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texture_demo.py-e
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texture_demo.py-e
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#!/usr/bin/env python
# Copyright 2011, Andrew Wilson
# Licensed under the MIT license:
# http://www.opensource.org/licenses/MIT
#
# Minecraft mapping - Rendering something with OpenGL
#
# With great thanks to Joe Groff:
# http://duriansoftware.com/joe/An-intro-to-modern-OpenGL.-Chapter-1:-The-Graphics-Pipeline.html
from OpenGL import GL
import pygame, pygame.image, pygame.key
from pygame.locals import *
from opengl_tools import *
import math
from minecraft_mapping import (
VolumeFactory
)
vertex_shader = '''\
#version 130
uniform vec2 screen_dimensions;
uniform vec2 cam_position;
uniform float zoom;
uniform float texture_dimension;
uniform float map_dimension;
in vec4 position;
out vec2 texcoord;
void main()
{
gl_Position.xy =
(
(position.xy / 2.0 + 0.5)
* texture_dimension
- cam_position
)
* 2.0
* zoom
/ screen_dimensions;
gl_Position.zw = vec2(0.0, 1.0);
texcoord = position.xy * 0.5 + 0.5;
}
'''
fragment_shader = '''\
#version 130
const float TILE_COUNT = 512.0;
const float INV_TILE_COUNT = 1.0 / TILE_COUNT;
uniform sampler2D texture_atlas;
uniform usampler2D map_texture;
uniform float zoom;
in vec2 texcoord;
out vec4 fragcolor;
void main()
{
vec2 theta;
theta = (mod(texcoord, INV_TILE_COUNT) * TILE_COUNT); //*2.0 - 1.0;
uvec4 map_sample = texture(map_texture, texcoord);
uint uphi = map_sample.x % 16u;
uint vphi = 15u - (map_sample.x / 16u);
vec2 phi = vec2(uphi, vphi);
vec2 atlas_point = phi / 16.0 + theta / 16.0;
fragcolor = textureGrad(texture_atlas, atlas_point, vec2(1/512.0/zoom,0), vec2(0,1/512.0/zoom));
}
'''
class Resources(object):
pass
def make_resources():
volume_factory = VolumeFactory()
region_volume = volume_factory.load_region('world/region/r.0.0.mcr')
map_rgb_array = numpy.zeros((512,512,3), dtype="u8")
layer = region_volume.heightmap_slice(70)
map_rgb_array[:,:,0] = layer.get_texture_codes()
minecraft_map = make_surface(map_rgb_array)
#minecraft_map = pygame.image.load('numbered_texture_atlas.png')
#atlas = pygame.image.load('numbered_texture_atlas.png')
atlas = pygame.image.load('terrain.png')
vertex_buffer_data = float_array(
-1.0, -1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0)
element_buffer_data = short_array(
0,1,2,3)
resources = Resources()
resources.vertex_buffer = make_buffer(
GL.GL_ARRAY_BUFFER,
vertex_buffer_data,
vertex_buffer_data.nbytes)
resources.element_buffer = make_buffer(
GL.GL_ELEMENT_ARRAY_BUFFER,
element_buffer_data,
element_buffer_data.nbytes)
resources.map_texture = make_texture(
image=minecraft_map, interpolate=False, alpha=True, integer=True)
resources.texture_atlas = make_texture(
image=atlas, interpolate=True, alpha=True, maxlod=4.0)
resources.program = assemble_shader_program(
vertex_shader,
fragment_shader,
uniform_names=[
'screen_dimensions',
'cam_position',
'zoom',
'texture_dimension',
'texture_atlas',
'map_texture'],
attribute_names=[
'position'])
return resources
def render(resources, position, zoom, screen_dimensions):
screen_w, screen_h = screen_dimensions
GL.glViewport(0,0,screen_w,screen_h)
GL.glClearColor(0.4, 0.4, 0.4, 1.0)
GL.glClear(GL.GL_COLOR_BUFFER_BIT)
GL.glUseProgram(resources.program.program)
uniforms = resources.program.uniforms
GL.glUniform2f(uniforms['screen_dimensions'], screen_w, screen_h)
GL.glUniform2f(uniforms['cam_position'], position[0], position[1])
GL.glUniform1f(uniforms['zoom'], zoom)
GL.glUniform1f(uniforms['texture_dimension'], 8192)
GL.glActiveTexture(GL.GL_TEXTURE0)
GL.glBindTexture(GL.GL_TEXTURE_2D, resources.map_texture)
GL.glUniform1i(resources.program.uniforms['map_texture'], 0)
GL.glActiveTexture(GL.GL_TEXTURE1)
GL.glBindTexture(GL.GL_TEXTURE_2D, resources.texture_atlas)
GL.glUniform1i(resources.program.uniforms['texture_atlas'], 1)
GL.glBindBuffer(GL.GL_ARRAY_BUFFER, resources.vertex_buffer)
GL.glVertexAttribPointer(
resources.program.attributes['position'],
4, # size
GL.GL_FLOAT, # type
GL.GL_FALSE, # normalized?
ctypes.sizeof(GLfloat)*4, # stride
None # offset
)
position_attribute = resources.program.attributes['position']
GL.glEnableVertexAttribArray(position_attribute)
GL.glBindBuffer(GL.GL_ELEMENT_ARRAY_BUFFER, resources.element_buffer)
GL.glDrawElements(
GL.GL_TRIANGLE_STRIP,
4,
GL.GL_UNSIGNED_SHORT,
None)
GL.glDisableVertexAttribArray(position_attribute)
pygame.display.flip()
def main():
video_flags = OPENGL|DOUBLEBUF
pygame.init()
screen_dimensions = 800, 600
surface = pygame.display.set_mode(
screen_dimensions, video_flags)
resources = make_resources()
frames = 0
done = 0
zoom = 1.0
position = [256, 8192 - 256]
dragging = False
draglast = 0,0
while not done:
while 1:
event = pygame.event.poll()
if event.type == NOEVENT:
break
if event.type == KEYDOWN:
pass
if event.type == QUIT:
done = 1
if event.type == MOUSEMOTION:
if dragging:
mx,my = event.pos
lx,ly = draglast
dx = (mx - lx)/zoom
dy = (my - ly)/zoom
position[0] -= dx
position[1] += dy
draglast = mx, my
if event.type == MOUSEBUTTONDOWN:
if event.button == 1:
draglast = event.pos
dragging = True
if event.button == 4:
zoom *= 2.0
if zoom > 16:
zoom = 16.0
if event.button == 5:
zoom /= 2.0
if zoom < 1.0/32.0:
zoom = 1.0/32.0
x,y = position
x = math.floor(x * zoom + 0.5) / zoom
y = math.floor(y * zoom + 0.5) / zoom
position = [x,y]
if event.type == MOUSEBUTTONUP:
if event.button == 1:
dragging = False
render(resources, position, zoom, screen_dimensions)
frames += 1
if __name__ == '__main__':
main()