)
self.check_error("Could not create color buffer")
if hasattr(object_list[0], 'size'):
sizes = []
for o in object_list:
sizes.append(o.size[0])
sizes.append(o.size[1])
sizes.append(o.size[2])
tsbi = glGenBuffers(1)
glBindBuffer(GL_ARRAY_BUFFER, tsbi)
glBufferData(GL_ARRAY_BUFFER, np.array(sizes, dtype=np.float32), GL_STATIC_DRAW)
vs = glGetAttribLocation(key, "MyInSize")
if vs != -1:
glEnableVertexAttribArray(vs)
glVertexAttribPointer(vs, 3, GL_FLOAT, GL_FALSE, 0, None)
self.check_error("Could not create size buffer")
glBindVertexArray(0)
self.vais[key] = (tvai, tpbi, tcbi, tsbi, counts[key])
self.dirty = False
def render(self, proj_matrix, geometry_rot_matrix, alternate_programs=None):
super(WorldChunk, self).render(proj_matrix, geometry_rot_matrix, alternate_programs)
for entity in self.entities:
entity.render(proj_matrix, geometry_rot_matrix, alternate_programs)
def set_color(self, x: int, y: int, z: int, r: float, g: float, b: float):
assert 0 <= x < self.width, 'Put out of bounds for x coordinate! Must be between 0 and %i' % self.width
assert 0 <= y < self.length, 'Put out of bounds for y coordinate! Must be between 0 and %i' % self.length
assert 0 <= z < self.height, 'Put out of bounds for z coordinate! Must be between 0 and %i' % self.height
if self.content[x][y][z] is not None:
self.content[x][y][z].setColor(r, g, b)
self.dirty = True
class World(Renderable):
def __init__(self, chunk_size_x: int, chunk_size_y: int, chunk_size_z: int,
chunk_n_x: int, chunk_n_y: int, chunk_n_z: int, programs: dict):
super(World, self).__init__()
self.chunk_size_x = chunk_size_x
self.chunk_size_y = chunk_size_y
self.chunk_size_z = chunk_size_z
self.chunk_n_x = chunk_n_x
self.chunk_n_y = chunk_n_y
self.chunk_n_z = chunk_n_z
self.programs = programs
self.chunks: [[[WorldChunk]]] = []
for x in range(chunk_n_x):
self.chunks.append([])
for y in range(chunk_n_y):
self.chunks[x].append([])
for z in range(chunk_n_z):
self.chunks[x][y].append(None)
def set_color(self, x: int, y: int, z: int, r: float, g: float, b: float):
x = x % (self.chunk_size_x * self.chunk_n_x)
y = y % (self.chunk_size_y * self.chunk_n_y)
z = z % (self.chunk_size_z * self.chunk_n_z)
chunk_x = int(x / self.chunk_size_x)
chunk_y = int(y / self.chunk_size_y)
chunk_z = int(z / self.chunk_size_z)
if self.chunks[chunk_x][chunk_y][chunk_z] is not None:
self.chunks[chunk_x][chunk_y][chunk_z].set_color(x % self.chunk_size_x,
y % self.chunk_size_y,
z % self.chunk_size_z,
r, g, b)
def put_object(self, x: int, y: int, z: int, new_object: Object):
x = x % (self.chunk_size_x * self.chunk_n_x)
y = y % (self.chunk_size_y * self.chunk_n_y)
z = z % (self.chunk_size_z * self.chunk_n_z)
chunk_x = int(x / self.chunk_size_x)
chunk_y = int(y / self.chunk_size_y)
chunk_z = int(z / self.chunk_size_z)
if self.chunks[chunk_x][chunk_y][chunk_z] is None:
self.chunks[chunk_x][chunk_y][chunk_z] = WorldChunk(self.chunk_size_x, self.chunk_size_y, self.chunk_size_z, self.programs)
carry_overs = self.chunks[chunk_x][chunk_y][chunk_z].put_object(x % self.chunk_size_x,
y % self.chunk_size_y,
z % self.chunk_size_z,
new_object)
for carry_over in carry_overs:
if self.chunks[(chunk_x + carry_over[0]) % self.chunk_n_x][(chunk_y + carry_over[1]) % self.chunk_n_y][(chunk_z + carry_over[2]) % self.chunk_n_z] is not None:
self.chunks[
(chunk_x + carry_over[0]) % self.chunk_n_x][
(chunk_y + carry_over[1]) % self.chunk_n_y][
(chunk_z + carry_over[2]) % self.chunk_n_z].apply_visible_carry_over(
(x + carry_over[0]) % self.chunk_size_x,
(y + carry_over[1]) % self.chunk_size_y,
(z + carry_over[2]) % self.chunk_size_z,
carry_over[3])
self.chunks[
(chunk_x + carry_over[0]) % self.chunk_n_x][
(chunk_y + carry_over[1]) % self.chunk_n_y][
(chunk_z + carry_over[2]) % self.chunk_n_z].dirty = True
visibility = 6
neighbour = self.get_object(x - 1, y, z)
if neighbour is not None:
visibility -= 1
neighbour = self.get_object(x + 1, y, z)
if neighbour is not None:
visibility -= 1
neighbour = self.get_object(x, y - 1, z)
if neighbour is not None:
visibility -= 1
neighbour = self.get_object(x, y + 1, z)
if neighbour is not None:
visibility -= 1
neighbour = self.get_object(x, y, z - 1)
if neighbour is not None:
visibility -= 1
neighbour = self.get_object(x, y, z + 1)
if neighbour is not None:
visibility -= 1
self.chunks[chunk_x][chunk_y][chunk_z].set_visibility(x % self.chunk_size_x,
y % self.chunk_size_y,
z % self.chunk_size_z,
visibility)
self.chunks[chunk_x][chunk_y][chunk_z].dirty = True
def get_object(self, x: int, y: int, z: int):
x = x % (self.chunk_size_x * self.chunk_n_x)
y = y % (self.chunk_size_y * self.chunk_n_y)
z = z % (self.chunk_size_z * self.chunk_n_z)
chunk_x = int(x / self.chunk_size_x)
chunk_y = int(y / self.chunk_size_y)
chunk_z = int(z / self.chunk_size_z)
if self.chunks[chunk_x][chunk_y][chunk_z] is None:
return None
return self.chunks[chunk_x][chunk_y][chunk_z].get_object(x % self.chunk_size_x,
y % self.chunk_size_y,
z % self.chunk_size_z)
def render(self, proj_matrix, geometry_rot_matrix, alternate_programs=None):
for x in range(self.chunk_n_x):
for y in range(self.chunk_n_y):
for z in range(self.chunk_n_z):
if self.chunks[x][y][z] is not None:
self.chunks[x][y][z].render(translate(x * self.chunk_size_x,
y * self.chunk_size_y,
z * self.chunk_size_z) * proj_matrix,
geometry_rot_matrix, alternate_programs)
def add_light(self, x: float, y: float, z: float, l: Light):
x = x % (self.chunk_size_x * self.chunk_n_x)
y = y % (self.chunk_size_y * self.chunk_n_y)
z = z % (self.chunk_size_z * self.chunk_n_z)
chunk_x = int(x / self.chunk_size_x)
chunk_y = int(y / self.chunk_size_y)
chunk_z = int(z / self.chunk_size_z)
if self.chunks[chunk_x][chunk_y][chunk_z] is None:
self.chunks[chunk_x][chunk_y][chunk_z] = WorldChunk(self.chunk_size_x, self.chunk_size_y, self.chunk_size_z, self.programs)
self.chunks[chunk_x][chunk_y][chunk_z].lights.append(l)
l.pos = [x, y, z]
def remove_light(self, l: Light):
chunk_x = int(l.pos[0] / self.chunk_size_x)
chunk_y = int(l.pos[1] / self.chunk_size_y)
chunk_z = int(l.pos[2] / self.chunk_size_z)
if self.chunks[chunk_x][chunk_y][chunk_z] is None:
return False
if l in self.chunks[chunk_x][chunk_y][chunk_z].lights:
self.chunks[chunk_x][chunk_y][chunk_z].lights.remove(l)
return True
else:
return False
def move_light(self, l: Light, target_x: float, target_y: float, target_z: float):
self.remove_light(l)
self.add_light(target_x, target_y, target_z, l)
def get_lights_to_render(self, pos, distance):
distance_x = math.ceil(float(distance) / self.chunk_size_x)
distance_y = math.ceil(float(distance) / self.chunk_size_y)
distance_z = math.ceil(float(distance) / self.chunk_size_z)
pos_x = int(pos[0] / self.chunk_size_x)
pos_y = int(pos[1] / self.chunk_size_y)
pos_z = int(pos[2] / self.chunk_size_z)
lights = []
for x in range(distance_x):
for y in range(distance_y):
for z in range(distance_z):
chunk = self.chunks[(pos_x + x) % self.chunk_n_x][(pos_y + y) % self.chunk_n_y][(pos_z + z) % self.chunk_n_z]
if chunk is not None:
lights += chunk.lights
return lights