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2dda016
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master
voxels
main.py
Load multiple regions and fix colours
dkl9
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2dda016
at 2025-175 20:54:47
main.py
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from OpenGL.GL import shaders from libs import * from entity import Entity from mapgen import MapGen from mesh import SquareMesh from player import Player from region import WorldRegion VS = f""" #version 120 {"\n".join([f"attribute {a};" for a in VERTEX_ATTRS])} {"\n".join([f"varying {a}F;" for a in VERTEX_ATTRS])} {"\n".join([f"uniform {v[1]} {k};" for (k, v) in UNIFORMS.items() if v[0] == "vert"])} void main() {{ gl_Position = MVP * vec4(position, 1.0); {"\n".join([f" {a.split()[1]}F = {a.split()[1]};" for a in VERTEX_ATTRS])} }} """ FS = f""" #version 120 {"\n".join([f"varying {a}F;" for a in VERTEX_ATTRS])} {"\n".join([f"uniform {v[1]} {k};" for (k, v) in UNIFORMS.items() if v[0] == "frag"])} void main() {{ float ambient = reflsF.x; vec3 lightDir = normalize(lightPos.xyz - positionF); float lambert = dot(normalF, lightDir); float diffuse = reflsF.y * lightPos.w * lambert / pow(distance(lightPos.xyz, positionF), 2); float specular = reflsF.z * lightPos.w * pow(max(dot(normalize(camPos - positionF), reflect(-lightDir, normalF)), 0.0), reflsF.w); gl_FragColor = vec4((ambient + diffuse + specular) * colF.xyz, colF.w); }} """ FPS = 60 def debug_mode(mg, cam): pass def click_mesh(self, button, coords, mg): match button: case 1: self.set_voxel(coords[1]) case 2: print(f"coords {coords}") case 3: offset = axis2offset(coords[0]) p = self.set_voxel(coords[1] + offset, 1) if p is not None: rc = self.pos + p // self.r * self.r awr = mg.fetch(tuple(int(x) for x in rc), click_mesh) print(f"placed out-of-bounds at {p}") if button % 2 == 1: for i in range(len(VERTEX_ATTRS)): update_attr(self, i) def build_scene(): mg = MapGen() mg.fetch((0, 0, 0), click_mesh) return mg def main(): pygame.init() pygame.display.set_mode((640, 480), pygame.DOUBLEBUF | pygame.OPENGL | pygame.RESIZABLE) pygame.display.set_caption("Voxels") sp = shaders.compileProgram( shaders.compileShader(VS, GL_VERTEX_SHADER), shaders.compileShader(FS, GL_FRAGMENT_SHADER) ) for (k, v) in UNIFORMS.items(): v[2] = glGetUniformLocation(sp, k) glUseProgram(sp) glEnable(GL_DEPTH_TEST) glClearColor(0.1, 0.1, 0.1, 1.0) glUniform4fv(UNIFORMS["lightPos"][2], 1, vec([5, 30, 10, 100])) mg = build_scene() clock = pygame.time.Clock() cam = Player(speed=10/FPS) cam.pos = [8, 16, 8] cam.set_focus(True) while True: scene = list(mg.regions.values()) for ev in pygame.event.get(): if ev.type == pygame.QUIT or ev.type == pygame.KEYUP and ev.unicode == "q": pygame.quit() return elif ev.type == pygame.KEYUP and ev.unicode == "d": debug_mode(mg, cam) cam.handle_event(ev, scene) cam.update_pos() glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) for ent in scene: cam.draw(ent) perf = clock.get_fps() / FPS cam.draw_hud(scene, perf) pygame.display.flip() clock.tick(FPS) main()