Compare commits

...

9 Commits

Author SHA1 Message Date
dd7038272c
Merge pull request #50 from shenjackyuanjie/dr_game/rust_render
Dr game/rust render
2023-08-06 01:24:50 +08:00
f1172c30be
update pyglet 2023-08-03 20:28:58 +08:00
6c68da7edf
some aaaded 2023-07-31 16:42:13 +08:00
951784cf64
啊? 2023-07-28 14:34:31 +08:00
6887660ee1
sync pyglet 2023-07-28 14:29:50 +08:00
3df29bee64
sr1 ship improve 2023-07-27 01:13:20 +08:00
b70705fb67
remove glViewPort 2023-07-26 17:22:57 +08:00
ce0fe298e6
some test 2023-07-25 19:54:51 +08:00
0c5647fee2
some imporvement 2023-07-24 21:34:46 +08:00
15 changed files with 911 additions and 136 deletions

View File

@ -15,7 +15,7 @@ import traceback
from pathlib import Path
from decimal import Decimal
from typing import Callable, Dict, List, TYPE_CHECKING, Optional, Type
from typing import Callable, Dict, List, TYPE_CHECKING, Type
# third function
import rtoml
@ -71,6 +71,9 @@ class ClientOption(Options):
class Client:
"""
客户端
"""
def __init__(self, game: "Game", net_mode='local'):
start_time = time.time_ns()
# logging
@ -95,6 +98,9 @@ class Client:
self.logger.debug(tr().client.setup.use_time_ns().format(self.use_time))
def start(self):
"""
启动客户端
"""
DR_runtime.running = True
self.window.start_game() # 游戏启动
# TODO 写一下服务端启动相关,还是需要服务端啊
@ -104,6 +110,11 @@ class Client:
def pyglet_load_fonts_folder(folder) -> None:
"""
递归加载字体文件夹
:param folder:
:return:
"""
font_path = Path(folder)
if not font_path.exists():
font_path.mkdir(parents=True)

View File

@ -333,10 +333,10 @@ class _ModuleProxy:
# Lazily load all modules, except if performing
# type checking or code inspection.
if TYPE_CHECKING:
from . import types
from . import app
from . import canvas
from . import clock
from . import customtypes
from . import event
from . import font
from . import gl
@ -354,10 +354,10 @@ if TYPE_CHECKING:
from . import text
from . import window
else:
types = _ModuleProxy('types')
app = _ModuleProxy('app')
canvas = _ModuleProxy('canvas')
clock = _ModuleProxy('clock')
customtypes = _ModuleProxy('customtypes')
event = _ModuleProxy('event')
font = _ModuleProxy('font')
gl = _ModuleProxy('gl')

View File

@ -1,7 +1,9 @@
"""Holds type aliases used throughout the codebase."""
import ctypes
from typing import Union
__all__ = [
"Buffer"
]

View File

@ -0,0 +1,6 @@
"""Experimental modules.
This package contains experimental modules, included here for wider testing
and experimentation. Anything contined within may be broken, refactored, or
removed without notice.
"""

View File

@ -0,0 +1,804 @@
import sys
import pyglet
from pyglet.gl import *
from pyglet import clock
from pyglet import event
from pyglet import graphics
from pyglet import image
_is_pyglet_doc_run = hasattr(sys, "is_pyglet_doc_run") and sys.is_pyglet_doc_run
vertex_source = """#version 150
in vec3 position;
in vec4 size;
in vec4 color;
in vec4 texture_uv;
in float rotation;
out vec4 geo_size;
out vec4 geo_color;
out vec4 geo_tex_coords;
out float geo_rotation;
void main() {
gl_Position = vec4(position, 1);
geo_size = size;
geo_color = color;
geo_tex_coords = texture_uv;
geo_rotation = rotation;
}
"""
geometry_source = """#version 150
// We are taking single points from the vertex shader
// and emitting 4 new vertices creating a quad/sprites
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
uniform WindowBlock
{
mat4 projection;
mat4 view;
} window;
// Since geometry shader can take multiple values from a vertex
// shader we need to define the inputs from it as arrays.
// In our instance we just take single values (points)
in vec4 geo_size[];
in vec4 geo_color[];
in vec4 geo_tex_coords[];
in float geo_rotation[];
out vec2 uv;
out vec4 frag_color;
void main() {
// We grab the position value from the vertex shader
vec2 center = gl_in[0].gl_Position.xy;
// Calculate the half size of the sprites for easier calculations
vec2 hsize = geo_size[0].xy / 2.0;
// Alias the Z value to save space
float z = gl_in[0].gl_Position.z;
// Convert the rotation to radians
float angle = radians(-geo_rotation[0]);
// Create a scale vector
vec2 scale = vec2(geo_size[0][2], geo_size[0][3]);
// Create a 2d rotation matrix
mat2 rot = mat2(cos(angle), sin(angle),
-sin(angle), cos(angle));
// Calculate the left, bottom, right, top:
float tl = geo_tex_coords[0].s;
float tb = geo_tex_coords[0].t;
float tr = geo_tex_coords[0].s + geo_tex_coords[0].p;
float tt = geo_tex_coords[0].t + geo_tex_coords[0].q;
// Emit a triangle strip creating a quad (4 vertices).
// Here we need to make sure the rotation is applied before we position the sprite.
// We just use hardcoded texture coordinates here. If an atlas is used we
// can pass an additional vec4 for specific texture coordinates.
// Each EmitVertex() emits values down the shader pipeline just like a single
// run of a vertex shader, but in geomtry shaders we can do it multiple times!
// Upper left
gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, hsize.y) * scale + center, z, 1.0);
uv = vec2(tl, tt);
frag_color = geo_color[0];
EmitVertex();
// lower left
gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, -hsize.y) * scale + center, z, 1.0);
uv = vec2(tl, tb);
frag_color = geo_color[0];
EmitVertex();
// upper right
gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, hsize.y) * scale + center, z, 1.0);
uv = vec2(tr, tt);
frag_color = geo_color[0];
EmitVertex();
// lower right
gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, -hsize.y) * scale + center, z, 1.0);
uv = vec2(tr, tb);
frag_color = geo_color[0];
EmitVertex();
// We are done with this triangle strip now
EndPrimitive();
}
"""
fragment_source = """#version 150
in vec2 uv;
in vec4 frag_color;
out vec4 final_color;
uniform sampler2D sprite_texture;
void main() {
final_color = texture(sprite_texture, uv) * frag_color;
}
"""
fragment_array_source = """#version 150 core
in vec2 uv;
in vec4 frag_color;
out vec4 final_colors;
uniform sampler2DArray sprite_texture;
void main()
{
final_colors = texture(sprite_texture, uv) * frag_color;
}
"""
def get_default_shader():
try:
return pyglet.gl.current_context.pyglet_sprite_default_shader
except AttributeError:
vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
frag_shader = graphics.shader.Shader(fragment_source, 'fragment')
default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
pyglet.gl.current_context.pyglet_sprite_default_shader = default_shader_program
return pyglet.gl.current_context.pyglet_sprite_default_shader
def get_default_array_shader():
try:
return pyglet.gl.current_context.pyglet_sprite_default_array_shader
except AttributeError:
vert_shader = graphics.shader.Shader(vertex_source, 'vertex')
geom_shader = graphics.shader.Shader(geometry_source, 'geometry')
frag_shader = graphics.shader.Shader(fragment_array_source, 'fragment')
default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader)
pyglet.gl.current_context.pyglet_sprite_default_array_shader = default_shader_program
return pyglet.gl.current_context.pyglet_sprite_default_array_shader
class SpriteGroup(graphics.Group):
"""Shared sprite rendering group.
The group is automatically coalesced with other sprite groups sharing the
same parent group, texture and blend parameters.
"""
def __init__(self, texture, blend_src, blend_dest, program, parent=None):
"""Create a sprite group.
The group is created internally when a :py:class:`~pyglet.sprite.Sprite`
is created; applications usually do not need to explicitly create it.
:Parameters:
`texture` : `~pyglet.image.Texture`
The (top-level) texture containing the sprite image.
`blend_src` : int
OpenGL blend source mode; for example,
``GL_SRC_ALPHA``.
`blend_dest` : int
OpenGL blend destination mode; for example,
``GL_ONE_MINUS_SRC_ALPHA``.
`program` : `~pyglet.graphics.shader.ShaderProgram`
A custom ShaderProgram.
`order` : int
Change the order to render above or below other Groups.
`parent` : `~pyglet.graphics.Group`
Optional parent group.
"""
super().__init__(parent=parent)
self.texture = texture
self.blend_src = blend_src
self.blend_dest = blend_dest
self.program = program
def set_state(self):
self.program.use()
glActiveTexture(GL_TEXTURE0)
glBindTexture(self.texture.target, self.texture.id)
glEnable(GL_BLEND)
glBlendFunc(self.blend_src, self.blend_dest)
def unset_state(self):
glDisable(GL_BLEND)
self.program.stop()
def __repr__(self):
return "{0}({1})".format(self.__class__.__name__, self.texture)
def __eq__(self, other):
return (other.__class__ is self.__class__ and
self.program is other.program and
self.parent == other.parent and
self.texture.target == other.texture.target and
self.texture.id == other.texture.id and
self.blend_src == other.blend_src and
self.blend_dest == other.blend_dest)
def __hash__(self):
return hash((self.program, self.parent,
self.texture.id, self.texture.target,
self.blend_src, self.blend_dest))
class Sprite(event.EventDispatcher):
_batch = None
_animation = None
_frame_index = 0
_paused = False
_rotation = 0
_rgba = [255, 255, 255, 255]
_scale = 1.0
_scale_x = 1.0
_scale_y = 1.0
_visible = True
_vertex_list = None
group_class = SpriteGroup
def __init__(self,
img, x=0, y=0, z=0,
blend_src=GL_SRC_ALPHA, blend_dest=GL_ONE_MINUS_SRC_ALPHA,
batch=None, group=None, subpixel=False, program=None):
"""Create a sprite.
:Parameters:
`img` : `~pyglet.image.AbstractImage` or `~pyglet.image.Animation`
Image or animation to display.
`x` : int
X coordinate of the sprite.
`y` : int
Y coordinate of the sprite.
`z` : int
Z coordinate of the sprite.
`blend_src` : int
OpenGL blend source mode. The default is suitable for
compositing sprites drawn from back-to-front.
`blend_dest` : int
OpenGL blend destination mode. The default is suitable for
compositing sprites drawn from back-to-front.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the sprite to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the sprite.
`subpixel` : bool
Allow floating-point coordinates for the sprite. By default,
coordinates are restricted to integer values.
`program` : `~pyglet.graphics.shader.ShaderProgram`
A custom shader to use. This shader program must contain the
exact same attribute names and types as the default shader.
The class methods and properties depend on this, and will
crash otherwise.
"""
self._x = x
self._y = y
self._z = z
self._img = img
if isinstance(img, image.Animation):
self._animation = img
self._texture = img.frames[0].image.get_texture()
self._next_dt = img.frames[0].duration
if self._next_dt:
clock.schedule_once(self._animate, self._next_dt)
else:
self._texture = img.get_texture()
if not program:
if isinstance(img, image.TextureArrayRegion):
self._program = get_default_array_shader()
else:
self._program = get_default_shader()
else:
self._program = program
self._batch = batch or graphics.get_default_batch()
self._user_group = group
self._group = self.group_class(self._texture, blend_src, blend_dest, self.program, group)
self._subpixel = subpixel
self._create_vertex_list()
def _create_vertex_list(self):
texture = self._texture
self._vertex_list = self.program.vertex_list(
1, GL_POINTS, self._batch, self._group,
position=('f', (self._x, self._y, self._z)),
size=('f', (texture.width, texture.height, 1, 1)),
color=('Bn', self._rgba),
texture_uv=('f', texture.uv),
rotation=('f', (self._rotation,)))
@property
def program(self):
return self._program
@program.setter
def program(self, program):
if self._program == program:
return
self._group = self.group_class(self._texture,
self._group.blend_src,
self._group.blend_dest,
program,
self._user_group)
self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
self._program = program
def delete(self):
"""Force immediate removal of the sprite from video memory.
This is often necessary when using batches, as the Python garbage
collector will not necessarily call the finalizer as soon as the
sprite is garbage.
"""
if self._animation:
clock.unschedule(self._animate)
self._vertex_list.delete()
self._vertex_list = None
self._texture = None
self._group = None
def _animate(self, dt):
self._frame_index += 1
if self._frame_index >= len(self._animation.frames):
self._frame_index = 0
self.dispatch_event('on_animation_end')
if self._vertex_list is None:
return # Deleted in event handler.
frame = self._animation.frames[self._frame_index]
self._set_texture(frame.image.get_texture())
if frame.duration is not None:
duration = frame.duration - (self._next_dt - dt)
duration = min(max(0, duration), frame.duration)
clock.schedule_once(self._animate, duration)
self._next_dt = duration
else:
self.dispatch_event('on_animation_end')
@property
def batch(self):
"""Graphics batch.
The sprite can be migrated from one batch to another, or removed from
its batch (for individual drawing). Note that this can be an expensive
operation.
:type: :py:class:`pyglet.graphics.Batch`
"""
return self._batch
@batch.setter
def batch(self, batch):
if self._batch == batch:
return
if batch is not None and self._batch is not None:
self._batch.migrate(self._vertex_list, GL_POINTS, self._group, batch)
self._batch = batch
else:
self._vertex_list.delete()
self._batch = batch
self._create_vertex_list()
@property
def group(self):
"""Parent graphics group.
The sprite can change its rendering group, however this can be an
expensive operation.
:type: :py:class:`pyglet.graphics.Group`
"""
return self._group.parent
@group.setter
def group(self, group):
if self._group.parent == group:
return
self._group = self.group_class(self._texture,
self._group.blend_src,
self._group.blend_dest,
self._group.program,
group)
self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch)
@property
def image(self):
"""Image or animation to display.
:type: :py:class:`~pyglet.image.AbstractImage` or
:py:class:`~pyglet.image.Animation`
"""
if self._animation:
return self._animation
return self._texture
@image.setter
def image(self, img):
if self._animation is not None:
clock.unschedule(self._animate)
self._animation = None
if isinstance(img, image.Animation):
self._animation = img
self._frame_index = 0
self._set_texture(img.frames[0].image.get_texture())
self._next_dt = img.frames[0].duration
if self._next_dt:
clock.schedule_once(self._animate, self._next_dt)
else:
self._set_texture(img.get_texture())
def _set_texture(self, texture):
if texture.id is not self._texture.id:
self._group = self._group.__class__(texture,
self._group.blend_src,
self._group.blend_dest,
self._group.program,
self._group.parent)
self._vertex_list.delete()
self._texture = texture
self._create_vertex_list()
else:
self._vertex_list.texture_uv[:] = texture.uv
self._texture = texture
@property
def position(self):
"""The (x, y, z) coordinates of the sprite, as a tuple.
:Parameters:
`x` : int
X coordinate of the sprite.
`y` : int
Y coordinate of the sprite.
`z` : int
Z coordinate of the sprite.
"""
return self._x, self._y, self._z
@position.setter
def position(self, position):
self._x, self._y, self._z = position
self._vertex_list.position[:] = position
@property
def x(self):
"""X coordinate of the sprite.
:type: int
"""
return self._x
@x.setter
def x(self, x):
self._x = x
self._vertex_list.position[:] = x, self._y, self._z
@property
def y(self):
"""Y coordinate of the sprite.
:type: int
"""
return self._y
@y.setter
def y(self, y):
self._y = y
self._vertex_list.position[:] = self._x, y, self._z
@property
def z(self):
"""Z coordinate of the sprite.
:type: int
"""
return self._z
@z.setter
def z(self, z):
self._z = z
self._vertex_list.position[:] = self._x, self._y, z
@property
def rotation(self):
"""Clockwise rotation of the sprite, in degrees.
The sprite image will be rotated about its image's (anchor_x, anchor_y)
position.
:type: float
"""
return self._rotation
@rotation.setter
def rotation(self, rotation):
self._rotation = rotation
self._vertex_list.rotation[0] = self._rotation
@property
def scale(self):
"""Base Scaling factor.
A scaling factor of 1 (the default) has no effect. A scale of 2 will
draw the sprite at twice the native size of its image.
:type: float
"""
return self._scale
@scale.setter
def scale(self, scale):
self._scale = scale
self._vertex_list.scale[:] = scale * self._scale_x, scale * self._scale_y
@property
def scale_x(self):
"""Horizontal scaling factor.
A scaling factor of 1 (the default) has no effect. A scale of 2 will
draw the sprite at twice the native width of its image.
:type: float
"""
return self._scale_x
@scale_x.setter
def scale_x(self, scale_x):
self._scale_x = scale_x
self._vertex_list.scale[:] = self._scale * scale_x, self._scale * self._scale_y
@property
def scale_y(self):
"""Vertical scaling factor.
A scaling factor of 1 (the default) has no effect. A scale of 2 will
draw the sprite at twice the native height of its image.
:type: float
"""
return self._scale_y
@scale_y.setter
def scale_y(self, scale_y):
self._scale_y = scale_y
self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * scale_y
def update(self, x=None, y=None, z=None, rotation=None, scale=None, scale_x=None, scale_y=None):
"""Simultaneously change the position, rotation or scale.
This method is provided for convenience. There is not much
performance benefit to updating multiple Sprite attributes at once.
:Parameters:
`x` : int
X coordinate of the sprite.
`y` : int
Y coordinate of the sprite.
`z` : int
Z coordinate of the sprite.
`rotation` : float
Clockwise rotation of the sprite, in degrees.
`scale` : float
Scaling factor.
`scale_x` : float
Horizontal scaling factor.
`scale_y` : float
Vertical scaling factor.
"""
translations_outdated = False
# only bother updating if the translation actually changed
if x is not None:
self._x = x
translations_outdated = True
if y is not None:
self._y = y
translations_outdated = True
if z is not None:
self._z = z
translations_outdated = True
if translations_outdated:
self._vertex_list.position[:] = (self._x, self._y, self._z)
if rotation is not None and rotation != self._rotation:
self._rotation = rotation
self._vertex_list.rotation[:] = rotation
scales_outdated = False
# only bother updating if the scale actually changed
if scale is not None:
self._scale = scale
scales_outdated = True
if scale_x is not None:
self._scale_x = scale_x
scales_outdated = True
if scale_y is not None:
self._scale_y = scale_y
scales_outdated = True
if scales_outdated:
self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * self._scale_y
@property
def width(self):
"""Scaled width of the sprite.
Invariant under rotation.
:type: int
"""
w = self._texture.width * abs(self._scale_x) * abs(self._scale)
return w if self._subpixel else int(w)
@width.setter
def width(self, width):
self.scale_x = width / (self._texture.width * abs(self._scale))
@property
def height(self):
"""Scaled height of the sprite.
Invariant under rotation.
:type: int
"""
h = self._texture.height * abs(self._scale_y) * abs(self._scale)
return h if self._subpixel else int(h)
@height.setter
def height(self, height):
self.scale_y = height / (self._texture.height * abs(self._scale))
@property
def opacity(self):
"""Blend opacity.
This property sets the alpha component of the colour of the sprite's
vertices. With the default blend mode (see the constructor), this
allows the sprite to be drawn with fractional opacity, blending with the
background.
An opacity of 255 (the default) has no effect. An opacity of 128 will
make the sprite appear translucent.
:type: int
"""
return self._rgba[3]
@opacity.setter
def opacity(self, opacity):
self._rgba[3] = opacity
self._vertex_list.color[:] = self._rgba
@property
def color(self):
"""Blend color.
This property sets the color of the sprite's vertices. This allows the
sprite to be drawn with a color tint.
The color is specified as an RGB tuple of integers '(red, green, blue)'.
Each color component must be in the range 0 (dark) to 255 (saturated).
:type: (int, int, int)
"""
return self._rgba[:3]
@color.setter
def color(self, rgb):
self._rgba[:3] = list(map(int, rgb))
self._vertex_list.color[:] = self._rgba
@property
def visible(self):
"""True if the sprite will be drawn.
:type: bool
"""
return self._visible
@visible.setter
def visible(self, visible):
self._visible = visible
self._vertex_list.texture_uv[:] = (0, 0, 0, 0) if not visible else self._texture.uv
@property
def paused(self):
"""Pause/resume the Sprite's Animation
If `Sprite.image` is an Animation, you can pause or resume
the animation by setting this property to True or False.
If not an Animation, this has no effect.
:type: bool
"""
return self._paused
@paused.setter
def paused(self, pause):
if not hasattr(self, '_animation') or pause == self._paused:
return
if pause is True:
clock.unschedule(self._animate)
else:
frame = self._animation.frames[self._frame_index]
self._next_dt = frame.duration
if self._next_dt:
clock.schedule_once(self._animate, self._next_dt)
self._paused = pause
@property
def frame_index(self):
"""The current Animation frame.
If the `Sprite.image` is an `Animation`,
you can query or set the current frame.
If not an Animation, this will always
be 0.
:type: int
"""
return self._frame_index
@frame_index.setter
def frame_index(self, index):
# Bound to available number of frames
if self._animation is None:
return
self._frame_index = max(0, min(index, len(self._animation.frames)-1))
def draw(self):
"""Draw the sprite at its current position.
See the module documentation for hints on drawing multiple sprites
efficiently.
"""
self._group.set_state_recursive()
self._vertex_list.draw(GL_POINTS)
self._group.unset_state_recursive()
def __del__(self):
try:
if self._vertex_list is not None:
self._vertex_list.delete()
except:
pass
if _is_pyglet_doc_run:
def on_animation_end(self):
"""The sprite animation reached the final frame.
The event is triggered only if the sprite has an animation, not an
image. For looping animations, the event is triggered each time
the animation loops.
:event:
"""
Sprite.register_event_type('on_animation_end')

View File

@ -68,10 +68,10 @@ class Frame:
widget.on_mouse_drag(x, y, dx, dy, buttons, modifiers)
self._mouse_pos = x, y
def on_mouse_scroll(self, x, y, index, direction):
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
"""Pass the event to any widgets within range of the mouse"""
for widget in self._cells.get(self._hash(x, y), set()):
widget.on_mouse_scroll(x, y, index, direction)
widget.on_mouse_scroll(x, y, scroll_x, scroll_y)
def on_mouse_motion(self, x, y, dx, dy):
"""Pass the event to any widgets within range of the mouse"""

View File

@ -122,7 +122,7 @@ class WidgetBase(EventDispatcher):
def on_mouse_motion(self, x, y, dx, dy):
pass
def on_mouse_scroll(self, x, y, mouse, direction):
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
pass
def on_text(self, text):
@ -348,11 +348,11 @@ class Slider(WidgetBase):
if self._in_update:
self._update_knob(x)
def on_mouse_scroll(self, x, y, mouse, direction):
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
if not self.enabled:
return
if self._check_hit(x, y):
self._update_knob(self._knob_spr.x + self._half_knob_width + direction)
self._update_knob(self._knob_spr.x + self._half_knob_width + scroll_y)
def on_mouse_release(self, x, y, buttons, modifiers):
if not self.enabled:

View File

@ -1427,6 +1427,12 @@ class Texture(AbstractImage):
order = self.tex_coords_order
self.tex_coords_order = (order[bl], order[br], order[tr], order[tl])
@property
def uv(self):
"""Tuple containing the left, bottom, right, top 2D texture coordinates."""
tex_coords = self.tex_coords
return tex_coords[0], tex_coords[1], tex_coords[3], tex_coords[7]
def __repr__(self):
return "{}(id={}, size={}x{})".format(self.__class__.__name__, self.id, self.width, self.height)

View File

@ -145,7 +145,7 @@ class Allocator:
class TextureAtlas:
"""Collection of images within a texture."""
def __init__(self, width: int=2048, height: int=2048) -> None:
def __init__(self, width: int = 2048, height: int = 2048) -> None:
"""Create a texture atlas of the given size.
:Parameters:
@ -252,7 +252,7 @@ class TextureArrayBin:
ones as necessary as the depth is exceeded.
"""
def __init__(self, texture_width: int=2048, texture_height: int=2048, max_depth: Optional[int]=None) -> None:
def __init__(self, texture_width: int = 2048, texture_height: int = 2048, max_depth: Optional[int] = None) -> None:
max_texture_size = pyglet.image.get_max_texture_size()
self.max_depth = max_depth or pyglet.image.get_max_array_texture_layers()
self.texture_width = min(texture_width, max_texture_size)

View File

@ -9,9 +9,9 @@ for creating orthographic and perspective projection matrixes.
Matrices behave just like they do in GLSL: they are specified in column-major
order and multiply on the left of vectors, which are treated as columns.
:note: For performance, Matrixes subclass the `tuple` type. They
are therefore immutable - all operations return a new object;
the object is not updated in-place.
.. note:: For performance reasons, Matrix types subclass `tuple`. They are
therefore immutable. All operations return a new object; the object
is not updated in-place.
"""
from __future__ import annotations
@ -719,29 +719,23 @@ class Mat3(tuple):
class Mat4(tuple):
"""A 4x4 Matrix class
`Mat4` is an immutable 4x4 Matrix, including most common
operators. Matrix multiplication must be performed using
the "@" operator.
Class methods are available for creating orthogonal
and perspective projections matrixes.
"""
def __new__(cls, values: _Iterable[float] = (1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,)) -> Mat4:
"""Create a 4x4 Matrix
"""Create a 4x4 Matrix.
`Mat4` is an immutable 4x4 Matrix, which includs most common
operators. This includes class methods for creating orthogonal
and perspective projection matrixes, to be used by OpenGL.
A Matrix can be created with a list or tuple of 16 values.
If no values are provided, an "identity matrix" will be created
(1.0 on the main diagonal). Matrix objects are immutable, so
all operations return a new Mat4 object.
:Parameters:
`values` : tuple of float or int
A tuple or list containing 16 floats or ints.
.. note:: Matrix multiplication is performed using the "@" operator.
"""
new = super().__new__(Mat4, values)
@ -749,19 +743,12 @@ class Mat4(tuple):
return new
@classmethod
def orthogonal_projection(
cls: type[Mat4T],
left: float,
right: float,
bottom: float,
top: float,
z_near: float,
z_far: float
) -> Mat4T:
def orthogonal_projection(cls: type[Mat4T], left: float, right: float, bottom: float, top: float, z_near: float, z_far: float) -> Mat4T:
"""Create a Mat4 orthographic projection matrix for use with OpenGL.
This matrix doesn't actually perform the projection; it transforms the
space so that OpenGL's vertex processing performs it.
Given left, right, bottom, top values, and near/far z planes,
create a 4x4 Projection Matrix. This is useful for setting
:py:attr:`~pyglet.window.Window.projection`.
"""
width = right - left
height = top - bottom
@ -781,24 +768,12 @@ class Mat4(tuple):
tx, ty, tz, 1.0))
@classmethod
def perspective_projection(
cls: type[Mat4T],
aspect: float,
z_near: float,
z_far: float,
fov: float = 60
) -> Mat4T:
"""
Create a Mat4 perspective projection matrix for use with OpenGL.
def perspective_projection(cls: type[Mat4T], aspect: float, z_near: float, z_far: float, fov: float = 60) -> Mat4T:
"""Create a Mat4 perspective projection matrix for use with OpenGL.
This matrix doesn't actually perform the projection; it transforms the
space so that OpenGL's vertex processing performs it.
:Parameters:
`aspect` : The aspect ratio as a `float`
`z_near` : The near plane as a `float`
`z_far` : The far plane as a `float`
`fov` : Field of view in degrees as a `float`
Given a desired aspect ratio, near/far planes, and fov (field of view),
create a 4x4 Projection Matrix. This is useful for setting
:py:attr:`~pyglet.window.Window.projection`.
"""
xy_max = z_near * _math.tan(fov * _math.pi / 360)
y_min = -xy_max

View File

@ -139,6 +139,7 @@ def parse_obj_file(filename, file=None):
elif values[0] == 'o':
mesh = Mesh(name=values[1])
mesh.material = default_material
mesh_list.append(mesh)
elif values[0] == 'f':

View File

@ -1792,7 +1792,7 @@ class Polygon(ShapeBase):
:Parameters:
`coordinates` : List[[int, int]]
The coordinates for each point in the polygon.
`color` : (int, int, int)
`color` : (int, int, int, int)
The RGB or RGBA color of the polygon, specified as a
tuple of 3 or 4 ints in the range of 0-255. RGB colors
will be treated as having an opacity of 255.

View File

@ -284,11 +284,7 @@ pub mod part_list {
explosion_power: Some(0u32),
explosion_size: Some(0u32),
});
let attach_points: Option<Vec<AttachPoint>> = if let Some(attach_points) = &self.attach_points {
Some(attach_points.unzip())
} else {
None
};
let attach_points: Option<Vec<AttachPoint>> = self.attach_points.as_ref().map(|attach_points| attach_points.unzip());
SR1PartType {
id: self.id.clone(),
name: self.name.clone(),

View File

@ -4,16 +4,12 @@
# All rights reserved
# -------------------------------
# import math
import re
import time
import random
import logging
import traceback
from pathlib import Path
# from defusedxml.ElementTree import parse
# from xml.etree.ElementTree import Element, ElementTree
from typing import List, TYPE_CHECKING, Union, Dict, Optional, Generator, Tuple
from pyglet.math import Vec4
@ -23,8 +19,6 @@ from pyglet.sprite import Sprite
from pyglet.graphics import Batch, Group
from pyglet.shapes import Line, Rectangle
from pyglet.image import Framebuffer, Texture
# pyglet OpenGL
from pyglet.gl import glViewport
from . import DR_mod_runtime
@ -35,7 +29,7 @@ from Difficult_Rocket.api.camera import CenterCamera
from Difficult_Rocket.api.types import Fonts, Options
from Difficult_Rocket.command.line import CommandText
from Difficult_Rocket.client.screen import BaseScreen
from .types import SR1Textures, SR1PartTexture, SR1PartData, SR1Rotation, xml_bool
from .types import SR1Textures, SR1Rotation
if TYPE_CHECKING:
from Difficult_Rocket.client import ClientWindow
@ -184,25 +178,23 @@ class SR1ShipRender(BaseScreen):
batch.append(part_sprite)
line_box_group = Group(6, parent=self.part_group)
part_debug_box = self.rust_ship.get_part_box(p_id)
if part_debug_box:
part_box = self.rust_ship.get_part_box(p_id)
if part_box:
# 线框
part_line_box = []
width = 4
color = (random.randrange(0, 255), random.randrange(0, 255), random.randrange(0, 255),
random.randrange(100, 200))
part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[0][1] * 30,
x2=part_debug_box[0][0] * 30, y2=part_debug_box[1][1] * 30,
(x, y), (x2, y2) = part_box
part_line_box.append(Line(x=x * 30, y=y * 30, x2=x * 30, y2=y2 * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
part_line_box.append(Line(x=part_debug_box[0][0] * 30, y=part_debug_box[1][1] * 30,
x2=part_debug_box[1][0] * 30, y2=part_debug_box[1][1] * 30,
part_line_box.append(Line(x=x * 30, y=y2 * 30, x2=x2 * 30, y2=y2 * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[1][1] * 30,
x2=part_debug_box[1][0] * 30, y2=part_debug_box[0][1] * 30,
part_line_box.append(Line(x=x2 * 30, y=y2 * 30, x2=x2 * 30, y2=y * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
part_line_box.append(Line(x=part_debug_box[1][0] * 30, y=part_debug_box[0][1] * 30,
x2=part_debug_box[0][0] * 30, y2=part_debug_box[0][1] * 30,
part_line_box.append(Line(x=x2 * 30, y=y * 30, x2=x * 30, y2=y * 30,
batch=self.main_batch, width=width, color=color, group=line_box_group))
# 直接用循环得了
self.part_line_box[p_id] = part_line_box
self.parts_sprite[p_id] = batch
count += 1
@ -291,11 +283,9 @@ class SR1ShipRender(BaseScreen):
self.buffer.bind()
window.clear()
with self.camera:
# glViewport(int(self.camera.dx), int(self.camera.dy), window.width // 2, window.height // 2)
self.main_batch.draw()
# glViewport(0, 0, window.width, window.height)
self.buffer.unbind()
self.render_texture.blit(x=0, y=0, z=0, width=self.width, height=self.height)
self.render_texture.blit(x=self.dx, y=self.dy, z=0, width=self.width, height=self.height)
def on_draw(self, window: "ClientWindow"):
if self.status.draw_call:
@ -318,32 +308,42 @@ class SR1ShipRender(BaseScreen):
return
self.render_d_line.x2 = width // 2
self.render_d_line.y2 = height // 2
self.size = width - 100, height - 100
def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int, window: "ClientWindow"):
if not self.status.draw_done:
return
mouse_dx = x - (window.width / 2)
mouse_dy = y - (window.height / 2)
# 鼠标缩放位置相对于屏幕中心的位置
mouse_dx_d = mouse_dx - self.camera.dx
mouse_dy_d = mouse_dy - self.camera.dy
# 鼠标相对偏移量的偏移量
if scroll_y == 0:
zoom_d = 1
else:
zoom_d = ((2 ** scroll_y) - 1) * 0.5 + 1
# 缩放的变换量
if not (self.camera.zoom == 10 and scroll_y > 0):
if self.camera.zoom * zoom_d >= 10:
zoom_d = 10 / self.camera.zoom
self.camera.zoom = 10
if self.status.focus:
mouse_dx = x - (window.width / 2)
mouse_dy = y - (window.height / 2)
# 鼠标缩放位置相对于屏幕中心的位置
mouse_dx_d = mouse_dx - self.camera.dx
mouse_dy_d = mouse_dy - self.camera.dy
# 鼠标相对偏移量的偏移量
if scroll_y == 0:
zoom_d = 1
else:
self.camera.zoom *= zoom_d
mouse_dx_d *= (1 - zoom_d)
mouse_dy_d *= (1 - zoom_d)
self.camera.dx += mouse_dx_d
self.camera.dy += mouse_dy_d
zoom_d = ((2 ** scroll_y) - 1) * 0.5 + 1
# 缩放的变换量
if not (self.camera.zoom == 10 and scroll_y > 0):
if self.camera.zoom * zoom_d >= 10:
zoom_d = 10 / self.camera.zoom
self.camera.zoom = 10
else:
self.camera.zoom *= zoom_d
mouse_dx_d *= (1 - zoom_d)
mouse_dy_d *= (1 - zoom_d)
self.camera.dx += mouse_dx_d
self.camera.dy += mouse_dy_d
elif self.status.moving:
# 如果是在移动整体渲染位置
size_x, size_y = self.size
size_x += round(scroll_y) * 10
size_y += round(scroll_y) * 10
if size_x < 10:
size_x = 10
if size_y < 10:
size_y = 10
self.size = size_x, size_y
def on_command(self, command: CommandText, window: "ClientWindow"):
""" 解析命令 """
@ -427,7 +427,6 @@ class SR1ShipRender(BaseScreen):
int(part_data[part][index][1].x * 60 + img_center[0]),
int(-part_data[part][index][1].y * 60 + img_center[1])))
img.show("???")
img.save(f'test{time.time()}.png', 'PNG')
elif command.find('test'):
@ -438,15 +437,16 @@ class SR1ShipRender(BaseScreen):
return
logger.info(sr_tr().sr1.ship.save.start().format(self.rust_ship))
self.rust_ship.save('./test-save.xml')
elif command.find('render'):
glViewport(0, 0, 1000, 1000)
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: "ClientWindow"):
if not self.status.focus:
return
self.camera.dx += dx
self.camera.dy += dy
self.status.update_call = True
if self.status.focus:
self.camera.dx += dx
self.camera.dy += dy
self.status.update_call = True
elif self.status.moving:
# 如果是在移动整体渲染位置
self.dx += dx
self.dy += dy
def on_file_drop(self, x: int, y: int, paths: List[str], window: "ClientWindow"):
if len(paths) > 1:

View File

@ -15,22 +15,6 @@ from pyglet.image import load, AbstractImage
from Difficult_Rocket.utils.options import Options
@dataclass
class SR1PartData:
x: float
y: float
id: int
p_type: str
active: bool
angle: float
angle_v: float
editor_angle: int
flip_x: bool
flip_y: bool
explode: bool
textures: Optional[str] = None
class SR1Textures(Options):
""" 存储 sr1 的材质 img """
def load_file(self, **kwargs):
@ -147,13 +131,3 @@ class SR1Rotation(Options):
return cls.radian_angle_map[radian]
else:
return (radian / math.pi) * 180
def xml_bool(bool_like: Union[str, int, bool, None]) -> bool:
if bool_like is None:
return False
if isinstance(bool_like, bool):
return bool_like
if isinstance(bool_like, int):
return bool_like != 0
return False if bool_like == '0' else bool_like.lower() != 'false'