├── LICENSE
├── README.md
└── pymaze
├── __pycache__
├── camera.cpython-38.pyc
├── constants.cpython-38.pyc
├── debug.cpython-38.pyc
├── end_portal.cpython-38.pyc
├── entities.cpython-38.pyc
├── labyrinth.cpython-38.pyc
├── player.cpython-38.pyc
├── post_processing.cpython-38.pyc
├── shaders.cpython-38.pyc
├── skybox.cpython-38.pyc
├── textures.cpython-38.pyc
└── wall.cpython-38.pyc
├── camera.py
├── constants.py
├── debug.py
├── end_portal.py
├── entities.py
├── labyrinth.py
├── main.py
├── player.py
├── post_processing.py
├── shaders.py
├── shaders
├── debug_line.frag
├── debug_line.vert
├── portal.frag
├── portal.vert
├── post_processing.frag
├── post_processing.vert
├── post_processing
│ ├── post_crossha.frag
│ ├── post_crossha.vert
│ ├── post_default.frag
│ ├── post_default.vert
│ ├── post_fisheye.frag
│ ├── post_fisheye.vert
│ ├── post_radialb.frag
│ ├── post_radialb.vert
│ ├── post_third3d.frag
│ └── post_third3d.vert
├── shadow_debugger.frag
├── shadow_debugger.vert
├── shadow_mapping.frag
├── shadow_mapping.vert
├── skybox.frag
├── skybox.vert
├── world_geom.frag
└── world_geom.vert
├── skybox.py
├── sound.py
├── textures.py
└── textures
├── floor_01.png
├── skybox_01
├── back.png
├── bottom.png
├── front.png
├── left.png
├── right.png
└── top.png
├── trim_01.png
└── wall_01.png
/LICENSE:
--------------------------------------------------------------------------------
1 | GNU GENERAL PUBLIC LICENSE
2 | Version 3, 29 June 2007
3 |
4 | Copyright (C) 2007 Free Software Foundation, Inc.
5 | Everyone is permitted to copy and distribute verbatim copies
6 | of this license document, but changing it is not allowed.
7 |
8 | Preamble
9 |
10 | The GNU General Public License is a free, copyleft license for
11 | software and other kinds of works.
12 |
13 | The licenses for most software and other practical works are designed
14 | to take away your freedom to share and change the works. By contrast,
15 | the GNU General Public License is intended to guarantee your freedom to
16 | share and change all versions of a program--to make sure it remains free
17 | software for all its users. We, the Free Software Foundation, use the
18 | GNU General Public License for most of our software; it applies also to
19 | any other work released this way by its authors. You can apply it to
20 | your programs, too.
21 |
22 | When we speak of free software, we are referring to freedom, not
23 | price. Our General Public Licenses are designed to make sure that you
24 | have the freedom to distribute copies of free software (and charge for
25 | them if you wish), that you receive source code or can get it if you
26 | want it, that you can change the software or use pieces of it in new
27 | free programs, and that you know you can do these things.
28 |
29 | To protect your rights, we need to prevent others from denying you
30 | these rights or asking you to surrender the rights. Therefore, you have
31 | certain responsibilities if you distribute copies of the software, or if
32 | you modify it: responsibilities to respect the freedom of others.
33 |
34 | For example, if you distribute copies of such a program, whether
35 | gratis or for a fee, you must pass on to the recipients the same
36 | freedoms that you received. You must make sure that they, too, receive
37 | or can get the source code. And you must show them these terms so they
38 | know their rights.
39 |
40 | Developers that use the GNU GPL protect your rights with two steps:
41 | (1) assert copyright on the software, and (2) offer you this License
42 | giving you legal permission to copy, distribute and/or modify it.
43 |
44 | For the developers' and authors' protection, the GPL clearly explains
45 | that there is no warranty for this free software. For both users' and
46 | authors' sake, the GPL requires that modified versions be marked as
47 | changed, so that their problems will not be attributed erroneously to
48 | authors of previous versions.
49 |
50 | Some devices are designed to deny users access to install or run
51 | modified versions of the software inside them, although the manufacturer
52 | can do so. This is fundamentally incompatible with the aim of
53 | protecting users' freedom to change the software. The systematic
54 | pattern of such abuse occurs in the area of products for individuals to
55 | use, which is precisely where it is most unacceptable. Therefore, we
56 | have designed this version of the GPL to prohibit the practice for those
57 | products. If such problems arise substantially in other domains, we
58 | stand ready to extend this provision to those domains in future versions
59 | of the GPL, as needed to protect the freedom of users.
60 |
61 | Finally, every program is threatened constantly by software patents.
62 | States should not allow patents to restrict development and use of
63 | software on general-purpose computers, but in those that do, we wish to
64 | avoid the special danger that patents applied to a free program could
65 | make it effectively proprietary. To prevent this, the GPL assures that
66 | patents cannot be used to render the program non-free.
67 |
68 | The precise terms and conditions for copying, distribution and
69 | modification follow.
70 |
71 | TERMS AND CONDITIONS
72 |
73 | 0. Definitions.
74 |
75 | "This License" refers to version 3 of the GNU General Public License.
76 |
77 | "Copyright" also means copyright-like laws that apply to other kinds of
78 | works, such as semiconductor masks.
79 |
80 | "The Program" refers to any copyrightable work licensed under this
81 | License. Each licensee is addressed as "you". "Licensees" and
82 | "recipients" may be individuals or organizations.
83 |
84 | To "modify" a work means to copy from or adapt all or part of the work
85 | in a fashion requiring copyright permission, other than the making of an
86 | exact copy. The resulting work is called a "modified version" of the
87 | earlier work or a work "based on" the earlier work.
88 |
89 | A "covered work" means either the unmodified Program or a work based
90 | on the Program.
91 |
92 | To "propagate" a work means to do anything with it that, without
93 | permission, would make you directly or secondarily liable for
94 | infringement under applicable copyright law, except executing it on a
95 | computer or modifying a private copy. Propagation includes copying,
96 | distribution (with or without modification), making available to the
97 | public, and in some countries other activities as well.
98 |
99 | To "convey" a work means any kind of propagation that enables other
100 | parties to make or receive copies. Mere interaction with a user through
101 | a computer network, with no transfer of a copy, is not conveying.
102 |
103 | An interactive user interface displays "Appropriate Legal Notices"
104 | to the extent that it includes a convenient and prominently visible
105 | feature that (1) displays an appropriate copyright notice, and (2)
106 | tells the user that there is no warranty for the work (except to the
107 | extent that warranties are provided), that licensees may convey the
108 | work under this License, and how to view a copy of this License. If
109 | the interface presents a list of user commands or options, such as a
110 | menu, a prominent item in the list meets this criterion.
111 |
112 | 1. Source Code.
113 |
114 | The "source code" for a work means the preferred form of the work
115 | for making modifications to it. "Object code" means any non-source
116 | form of a work.
117 |
118 | A "Standard Interface" means an interface that either is an official
119 | standard defined by a recognized standards body, or, in the case of
120 | interfaces specified for a particular programming language, one that
121 | is widely used among developers working in that language.
122 |
123 | The "System Libraries" of an executable work include anything, other
124 | than the work as a whole, that (a) is included in the normal form of
125 | packaging a Major Component, but which is not part of that Major
126 | Component, and (b) serves only to enable use of the work with that
127 | Major Component, or to implement a Standard Interface for which an
128 | implementation is available to the public in source code form. A
129 | "Major Component", in this context, means a major essential component
130 | (kernel, window system, and so on) of the specific operating system
131 | (if any) on which the executable work runs, or a compiler used to
132 | produce the work, or an object code interpreter used to run it.
133 |
134 | The "Corresponding Source" for a work in object code form means all
135 | the source code needed to generate, install, and (for an executable
136 | work) run the object code and to modify the work, including scripts to
137 | control those activities. However, it does not include the work's
138 | System Libraries, or general-purpose tools or generally available free
139 | programs which are used unmodified in performing those activities but
140 | which are not part of the work. For example, Corresponding Source
141 | includes interface definition files associated with source files for
142 | the work, and the source code for shared libraries and dynamically
143 | linked subprograms that the work is specifically designed to require,
144 | such as by intimate data communication or control flow between those
145 | subprograms and other parts of the work.
146 |
147 | The Corresponding Source need not include anything that users
148 | can regenerate automatically from other parts of the Corresponding
149 | Source.
150 |
151 | The Corresponding Source for a work in source code form is that
152 | same work.
153 |
154 | 2. Basic Permissions.
155 |
156 | All rights granted under this License are granted for the term of
157 | copyright on the Program, and are irrevocable provided the stated
158 | conditions are met. This License explicitly affirms your unlimited
159 | permission to run the unmodified Program. The output from running a
160 | covered work is covered by this License only if the output, given its
161 | content, constitutes a covered work. This License acknowledges your
162 | rights of fair use or other equivalent, as provided by copyright law.
163 |
164 | You may make, run and propagate covered works that you do not
165 | convey, without conditions so long as your license otherwise remains
166 | in force. You may convey covered works to others for the sole purpose
167 | of having them make modifications exclusively for you, or provide you
168 | with facilities for running those works, provided that you comply with
169 | the terms of this License in conveying all material for which you do
170 | not control copyright. Those thus making or running the covered works
171 | for you must do so exclusively on your behalf, under your direction
172 | and control, on terms that prohibit them from making any copies of
173 | your copyrighted material outside their relationship with you.
174 |
175 | Conveying under any other circumstances is permitted solely under
176 | the conditions stated below. Sublicensing is not allowed; section 10
177 | makes it unnecessary.
178 |
179 | 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
180 |
181 | No covered work shall be deemed part of an effective technological
182 | measure under any applicable law fulfilling obligations under article
183 | 11 of the WIPO copyright treaty adopted on 20 December 1996, or
184 | similar laws prohibiting or restricting circumvention of such
185 | measures.
186 |
187 | When you convey a covered work, you waive any legal power to forbid
188 | circumvention of technological measures to the extent such circumvention
189 | is effected by exercising rights under this License with respect to
190 | the covered work, and you disclaim any intention to limit operation or
191 | modification of the work as a means of enforcing, against the work's
192 | users, your or third parties' legal rights to forbid circumvention of
193 | technological measures.
194 |
195 | 4. Conveying Verbatim Copies.
196 |
197 | You may convey verbatim copies of the Program's source code as you
198 | receive it, in any medium, provided that you conspicuously and
199 | appropriately publish on each copy an appropriate copyright notice;
200 | keep intact all notices stating that this License and any
201 | non-permissive terms added in accord with section 7 apply to the code;
202 | keep intact all notices of the absence of any warranty; and give all
203 | recipients a copy of this License along with the Program.
204 |
205 | You may charge any price or no price for each copy that you convey,
206 | and you may offer support or warranty protection for a fee.
207 |
208 | 5. Conveying Modified Source Versions.
209 |
210 | You may convey a work based on the Program, or the modifications to
211 | produce it from the Program, in the form of source code under the
212 | terms of section 4, provided that you also meet all of these conditions:
213 |
214 | a) The work must carry prominent notices stating that you modified
215 | it, and giving a relevant date.
216 |
217 | b) The work must carry prominent notices stating that it is
218 | released under this License and any conditions added under section
219 | 7. This requirement modifies the requirement in section 4 to
220 | "keep intact all notices".
221 |
222 | c) You must license the entire work, as a whole, under this
223 | License to anyone who comes into possession of a copy. This
224 | License will therefore apply, along with any applicable section 7
225 | additional terms, to the whole of the work, and all its parts,
226 | regardless of how they are packaged. This License gives no
227 | permission to license the work in any other way, but it does not
228 | invalidate such permission if you have separately received it.
229 |
230 | d) If the work has interactive user interfaces, each must display
231 | Appropriate Legal Notices; however, if the Program has interactive
232 | interfaces that do not display Appropriate Legal Notices, your
233 | work need not make them do so.
234 |
235 | A compilation of a covered work with other separate and independent
236 | works, which are not by their nature extensions of the covered work,
237 | and which are not combined with it such as to form a larger program,
238 | in or on a volume of a storage or distribution medium, is called an
239 | "aggregate" if the compilation and its resulting copyright are not
240 | used to limit the access or legal rights of the compilation's users
241 | beyond what the individual works permit. Inclusion of a covered work
242 | in an aggregate does not cause this License to apply to the other
243 | parts of the aggregate.
244 |
245 | 6. Conveying Non-Source Forms.
246 |
247 | You may convey a covered work in object code form under the terms
248 | of sections 4 and 5, provided that you also convey the
249 | machine-readable Corresponding Source under the terms of this License,
250 | in one of these ways:
251 |
252 | a) Convey the object code in, or embodied in, a physical product
253 | (including a physical distribution medium), accompanied by the
254 | Corresponding Source fixed on a durable physical medium
255 | customarily used for software interchange.
256 |
257 | b) Convey the object code in, or embodied in, a physical product
258 | (including a physical distribution medium), accompanied by a
259 | written offer, valid for at least three years and valid for as
260 | long as you offer spare parts or customer support for that product
261 | model, to give anyone who possesses the object code either (1) a
262 | copy of the Corresponding Source for all the software in the
263 | product that is covered by this License, on a durable physical
264 | medium customarily used for software interchange, for a price no
265 | more than your reasonable cost of physically performing this
266 | conveying of source, or (2) access to copy the
267 | Corresponding Source from a network server at no charge.
268 |
269 | c) Convey individual copies of the object code with a copy of the
270 | written offer to provide the Corresponding Source. This
271 | alternative is allowed only occasionally and noncommercially, and
272 | only if you received the object code with such an offer, in accord
273 | with subsection 6b.
274 |
275 | d) Convey the object code by offering access from a designated
276 | place (gratis or for a charge), and offer equivalent access to the
277 | Corresponding Source in the same way through the same place at no
278 | further charge. You need not require recipients to copy the
279 | Corresponding Source along with the object code. If the place to
280 | copy the object code is a network server, the Corresponding Source
281 | may be on a different server (operated by you or a third party)
282 | that supports equivalent copying facilities, provided you maintain
283 | clear directions next to the object code saying where to find the
284 | Corresponding Source. Regardless of what server hosts the
285 | Corresponding Source, you remain obligated to ensure that it is
286 | available for as long as needed to satisfy these requirements.
287 |
288 | e) Convey the object code using peer-to-peer transmission, provided
289 | you inform other peers where the object code and Corresponding
290 | Source of the work are being offered to the general public at no
291 | charge under subsection 6d.
292 |
293 | A separable portion of the object code, whose source code is excluded
294 | from the Corresponding Source as a System Library, need not be
295 | included in conveying the object code work.
296 |
297 | A "User Product" is either (1) a "consumer product", which means any
298 | tangible personal property which is normally used for personal, family,
299 | or household purposes, or (2) anything designed or sold for incorporation
300 | into a dwelling. In determining whether a product is a consumer product,
301 | doubtful cases shall be resolved in favor of coverage. For a particular
302 | product received by a particular user, "normally used" refers to a
303 | typical or common use of that class of product, regardless of the status
304 | of the particular user or of the way in which the particular user
305 | actually uses, or expects or is expected to use, the product. A product
306 | is a consumer product regardless of whether the product has substantial
307 | commercial, industrial or non-consumer uses, unless such uses represent
308 | the only significant mode of use of the product.
309 |
310 | "Installation Information" for a User Product means any methods,
311 | procedures, authorization keys, or other information required to install
312 | and execute modified versions of a covered work in that User Product from
313 | a modified version of its Corresponding Source. The information must
314 | suffice to ensure that the continued functioning of the modified object
315 | code is in no case prevented or interfered with solely because
316 | modification has been made.
317 |
318 | If you convey an object code work under this section in, or with, or
319 | specifically for use in, a User Product, and the conveying occurs as
320 | part of a transaction in which the right of possession and use of the
321 | User Product is transferred to the recipient in perpetuity or for a
322 | fixed term (regardless of how the transaction is characterized), the
323 | Corresponding Source conveyed under this section must be accompanied
324 | by the Installation Information. But this requirement does not apply
325 | if neither you nor any third party retains the ability to install
326 | modified object code on the User Product (for example, the work has
327 | been installed in ROM).
328 |
329 | The requirement to provide Installation Information does not include a
330 | requirement to continue to provide support service, warranty, or updates
331 | for a work that has been modified or installed by the recipient, or for
332 | the User Product in which it has been modified or installed. Access to a
333 | network may be denied when the modification itself materially and
334 | adversely affects the operation of the network or violates the rules and
335 | protocols for communication across the network.
336 |
337 | Corresponding Source conveyed, and Installation Information provided,
338 | in accord with this section must be in a format that is publicly
339 | documented (and with an implementation available to the public in
340 | source code form), and must require no special password or key for
341 | unpacking, reading or copying.
342 |
343 | 7. Additional Terms.
344 |
345 | "Additional permissions" are terms that supplement the terms of this
346 | License by making exceptions from one or more of its conditions.
347 | Additional permissions that are applicable to the entire Program shall
348 | be treated as though they were included in this License, to the extent
349 | that they are valid under applicable law. If additional permissions
350 | apply only to part of the Program, that part may be used separately
351 | under those permissions, but the entire Program remains governed by
352 | this License without regard to the additional permissions.
353 |
354 | When you convey a copy of a covered work, you may at your option
355 | remove any additional permissions from that copy, or from any part of
356 | it. (Additional permissions may be written to require their own
357 | removal in certain cases when you modify the work.) You may place
358 | additional permissions on material, added by you to a covered work,
359 | for which you have or can give appropriate copyright permission.
360 |
361 | Notwithstanding any other provision of this License, for material you
362 | add to a covered work, you may (if authorized by the copyright holders of
363 | that material) supplement the terms of this License with terms:
364 |
365 | a) Disclaiming warranty or limiting liability differently from the
366 | terms of sections 15 and 16 of this License; or
367 |
368 | b) Requiring preservation of specified reasonable legal notices or
369 | author attributions in that material or in the Appropriate Legal
370 | Notices displayed by works containing it; or
371 |
372 | c) Prohibiting misrepresentation of the origin of that material, or
373 | requiring that modified versions of such material be marked in
374 | reasonable ways as different from the original version; or
375 |
376 | d) Limiting the use for publicity purposes of names of licensors or
377 | authors of the material; or
378 |
379 | e) Declining to grant rights under trademark law for use of some
380 | trade names, trademarks, or service marks; or
381 |
382 | f) Requiring indemnification of licensors and authors of that
383 | material by anyone who conveys the material (or modified versions of
384 | it) with contractual assumptions of liability to the recipient, for
385 | any liability that these contractual assumptions directly impose on
386 | those licensors and authors.
387 |
388 | All other non-permissive additional terms are considered "further
389 | restrictions" within the meaning of section 10. If the Program as you
390 | received it, or any part of it, contains a notice stating that it is
391 | governed by this License along with a term that is a further
392 | restriction, you may remove that term. If a license document contains
393 | a further restriction but permits relicensing or conveying under this
394 | License, you may add to a covered work material governed by the terms
395 | of that license document, provided that the further restriction does
396 | not survive such relicensing or conveying.
397 |
398 | If you add terms to a covered work in accord with this section, you
399 | must place, in the relevant source files, a statement of the
400 | additional terms that apply to those files, or a notice indicating
401 | where to find the applicable terms.
402 |
403 | Additional terms, permissive or non-permissive, may be stated in the
404 | form of a separately written license, or stated as exceptions;
405 | the above requirements apply either way.
406 |
407 | 8. Termination.
408 |
409 | You may not propagate or modify a covered work except as expressly
410 | provided under this License. Any attempt otherwise to propagate or
411 | modify it is void, and will automatically terminate your rights under
412 | this License (including any patent licenses granted under the third
413 | paragraph of section 11).
414 |
415 | However, if you cease all violation of this License, then your
416 | license from a particular copyright holder is reinstated (a)
417 | provisionally, unless and until the copyright holder explicitly and
418 | finally terminates your license, and (b) permanently, if the copyright
419 | holder fails to notify you of the violation by some reasonable means
420 | prior to 60 days after the cessation.
421 |
422 | Moreover, your license from a particular copyright holder is
423 | reinstated permanently if the copyright holder notifies you of the
424 | violation by some reasonable means, this is the first time you have
425 | received notice of violation of this License (for any work) from that
426 | copyright holder, and you cure the violation prior to 30 days after
427 | your receipt of the notice.
428 |
429 | Termination of your rights under this section does not terminate the
430 | licenses of parties who have received copies or rights from you under
431 | this License. If your rights have been terminated and not permanently
432 | reinstated, you do not qualify to receive new licenses for the same
433 | material under section 10.
434 |
435 | 9. Acceptance Not Required for Having Copies.
436 |
437 | You are not required to accept this License in order to receive or
438 | run a copy of the Program. Ancillary propagation of a covered work
439 | occurring solely as a consequence of using peer-to-peer transmission
440 | to receive a copy likewise does not require acceptance. However,
441 | nothing other than this License grants you permission to propagate or
442 | modify any covered work. These actions infringe copyright if you do
443 | not accept this License. Therefore, by modifying or propagating a
444 | covered work, you indicate your acceptance of this License to do so.
445 |
446 | 10. Automatic Licensing of Downstream Recipients.
447 |
448 | Each time you convey a covered work, the recipient automatically
449 | receives a license from the original licensors, to run, modify and
450 | propagate that work, subject to this License. You are not responsible
451 | for enforcing compliance by third parties with this License.
452 |
453 | An "entity transaction" is a transaction transferring control of an
454 | organization, or substantially all assets of one, or subdividing an
455 | organization, or merging organizations. If propagation of a covered
456 | work results from an entity transaction, each party to that
457 | transaction who receives a copy of the work also receives whatever
458 | licenses to the work the party's predecessor in interest had or could
459 | give under the previous paragraph, plus a right to possession of the
460 | Corresponding Source of the work from the predecessor in interest, if
461 | the predecessor has it or can get it with reasonable efforts.
462 |
463 | You may not impose any further restrictions on the exercise of the
464 | rights granted or affirmed under this License. For example, you may
465 | not impose a license fee, royalty, or other charge for exercise of
466 | rights granted under this License, and you may not initiate litigation
467 | (including a cross-claim or counterclaim in a lawsuit) alleging that
468 | any patent claim is infringed by making, using, selling, offering for
469 | sale, or importing the Program or any portion of it.
470 |
471 | 11. Patents.
472 |
473 | A "contributor" is a copyright holder who authorizes use under this
474 | License of the Program or a work on which the Program is based. The
475 | work thus licensed is called the contributor's "contributor version".
476 |
477 | A contributor's "essential patent claims" are all patent claims
478 | owned or controlled by the contributor, whether already acquired or
479 | hereafter acquired, that would be infringed by some manner, permitted
480 | by this License, of making, using, or selling its contributor version,
481 | but do not include claims that would be infringed only as a
482 | consequence of further modification of the contributor version. For
483 | purposes of this definition, "control" includes the right to grant
484 | patent sublicenses in a manner consistent with the requirements of
485 | this License.
486 |
487 | Each contributor grants you a non-exclusive, worldwide, royalty-free
488 | patent license under the contributor's essential patent claims, to
489 | make, use, sell, offer for sale, import and otherwise run, modify and
490 | propagate the contents of its contributor version.
491 |
492 | In the following three paragraphs, a "patent license" is any express
493 | agreement or commitment, however denominated, not to enforce a patent
494 | (such as an express permission to practice a patent or covenant not to
495 | sue for patent infringement). To "grant" such a patent license to a
496 | party means to make such an agreement or commitment not to enforce a
497 | patent against the party.
498 |
499 | If you convey a covered work, knowingly relying on a patent license,
500 | and the Corresponding Source of the work is not available for anyone
501 | to copy, free of charge and under the terms of this License, through a
502 | publicly available network server or other readily accessible means,
503 | then you must either (1) cause the Corresponding Source to be so
504 | available, or (2) arrange to deprive yourself of the benefit of the
505 | patent license for this particular work, or (3) arrange, in a manner
506 | consistent with the requirements of this License, to extend the patent
507 | license to downstream recipients. "Knowingly relying" means you have
508 | actual knowledge that, but for the patent license, your conveying the
509 | covered work in a country, or your recipient's use of the covered work
510 | in a country, would infringe one or more identifiable patents in that
511 | country that you have reason to believe are valid.
512 |
513 | If, pursuant to or in connection with a single transaction or
514 | arrangement, you convey, or propagate by procuring conveyance of, a
515 | covered work, and grant a patent license to some of the parties
516 | receiving the covered work authorizing them to use, propagate, modify
517 | or convey a specific copy of the covered work, then the patent license
518 | you grant is automatically extended to all recipients of the covered
519 | work and works based on it.
520 |
521 | A patent license is "discriminatory" if it does not include within
522 | the scope of its coverage, prohibits the exercise of, or is
523 | conditioned on the non-exercise of one or more of the rights that are
524 | specifically granted under this License. You may not convey a covered
525 | work if you are a party to an arrangement with a third party that is
526 | in the business of distributing software, under which you make payment
527 | to the third party based on the extent of your activity of conveying
528 | the work, and under which the third party grants, to any of the
529 | parties who would receive the covered work from you, a discriminatory
530 | patent license (a) in connection with copies of the covered work
531 | conveyed by you (or copies made from those copies), or (b) primarily
532 | for and in connection with specific products or compilations that
533 | contain the covered work, unless you entered into that arrangement,
534 | or that patent license was granted, prior to 28 March 2007.
535 |
536 | Nothing in this License shall be construed as excluding or limiting
537 | any implied license or other defenses to infringement that may
538 | otherwise be available to you under applicable patent law.
539 |
540 | 12. No Surrender of Others' Freedom.
541 |
542 | If conditions are imposed on you (whether by court order, agreement or
543 | otherwise) that contradict the conditions of this License, they do not
544 | excuse you from the conditions of this License. If you cannot convey a
545 | covered work so as to satisfy simultaneously your obligations under this
546 | License and any other pertinent obligations, then as a consequence you may
547 | not convey it at all. For example, if you agree to terms that obligate you
548 | to collect a royalty for further conveying from those to whom you convey
549 | the Program, the only way you could satisfy both those terms and this
550 | License would be to refrain entirely from conveying the Program.
551 |
552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # PyGLMaze
2 |
3 | "Simple" Python + OpenGL 3D Maze Game.
4 | with few additions such as: Shadow mapping, post-processing effects, physics/collision.
5 | i might add more stuff in to it, if there's something you want to see.
6 |
7 | # Video
8 | [](https://www.youtube.com/watch?v=T94Ht1I5-Kk)
9 |
--------------------------------------------------------------------------------
/pymaze/__pycache__/camera.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/camera.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/constants.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/constants.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/debug.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/debug.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/end_portal.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/end_portal.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/entities.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/entities.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/labyrinth.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/labyrinth.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/player.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/player.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/post_processing.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/post_processing.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/shaders.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/shaders.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/skybox.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/skybox.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/textures.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/textures.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/__pycache__/wall.cpython-38.pyc:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/__pycache__/wall.cpython-38.pyc
--------------------------------------------------------------------------------
/pymaze/camera.py:
--------------------------------------------------------------------------------
1 | import pygame
2 | from pygame.locals import *
3 |
4 | import glm
5 | import numpy as np
6 |
7 | from constants import *
8 |
9 | class PWCamera(PWConstants):
10 | def __init__(self):
11 | self.projection = glm.perspective(glm.radians(self.c_fov), self.c_aspect, self.c_near, self.c_far)
12 |
13 | self.position = glm.vec3(0.0, self.p_height, 0.0)
14 | self.front = glm.vec3(0.0, 0.0, -1.0)
15 | self.up = glm.vec3(0.0, 1.0, 0.0)
16 |
17 | self.yaw = 0.0
18 | self.pitch = 0.0
19 |
20 | # Center mouse (Not necessary needed)
21 | pygame.mouse.set_pos(self.d_resolution.x / 2, self.d_resolution.y / 2)
22 |
23 | # These 2 makes the mouse virtual (Makes the window "borderless" for the mouse)
24 | pygame.mouse.set_visible(False)
25 | pygame.event.set_grab(True)
26 |
27 |
28 | def getPosition(self):
29 | return self.position
30 |
31 |
32 | @classmethod
33 | def createViewFront(cls, pitch, yaw):
34 | pitch_r = glm.radians(pitch)
35 | yaw_r = glm.radians(yaw)
36 |
37 | front = glm.vec3(0.0, 0.0, 1.0)
38 | front.x = glm.cos(yaw_r) * glm.cos(pitch_r)
39 | front.y = glm.sin(pitch_r)
40 | front.z = glm.sin(yaw_r) * glm.cos(pitch_r)
41 | return glm.normalize(front)
42 |
43 |
44 | def updateCamera(self, delta, position):
45 | self.position.xz = position.xz
46 | self.position.y = self.p_height + position.y
47 |
48 |
49 | # -------- Pitch/Yaw
50 |
51 | mouse = pygame.mouse.get_rel()
52 |
53 | mx = glm.clamp(mouse[0], -128, 128)
54 | my = glm.clamp(mouse[1], -128, 128)
55 |
56 | self.yaw += mx * self.c_sensitivity * delta
57 | self.yaw %= 360
58 |
59 | self.pitch -= my * self.c_sensitivity * delta
60 | self.pitch = glm.clamp(self.pitch, -89.0, 89.0) # Dont go over > 90 (It'll flip the camera)
61 |
62 | # -------- Update camera front
63 |
64 | self.front = self.createViewFront(self.pitch, self.yaw);
65 |
66 |
67 | def __getViewRaw(self):
68 | return glm.lookAt(self.position, self.position + self.front, self.up)
69 |
70 |
71 | def getProjectionView(self):
72 | return np.array(self.projection * self.__getViewRaw(), dtype='float32')
73 |
74 |
75 | def getView(self):
76 | return np.array(self.__getViewRaw(), dtype='float32')
77 |
78 |
79 | def getProjection(self):
80 | return self.projection
81 |
82 |
83 |
84 | if __name__ == "__main__":
85 | pass
86 |
87 |
--------------------------------------------------------------------------------
/pymaze/constants.py:
--------------------------------------------------------------------------------
1 | import glm
2 | import ctypes
3 |
4 | from OpenGL.GL import *
5 | from OpenGL.GL import shaders
6 |
7 | class PWConstants(object):
8 | # Common
9 | d_max_fps = 2048
10 | d_resolution = glm.ivec2(1280, 720)
11 | d_fsize = ctypes.sizeof(ctypes.c_float)
12 | d_gravity = 9.81
13 |
14 | # Camera
15 | c_fov = 45.0
16 | c_aspect = float(d_resolution.x) / float(d_resolution.y)
17 | c_near = 0.01
18 | c_far = 100.0
19 | c_sensitivity = 5.0
20 |
21 | # Player
22 | p_height = 0.8
23 | p_speed = 3.0
24 | p_jump_vel = 3.5
25 |
26 | # Shadows
27 | s_shadow_width = 4096 * 2
28 | s_shadow_height = 4096 * 2
29 | s_shadow_near = 0.01
30 | s_shadow_far = 64.0
31 |
32 |
33 | class PWVaoData(object):
34 | def __init__(self):
35 | self.vao = 0
36 | self.vbo = 0
37 | self.data = 0
38 | self.count = 0
39 |
40 |
41 | if __name__ == "__main__":
42 | pass
43 |
--------------------------------------------------------------------------------
/pymaze/debug.py:
--------------------------------------------------------------------------------
1 | import numpy as np
2 |
3 | from constants import *
4 | from shaders import *
5 |
6 | class PWDebug(PWConstants):
7 | MAX_LINES = 8192
8 |
9 | # Draw commands
10 | __draw_list = []
11 |
12 | # Data
13 | __vao = None
14 | __stride = 0
15 | __data = None
16 |
17 |
18 | @classmethod
19 | def initDebugger(cls):
20 | cls.__stride = (cls.d_fsize * 4) * 2
21 | cls.__data = np.array([0] * 8 * cls.MAX_LINES, dtype='float32')
22 |
23 | # --------
24 |
25 | cls.__vao = PWVaoData()
26 | cls.__vao.count = 1
27 |
28 | cls.__vao.vao = glGenVertexArrays(1)
29 | glBindVertexArray(cls.__vao.vao)
30 |
31 | cls.__vao.data = glGenBuffers(1)
32 | glBindBuffer(GL_ARRAY_BUFFER, cls.__vao.data)
33 | glBufferData(GL_ARRAY_BUFFER, cls.__data, GL_STREAM_DRAW)
34 |
35 | glEnableVertexAttribArray(0)
36 | glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, cls.d_fsize * 4, None)
37 |
38 |
39 | @classmethod
40 | def drawLine(cls, _from, _to, grey = 1.0):
41 | if cls.__vao.count >= cls.MAX_LINES - 1:
42 | return
43 |
44 | ofs = cls.__vao.count * 8
45 | cls.__data[ofs + 0] = _from.x
46 | cls.__data[ofs + 1] = _from.y
47 | cls.__data[ofs + 2] = _from.z
48 | cls.__data[ofs + 3] = grey
49 |
50 | cls.__data[ofs + 4] = _to.x
51 | cls.__data[ofs + 5] = _to.y
52 | cls.__data[ofs + 6] = _to.z
53 | cls.__data[ofs + 7] = grey
54 |
55 | # Update line count
56 | cls.__vao.count += 1
57 |
58 |
59 | @classmethod
60 | def drawDebug(cls, camera):
61 | if not cls.__vao.count:
62 | return
63 |
64 | #glDisable(GL_DEPTH_TEST)
65 | #glDisable(GL_MULTISAMPLE)
66 | glLineWidth(2.0)
67 |
68 | shader = PWShaders.getShader(ShaderTypes.DEBUG_SHADER)
69 | glUseProgram(shader.shader)
70 | glUniformMatrix4fv(shader.proj_view, 1, GL_FALSE, camera.getProjectionView())
71 |
72 | # --------
73 |
74 | glBindBuffer(GL_ARRAY_BUFFER, cls.__vao.data)
75 | glBufferData(GL_ARRAY_BUFFER, cls.__data, GL_STREAM_DRAW)
76 | #glBufferSubData could work here better if more lines are needed
77 |
78 | glBindVertexArray(cls.__vao.vao)
79 | glDrawArrays(GL_LINES, 0, 2 * cls.__vao.count)
80 |
81 | # Reset line count
82 | cls.__vao.count = 0
83 |
84 | #glEnable(GL_DEPTH_TEST)
85 | #glEnable(GL_MULTISAMPLE)
86 | glLineWidth(1.0)
87 |
88 |
89 | if __name__ == "__main__":
90 | pass
91 |
--------------------------------------------------------------------------------
/pymaze/end_portal.py:
--------------------------------------------------------------------------------
1 | import numpy as np
2 | import glm
3 |
4 | from OpenGL.GL import *
5 |
6 | from constants import *
7 | from shaders import *
8 |
9 | class PWPortal(PWConstants):
10 | def __init__(self):
11 | self.portal = PWVaoData()
12 | self.__createPortal()
13 |
14 |
15 | def __createPortal(self):
16 | self.portal.vao = glGenVertexArrays(1)
17 | glBindVertexArray(self.portal.vao)
18 |
19 |
20 | s = 0.5
21 | vertices = np.array([-s, s, 0.0, 0.0, 0.0,
22 | -s, -s, 0.0, 0.0, 1.0,
23 | s, -s, 0.0, 1.0, 1.0,
24 |
25 | -s, s, 0.0, 0.0, 0.0,
26 | s, -s, 0.0, 1.0, 1.0,
27 | s, s, 0.0, 1.0, 0.0], dtype='float32')
28 |
29 | self.portal.vbo = glGenBuffers(1)
30 | glBindBuffer(GL_ARRAY_BUFFER, self.portal.vbo)
31 | glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
32 |
33 | stride = 5
34 | glEnableVertexAttribArray(0)
35 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
36 |
37 | uv_offset = 3
38 | glEnableVertexAttribArray(1)
39 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * uv_offset, ctypes.c_void_p))
40 |
41 |
42 | def render(self, camera, seconds, color_texture, depth_texture):
43 | shader = PWShaders.getShader(ShaderTypes.PORTAL_SHADER)
44 | glUseProgram(shader.shader)
45 |
46 | glUniformMatrix4fv(shader.proj_view, 1, GL_FALSE, camera.getProjectionView())
47 | glUniformMatrix4fv(shader.view, 1, GL_FALSE, camera.getView())
48 |
49 | #glDisable(GL_CULL_FACE)
50 |
51 | # Player is in "center" while portal is relative to world center
52 | # add a little offset to get correct distance to the portal
53 |
54 | player_position = camera.getPosition() # Camera and player share the same position (We can use the camera position here)
55 | portal_position = glm.vec3(16.5, 0.35, -16.5)
56 |
57 | # --------
58 |
59 | model = glm.mat4(1.0)
60 | model = glm.translate(model, portal_position) # Set end portal at the other end of the labyrinth
61 | glUniformMatrix4fv(shader.model, 1, GL_FALSE, np.array(model, dtype='float32'))
62 |
63 | glUniform1f(shader.seconds, seconds)
64 | glUniform2f(shader.resolution, self.d_resolution.x, self.d_resolution.y)
65 |
66 | # --------
67 |
68 | glActiveTexture(GL_TEXTURE0)
69 | glBindTexture(GL_TEXTURE_2D, color_texture)
70 |
71 | glActiveTexture(GL_TEXTURE1)
72 | glBindTexture(GL_TEXTURE_2D, depth_texture)
73 |
74 | # --------
75 |
76 | glBindVertexArray(self.portal.vao)
77 | glDrawArrays(GL_TRIANGLES, 0, 6)
78 |
79 | #glEnable(GL_CULL_FACE)
80 |
81 | # --------
82 |
83 | # Player is in "center" while portal is relative to world center
84 | # add a little offset to get correct distance to the portal
85 |
86 | portal_position_ofs = portal_position + glm.vec3(16.5, 0.0, -16.5) # Add offset
87 | distance = glm.distance(player_position, portal_position_ofs)
88 | return distance < 1.0
89 |
--------------------------------------------------------------------------------
/pymaze/entities.py:
--------------------------------------------------------------------------------
1 | import glm
2 |
3 | from debug import *
4 |
5 | class PWBBox(object):
6 | def __init__(self, wh, pos):
7 | self.wh = wh
8 | self.pos = pos
9 |
10 | def updatePos(self, x, y):
11 | self.pos.x = x
12 | self.pos.y = y
13 |
14 | def colliderect(self, rect):
15 | s = 64.0 # Increase the resolution for the collision checking
16 |
17 | p_pos1 = self.pos * s
18 | r_pos1 = (rect.pos + rect.bbox.wh) * s
19 |
20 | p_pos2 = (self.pos + self.wh) * s
21 | r_pos2 = rect.pos * s
22 |
23 | if (p_pos1.x < r_pos1.x and p_pos2.x > r_pos2.x) and \
24 | (p_pos1.y < r_pos1.y and p_pos2.y > r_pos2.y):
25 | return True
26 | else:
27 | return False
28 |
29 |
30 | class PWWall(object):
31 | def __init__(self, position, wh):
32 | self.pos = glm.vec2(position)
33 | self.bbox = PWBBox(wh, glm.vec2(self.pos.x, self.pos.y))
34 |
35 | def debugDraw(self):
36 | tl = glm.vec3(self.pos.x, 0.0, self.pos.y)
37 | tr = glm.vec3(self.pos.x + self.bbox.wh.x, 0.0, self.pos.y + self.bbox.wh.y)
38 |
39 | PWDebug.drawLine(tl, tl + glm.vec3(self.bbox.wh.x, 0.0, 0.0))
40 | PWDebug.drawLine(tl, tl + glm.vec3(0.0, 0.0, self.bbox.wh.y))
41 |
42 | PWDebug.drawLine(tr, tr - glm.vec3(self.bbox.wh.x, 0.0, 0.0))
43 | PWDebug.drawLine(tr, tr - glm.vec3(0.0, 0.0, self.bbox.wh.y))
--------------------------------------------------------------------------------
/pymaze/labyrinth.py:
--------------------------------------------------------------------------------
1 | import pygame
2 | from pygame.locals import *
3 | import sys
4 | import os
5 | import glm
6 | import numpy as np
7 | import ctypes
8 |
9 | from OpenGL.GL import *
10 |
11 | import random
12 | #random.seed(0xdeadbeef)
13 |
14 | from constants import *
15 | from textures import *
16 | from shaders import *
17 | from debug import *
18 | from entities import *
19 |
20 |
21 | # ----------------------------------------------------------------
22 |
23 | CELL_SIZE = 32 # Dont change!
24 | CELL_FREE = 0 # Dont change!
25 | CELL_DONE = 1 # Dont change!
26 | CELL_VIST = 2 # Dont change!
27 |
28 | # http://weblog.jamisbuck.org/2011/1/10/maze-generation-prim-s-algorithm
29 | class PWMazeGenerator(PWConstants):
30 | def __init__(self, width, height, output_data = False):
31 | self.width = width
32 | self.height = height
33 | self.output = output_data
34 |
35 | # -------- If output_data is enabled, these get filled with data.
36 |
37 | self.o_walls = []
38 | self.o_trims = []
39 |
40 | # --------
41 |
42 | self.surface = pygame.Surface((512, 512))
43 | pygame.draw.rect(self.surface, (0xff, 0xff, 0xff), (0, 0, 512, 512), 1)
44 |
45 | #
46 | self.p_grid = [[CELL_FREE for x in range(self.width)] for y in range(self.height)]
47 | self.p_done = []
48 | self.p_cand = []
49 |
50 | #
51 | self.dirs = [glm.ivec2(0, -1), glm.ivec2(0, 1), glm.ivec2(-1, 0), glm.ivec2(1, 0)]
52 |
53 | #
54 | self.stepMaze(True)
55 |
56 |
57 | def __withIn(self, v, v_min, v_max):
58 | return True if (v > v_min and v < v_max) else False
59 |
60 |
61 | def __withInGrid(self, p, v):
62 | if self.__withIn(p.y, -1, self.height) and self.__withIn(p.x, -1, self.width) and self.p_grid[p.y][p.x] == v:
63 | return True
64 |
65 | return False
66 |
67 |
68 | def __advance(self, p):
69 | self.p_grid[p.y][p.x] = CELL_DONE
70 | self.p_done.append(p)
71 |
72 | for direction in self.dirs:
73 | ofs = p + direction
74 | if self.__withInGrid(ofs, CELL_FREE):
75 | self.p_grid[ofs.y][ofs.x] = CELL_VIST
76 | self.p_cand.append(ofs)
77 |
78 |
79 | def __getMidPointCorr(self, _from, _to):
80 | mx = (((_from.x + _to.x) / 2.0) / CELL_SIZE) * 2.2
81 | my = (((_from.y + _to.y) / 2.0) / CELL_SIZE) * 2.2
82 | return glm.vec2(-mx, my)
83 |
84 | def __getMidPoint(self, _from, _to):
85 | mx = (_from.x + _to.x) / 2.0
86 | my = (_from.y + _to.y) / 2.0
87 | return glm.vec2(mx, my)
88 |
89 | def __buildWall(self, _from, _to, direction):
90 | pygame.draw.line(self.surface, (0xff, 0xff, 0xff), _from, _to, 1)
91 |
92 | if (self.output):
93 | mid = self.__getMidPointCorr(_from, _to)
94 | self.o_walls.extend([mid.y - 1.1, direction, mid.x + 1.1])
95 |
96 |
97 | def __buildTrim(self, _from, _to):
98 | direction = abs(_from.x - _to.x)
99 |
100 | _from *= CELL_SIZE
101 | _to *= CELL_SIZE
102 |
103 | mid = self.__getMidPoint(_from, _to) + CELL_SIZE / 2
104 | #pygame.draw.circle(self.surface, (0xff, 0x0, 0x0), (int(mid.x), int(mid.y)), 2, 1)
105 |
106 | if (self.output):
107 | self.o_trims.extend([(mid.y / CELL_SIZE * 2.2) - 1.1, direction, -((mid.x / CELL_SIZE * 2.2) - 1.1)])
108 |
109 |
110 | def __advanceDraw(self, _to, _from):
111 | max_x = self.width
112 | max_y = self.height
113 |
114 | x2, y2 = _to
115 |
116 | x2_m = x2 * CELL_SIZE
117 | y2_m = y2 * CELL_SIZE
118 |
119 | if (self.__withIn(y2 - 1, -1, max_y) and self.p_grid[y2 - 1][x2] == 1 and y2 - 1 != _from.y):
120 | t1 = glm.ivec2(x2_m, y2_m)
121 | t2 = glm.ivec2(x2_m + CELL_SIZE, y2_m)
122 | self.__buildWall(t1, t2, 1.0)
123 |
124 |
125 | if (self.__withIn(y2 + 1, -1, max_y) and self.p_grid[y2 + 1][x2] == 1 and y2 + 1 != _from.y):
126 | t1 = glm.ivec2(x2_m, y2_m + CELL_SIZE)
127 | t2 = glm.ivec2(x2_m + CELL_SIZE, y2_m + CELL_SIZE)
128 | self.__buildWall(t1, t2, 1.0)
129 |
130 |
131 | if (self.__withIn(x2 - 1, -1, max_x) and self.p_grid[y2][x2 - 1] == 1 and x2 - 1 != _from.x):
132 | t1 = glm.ivec2(x2_m, y2_m)
133 | t2 = glm.ivec2(x2_m, y2_m + CELL_SIZE)
134 | self.__buildWall(t1, t2, 0.0)
135 |
136 |
137 | if (self.__withIn(x2 + 1, -1, max_x) and self.p_grid[y2][x2 + 1] == 1 and x2 + 1 != _from.x):
138 | t1 = glm.ivec2(x2_m + CELL_SIZE, y2_m)
139 | t2 = glm.ivec2(x2_m + CELL_SIZE, y2_m + CELL_SIZE)
140 | self.__buildWall(t1, t2, 0.0)
141 |
142 |
143 | def __getNextValidCell(self, p):
144 | mov = []
145 |
146 | for direction in self.dirs:
147 | ofs = p + direction
148 | if self.__withInGrid(ofs, CELL_DONE):
149 | mov.append(ofs)
150 |
151 | rdir = random.randrange(0, len(mov))
152 | return mov[rdir]
153 |
154 |
155 | def stepMaze(self, set_spawn = False):
156 | if set_spawn:
157 | #x = random.randrange(0, self.width)
158 | #y = random.randrange(0, self.height)
159 |
160 | self.__advance(glm.ivec2(0, 0))
161 | else:
162 | if not self.p_cand:
163 | return True
164 |
165 | rcand = random.randrange(0, len(self.p_cand))
166 |
167 | candidate = self.p_cand[rcand]
168 | direction = self.__getNextValidCell(candidate)
169 |
170 | self.__advance(candidate)
171 | self.__advanceDraw(candidate, direction)
172 |
173 | visited = self.p_cand.pop(rcand)
174 | self.__buildTrim(direction, visited)
175 |
176 | return False
177 |
178 |
179 | def render(self, surface):
180 | surface.blit(self.surface, (0, 0))
181 |
182 |
183 | # ----------------------------------------------------------------
184 |
185 |
186 | class PWMaze(PWConstants):
187 | def __init__(self, width, height):
188 | self.width = width
189 | self.height = height
190 |
191 | # -------- Generate maze
192 |
193 | self.maze = PWMazeGenerator(width, height, True)
194 | while(not self.maze.stepMaze()):
195 | pass
196 |
197 | # -------- Setup Floor Geometry
198 |
199 | self.floors = PWVaoData()
200 | self.__createFloorGeom()
201 |
202 | # -------- Setup Wall Geometry
203 |
204 | self.aabb_walls = [] # Add collision for the walls
205 | self.walls = PWVaoData()
206 | self.__createWallsGeom()
207 |
208 | # -------- Setup Trim Geometry
209 |
210 | self.trims= PWVaoData()
211 | self.__createTrimsGeom()
212 |
213 |
214 | def __createFloorGeom(self):
215 | self.floors.vao = glGenVertexArrays(1)
216 | glBindVertexArray(self.floors.vao)
217 |
218 | # Position(3), Normal(3), Texture(2) == stride
219 | vertices = np.array([-1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0,
220 | 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0,
221 | -1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0,
222 |
223 | -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0,
224 | 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0,
225 | 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0], dtype='float32')
226 |
227 | self.floors.vbo = glGenBuffers(1)
228 | glBindBuffer(GL_ARRAY_BUFFER, self.floors.vbo)
229 | glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
230 |
231 | stride = 8
232 | glEnableVertexAttribArray(0)
233 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
234 |
235 | n_offset = 3
236 | glEnableVertexAttribArray(1)
237 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * n_offset, ctypes.c_void_p))
238 |
239 | uv_offset = 6
240 | glEnableVertexAttribArray(2)
241 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * uv_offset, ctypes.c_void_p))
242 |
243 | #
244 | glVertexAttribDivisor(0, 0)
245 | glVertexAttribDivisor(1, 0)
246 | glVertexAttribDivisor(2, 0)
247 |
248 | # -------- Build instance matrix (not mat4!)
249 |
250 | positions = []
251 | for y in range(self.height):
252 | for x in range(self.width):
253 | positions.extend([(float(x) * 2.2), 0.0, -(float(y) * 2.2)])
254 |
255 | positions = np.array(positions, dtype='float32')
256 |
257 | # Store instance count
258 | self.floors.count = int(len(positions) / 3)
259 |
260 | # -------- Feed data to instance buffer
261 |
262 | self.floors.data = glGenBuffers(1)
263 | glBindBuffer(GL_ARRAY_BUFFER, self.floors.data)
264 | glBufferData(GL_ARRAY_BUFFER, positions, GL_STATIC_DRAW)
265 |
266 | stride = 3
267 | glEnableVertexAttribArray(3)
268 | glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
269 |
270 | #
271 | glVertexAttribDivisor(3, 1)
272 |
273 |
274 | def __createWallsGeom(self):
275 | self.walls.vao = glGenVertexArrays(1)
276 | glBindVertexArray(self.walls.vao)
277 |
278 | # Position(3), Normal(3), Texture(2) == stride
279 | vertices = np.array([-1.0, 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 0.0, # Front
280 | 1.0, 2.0, 0.1, 0.0, 0.0, 1.0, 1.0, 1.0,
281 | -1.0, 2.0, 0.1, 0.0, 0.0, 1.0, 0.0, 1.0,
282 |
283 | -1.0, 0.0, 0.1, 0.0, 0.0, 1.0, 0.0, 0.0,
284 | 1.0, 0.0, 0.1, 0.0, 0.0, 1.0, 1.0, 0.0,
285 | 1.0, 2.0, 0.1, 0.0, 0.0, 1.0, 1.0, 1.0,
286 |
287 |
288 | -1.0, 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 0.0, # Back
289 | -1.0, 2.0, -0.1, 0.0, 0.0, -1.0, 0.0, 1.0,
290 | 1.0, 2.0, -0.1, 0.0, 0.0, -1.0, 1.0, 1.0,
291 |
292 | -1.0, 0.0, -0.1, 0.0, 0.0, -1.0, 0.0, 0.0,
293 | 1.0, 2.0, -0.1, 0.0, 0.0, -1.0, 1.0, 1.0,
294 | 1.0, 0.0, -0.1, 0.0, 0.0, -1.0, 1.0, 0.0], dtype='float32')
295 |
296 | self.walls.vbo = glGenBuffers(1)
297 | glBindBuffer(GL_ARRAY_BUFFER, self.walls.vbo)
298 | glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
299 |
300 | stride = 8
301 | glEnableVertexAttribArray(0)
302 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
303 |
304 | n_offset = 3
305 | glEnableVertexAttribArray(1)
306 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * n_offset, ctypes.c_void_p))
307 |
308 | uv_offset = 6
309 | glEnableVertexAttribArray(2)
310 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * uv_offset, ctypes.c_void_p))
311 |
312 | #
313 | glVertexAttribDivisor(0, 0)
314 | glVertexAttribDivisor(1, 0)
315 | glVertexAttribDivisor(2, 0)
316 |
317 | # -------- Build instance matrix (not mat4!)
318 |
319 | # Add outer perimiter walls
320 | for y in range(self.height):
321 | self.maze.o_walls.extend([float(y) * 2.2, 0.0, 1.1])
322 | self.maze.o_walls.extend([float(y) * 2.2, 0.0, -self.height * 2.2 + 1.1])
323 |
324 | for x in range(self.width):
325 | self.maze.o_walls.extend([-1.1, 1.0, -float(x) * 2.2])
326 | self.maze.o_walls.extend([self.width * 2.2 - 1.1, 1.0, -float(x) * 2.2])
327 |
328 | positions = np.array(self.maze.o_walls, dtype='float32')
329 |
330 | tolerance = 0.01 # Gap between walls forming cross sections to stop getting stuck when sliding against
331 | for i in range(0, len(positions), 3):
332 | x = positions[i + 0]
333 | y = positions[i + 1]
334 | z = positions[i + 2]
335 |
336 | direction = int(y)
337 | if direction:
338 | self.aabb_walls.append(PWWall(glm.vec2(x - 0.1, z - 1.2 + tolerance), glm.vec2(0.2, 2.4 - tolerance * 2.0)))
339 | else:
340 | self.aabb_walls.append(PWWall(glm.vec2(x - 1.2 + tolerance, z - 0.1), glm.vec2(2.4 - tolerance * 2.0, 0.2)))
341 |
342 | # Store instance count
343 | self.walls.count = int(len(positions) / 3)
344 |
345 | # -------- Feed data to instance buffer
346 |
347 | self.walls.data = glGenBuffers(1)
348 | glBindBuffer(GL_ARRAY_BUFFER, self.walls.data)
349 | glBufferData(GL_ARRAY_BUFFER, positions, GL_STATIC_DRAW)
350 |
351 | stride = 3
352 | glEnableVertexAttribArray(3)
353 | glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
354 |
355 | #
356 | glVertexAttribDivisor(3, 1)
357 |
358 |
359 | def __createTrimsGeom(self):
360 | self.trims.vao = glGenVertexArrays(1)
361 | glBindVertexArray(self.trims.vao)
362 |
363 | # Position(3), Normal(3), Texture(2) == stride
364 | vertices = np.array([-0.1, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
365 | 0.1, 2.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
366 | -0.1, 2.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0,
367 |
368 | -0.1, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 0.0,
369 | 0.1, 0.0, -1.0, 0.0, 0.0, 1.0, 1.0, 0.0,
370 | 0.1, 2.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0,
371 |
372 |
373 | -0.1, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
374 | -0.1, 2.0, 1.0, 0.0, 0.0, -1.0, 0.0, 1.0,
375 | 0.1, 2.0, 1.0, 0.0, 0.0, -1.0, 1.0, 1.0,
376 |
377 | -0.1, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
378 | 0.1, 2.0, 1.0, 0.0, 0.0, -1.0, 1.0, 1.0,
379 | 0.1, 0.0, 1.0, 0.0, 0.0, -1.0, 1.0, 0.0,
380 |
381 |
382 | -0.1, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0,
383 | 0.1, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0,
384 | -0.1, 0.0, -1.0, 0.0, 1.0, 0.0, 0.0, 1.0,
385 |
386 | -0.1, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0,
387 | 0.1, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0,
388 | 0.1, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0], dtype='float32')
389 |
390 |
391 | self.trims.vbo = glGenBuffers(1)
392 | glBindBuffer(GL_ARRAY_BUFFER, self.trims.vbo)
393 | glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
394 |
395 | stride = 8
396 | glEnableVertexAttribArray(0)
397 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
398 |
399 | n_offset = 3
400 | glEnableVertexAttribArray(1)
401 | glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * n_offset, ctypes.c_void_p))
402 |
403 | uv_offset = 6
404 | glEnableVertexAttribArray(2)
405 | glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * uv_offset, ctypes.c_void_p))
406 |
407 | #
408 | glVertexAttribDivisor(0, 0)
409 | glVertexAttribDivisor(1, 0)
410 | glVertexAttribDivisor(2, 0)
411 |
412 | # -------- Build instance matrix (not mat4!)
413 |
414 | positions = np.array(self.maze.o_trims, dtype='float32')
415 |
416 | # Store instance count
417 | self.trims.count = int(len(positions) / 3)
418 |
419 | # -------- Feed data to instance buffer
420 |
421 | self.trims.data = glGenBuffers(1)
422 | glBindBuffer(GL_ARRAY_BUFFER, self.trims.data)
423 | glBufferData(GL_ARRAY_BUFFER, positions, GL_STATIC_DRAW)
424 |
425 | stride = 3
426 | glEnableVertexAttribArray(3)
427 | glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
428 |
429 | #
430 | glVertexAttribDivisor(3, 1)
431 |
432 |
433 | def __renderFloor(self, shader, depth_only):
434 | if not depth_only:
435 | glActiveTexture(GL_TEXTURE0)
436 | glBindTexture(GL_TEXTURE_2D, PWTextures.getTexture2D("floor_01").getTexture())
437 |
438 | glUniform2f(shader.texture_scale, 2.0, 2.0)
439 |
440 | glBindVertexArray(self.floors.vao)
441 | glDrawArraysInstanced(GL_TRIANGLES, 0, 3 * 2, self.floors.count)
442 |
443 |
444 | def __renderWalls(self, shader, depth_only):
445 | if not depth_only:
446 | glActiveTexture(GL_TEXTURE0)
447 | glBindTexture(GL_TEXTURE_2D, PWTextures.getTexture2D("wall_01").getTexture())
448 |
449 | glUniform2f(shader.texture_scale, 1.5, 1.5)
450 |
451 | glBindVertexArray(self.walls.vao)
452 | glDrawArraysInstanced(GL_TRIANGLES, 0, 3 * 4, self.walls.count)
453 |
454 | # -------- Debug stuff
455 |
456 | #for wall in self.aabb_walls:
457 | # wall.debugDraw()
458 |
459 |
460 | def __renderTrims(self, shader, depth_only):
461 | if not depth_only:
462 | glActiveTexture(GL_TEXTURE0)
463 | glBindTexture(GL_TEXTURE_2D, PWTextures.getTexture2D("trim_01").getTexture())
464 |
465 | glUniform2f(shader.texture_scale, 1.0, 2.5)
466 |
467 | glBindVertexArray(self.trims.vao)
468 | glDrawArraysInstanced(GL_TRIANGLES, 0, 3 * 6, self.trims.count)
469 |
470 |
471 | def renderMaze(self, camera, depth_only=False, shadow_mapper=None):
472 | shader = None
473 |
474 | # depth shader should be active before making this call
475 | if not depth_only:
476 | shader = PWShaders.getShader(ShaderTypes.WORLD_SHADER)
477 | glUseProgram(shader.shader)
478 |
479 | glUniformMatrix4fv(shader.proj_view, 1, GL_FALSE, camera.getProjectionView())
480 | glUniformMatrix4fv(shader.light_proj_view, 1, GL_FALSE, shadow_mapper.getProjectionView())
481 |
482 | light_direction = shadow_mapper.getLightDirection()
483 | glUniform3f(shader.light_direction, light_direction.x, light_direction.y, light_direction.z)
484 |
485 | glActiveTexture(GL_TEXTURE1)
486 | glBindTexture(GL_TEXTURE_2D, shadow_mapper.getDepthMap())
487 |
488 | # --------
489 |
490 | self.__renderFloor(shader, depth_only)
491 | self.__renderWalls(shader, depth_only)
492 | self.__renderTrims(shader, depth_only)
493 |
494 |
495 | # Generate 2D debug view of the maze
496 | if __name__ == "__main__":
497 | os.environ['SDL_VIDEO_CENTERED'] = '1'
498 |
499 | pygame.init()
500 | screen = pygame.display.set_mode((512, 512))
501 |
502 | clock = pygame.time.Clock()
503 |
504 | # --------
505 |
506 | generator = PWMazeGenerator(16, 16)
507 | while(not generator.stepMaze()):
508 | pass
509 |
510 | while 1:
511 | delta = clock.tick(8192) / 1000.0
512 | seconds = pygame.time.get_ticks() / 1000.0
513 |
514 | screen.fill((0x0, 0x0, 0x0))
515 |
516 | for event in pygame.event.get():
517 | if event.type == QUIT or (event.type == KEYUP and event.key == K_ESCAPE):
518 | pygame.quit()
519 | sys.exit()
520 |
521 | generator.render(screen)
522 |
523 | pygame.display.flip()
524 |
525 |
526 |
--------------------------------------------------------------------------------
/pymaze/main.py:
--------------------------------------------------------------------------------
1 | import ctypes
2 | import sys
3 | import os
4 | import datetime
5 |
6 |
7 | # TODO
8 | # - Optimize collision check (Right now it just tests the collisions against all walls)
9 | # - Code could use some refactoring
10 |
11 |
12 |
13 | # Check to make sure user has the all necessary libraries
14 | # and install instructions
15 |
16 | try:
17 | import pygame
18 | from pygame.locals import *
19 | except ImportError:
20 | print("Run 'pip install pygame'")
21 | exit()
22 |
23 | try:
24 | from OpenGL.GL import *
25 | except ImportError:
26 | print("Run 'pip install PyOpenGL PyOpenGL_accelerate'")
27 | exit()
28 |
29 | try:
30 | import glm
31 | except ImportError:
32 | print("Run 'pip install PyGLM'")
33 | exit()
34 |
35 | try:
36 | import numpy as np
37 | except ImportError:
38 | print("Run 'pip install numpy'")
39 | exit()
40 |
41 | # End of check
42 |
43 | from constants import *
44 | from camera import *
45 | from textures import *
46 | from shaders import *
47 | from labyrinth import *
48 | from player import *
49 | from debug import *
50 | from skybox import *
51 | from post_processing import *
52 | from end_portal import *
53 |
54 |
55 | class PWMain(PWConstants):
56 | def __init__(self):
57 | os.environ['SDL_VIDEO_CENTERED'] = '1'
58 |
59 | pygame.init()
60 |
61 | # TODO: Need to add support for multisamplebuffers in the framebuffer texture attachments
62 | # otherwise the msaa wont work
63 | #pygame.display.gl_set_attribute(GL_MULTISAMPLEBUFFERS, 1)
64 | #pygame.display.gl_set_attribute(GL_MULTISAMPLESAMPLES, 2) # MSAA
65 |
66 | pygame.display.set_mode(self.d_resolution, DOUBLEBUF | OPENGL)
67 |
68 | self.clock = pygame.time.Clock()
69 |
70 | # -------- GL Stuff
71 |
72 | glEnable(GL_DEPTH_TEST)
73 | glDepthFunc(GL_LEQUAL)
74 |
75 | glEnable(GL_CULL_FACE)
76 | glCullFace(GL_BACK)
77 |
78 | glEnable(GL_MULTISAMPLE)
79 | glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
80 |
81 | # -------- Data
82 |
83 | PWShaders.parseShaders()
84 | PWTextures.parseTextures()
85 | PWDebug.initDebugger()
86 | PWPostProcessing.parseShaders()
87 |
88 | # -------- Common
89 |
90 | self.maze = PWMaze(16, 16)
91 | self.skybox = PWSkybox()
92 | self.camera = PWCamera()
93 | self.player = PWPlayer(glm.vec2(0, 0))
94 | self.post = PWPostProcessing()
95 | self.portal = PWPortal()
96 |
97 |
98 | # -------- Render world to shadow map
99 |
100 | # Since the world is mostly static, we can render the shadow map once
101 | # If you want to render the shadow map every frame, move this in to the loop
102 | # and set all functions that render something between the begin/end functions
103 |
104 | self.skybox.skybox_shadow.begin()
105 |
106 | self.maze.renderMaze(self.camera, True)
107 |
108 | self.skybox.skybox_shadow.end()
109 |
110 | # --------
111 |
112 | found_portal = False
113 | self.time_start = pygame.time.get_ticks()
114 | self.final_time = 0
115 |
116 |
117 | def mainloop(self):
118 | while 1:
119 | delta = self.clock.tick(self.d_max_fps) / 1000.0
120 | seconds = pygame.time.get_ticks() / 1000.0
121 |
122 | glClearColor(0.0, 0.0, 0.0, 1.0)
123 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
124 |
125 | for event in pygame.event.get():
126 | if (event.type == QUIT) or (event.type == KEYUP and event.key == K_ESCAPE):
127 | pygame.quit()
128 | sys.exit()
129 |
130 | if (event.type == KEYUP) and (event.key == K_LEFT):
131 | PPostTypes.changeShader(-1)
132 |
133 | if (event.type == KEYUP) and (event.key == K_RIGHT):
134 | PPostTypes.changeShader(1)
135 |
136 | # --------
137 |
138 | self.player.update(delta, self.camera, self.maze.aabb_walls)
139 | self.camera.updateCamera(delta, self.player.getPosition())
140 |
141 | # --------
142 |
143 | # All draw commands should go between the begin/end clause for them to appear on the framebuffer textures
144 |
145 | self.post.begin()
146 |
147 | self.maze.renderMaze(self.camera, False, self.skybox.skybox_shadow)
148 | self.skybox.renderSkybox(self.camera)
149 |
150 | # Draw all debug lines last
151 | PWDebug.drawDebug(self.camera)
152 |
153 | self.post.end(seconds, self.camera)
154 |
155 | found_portal = self.portal.render(self.camera, seconds, self.post.getColorAttachment(), self.post.getDepthAttachment())
156 |
157 | if found_portal and not self.final_time:
158 | self.final_time = pygame.time.get_ticks() - self.time_start
159 | seconds = int(self.final_time / 1000.0)
160 | print("Solved in: ({0})!".format(str(datetime.timedelta(seconds=seconds))))
161 |
162 | pygame.display.set_caption("FPS: {0:.2f}".format(self.clock.get_fps()))
163 | pygame.display.flip()
164 |
165 |
166 | if __name__ == "__main__":
167 | PWMain().mainloop()
168 |
--------------------------------------------------------------------------------
/pymaze/player.py:
--------------------------------------------------------------------------------
1 | import pygame
2 | from pygame.locals import *
3 | import glm
4 |
5 | from constants import *
6 | from debug import *
7 | from entities import *
8 |
9 |
10 | class PWPlayerAction:
11 | ACTION_NONE = 0
12 | ACTION_WALK = 1
13 | ACTION_RUN = 2
14 | ACTION_JUMP = 3
15 | ACTION_CROUCH = 4
16 |
17 |
18 | class PWPlayer(PWConstants, PWPlayerAction):
19 | def __init__(self, position):
20 | self.bbox_size = 0.25
21 |
22 | self.pos = glm.vec2(position.x, position.y) - self.bbox_size / 2.0
23 | self.old_pos = glm.vec2(position.x, position.y) - self.bbox_size / 2.0
24 |
25 | self.bbox = PWBBox(glm.vec2(self.bbox_size), glm.vec2(self.pos.x, self.pos.y))
26 | self.bbox_advance = PWBBox(glm.vec2(self.bbox_size), glm.vec2(self.pos.x, self.pos.y))
27 |
28 | self.pos_ud_v = 0.0 # Velocity
29 | self.pos_ud = 0.0 # Up/Down position (tricks)
30 | self.action = self.ACTION_NONE
31 |
32 |
33 | def getCurrentAction(self):
34 | return self.action
35 |
36 |
37 | def getPosition(self):
38 | position = self.pos + self.bbox_size / 2.0
39 | return glm.vec3(position.x, self.pos_ud, position.y)
40 |
41 |
42 | def __checkCollisionX(self, move_direction, vector, wall):
43 | if move_direction.x == 0:
44 | return
45 |
46 | self.bbox_advance.updatePos(self.old_pos.x, self.old_pos.y)
47 | self.bbox_advance.pos.x += vector
48 |
49 | if self.bbox_advance.colliderect(wall):
50 | if move_direction.x > 0:
51 | self.pos.x = wall.pos.x - self.bbox.wh.x
52 | else:
53 | self.pos.x = wall.pos.x + wall.bbox.wh.x
54 |
55 |
56 | def __checkCollisionY(self, move_direction, vector, wall):
57 | if move_direction.z == 0:
58 | return
59 |
60 | self.bbox_advance.updatePos(self.old_pos.x, self.old_pos.y)
61 | self.bbox_advance.pos.y += vector
62 |
63 | if self.bbox_advance.colliderect(wall):
64 | if move_direction.z > 0:
65 | self.pos.y = wall.pos.y - self.bbox.wh.y
66 | else:
67 | self.pos.y = wall.pos.y + wall.bbox.wh.y
68 |
69 |
70 | def checkCollision(self, move_direction, walls):
71 | for wall in walls:
72 | if self.bbox.colliderect(wall):
73 | length = glm.length(self.pos - self.old_pos)
74 | offset = glm.normalize(self.pos - self.old_pos)
75 |
76 | self.__checkCollisionX(move_direction, offset.x * length, wall)
77 | self.__checkCollisionY(move_direction, offset.y * length, wall)
78 |
79 |
80 | # TODO: Add crouching
81 | def handleSpecialActions(self, delta):
82 | keys = pygame.key.get_pressed()
83 |
84 | if keys[K_SPACE] and self.action == self.ACTION_NONE:
85 | self.action = self.ACTION_JUMP
86 | self.pos_ud_v += self.p_jump_vel
87 |
88 | # Player is in air
89 | if self.action == self.ACTION_JUMP:
90 | self.pos_ud_v -= self.d_gravity * delta
91 | self.pos_ud += self.pos_ud_v * delta
92 |
93 | # Player is touching the ground. Make sure player doesn't fall through the floor.
94 | if self.pos_ud <= 0.0:
95 | self.pos_ud = 0.0
96 | self.pos_ud_v = 0.0
97 | self.action = self.ACTION_NONE
98 |
99 |
100 |
101 | def getMovementDirection(self, camera):
102 | yaw = glm.radians(-camera.yaw)
103 |
104 | cam_cos = glm.cos(yaw)
105 | cam_sin = glm.sin(yaw)
106 |
107 | keys = pygame.key.get_pressed()
108 | move_direction = glm.vec3(0.0)
109 |
110 | if keys[K_w]:
111 | move_direction -= glm.vec3(-cam_cos, 0.0, cam_sin)
112 |
113 | if keys[K_s]:
114 | move_direction += glm.vec3(-cam_cos, 0.0, cam_sin)
115 |
116 | if keys[K_d]:
117 | move_direction += glm.vec3(cam_sin, 0.0, cam_cos)
118 |
119 | if keys[K_a]:
120 | move_direction -= glm.vec3(cam_sin, 0.0, cam_cos)
121 |
122 | # Normalize the direction, so going diagonally wont result in faster movement.
123 | if glm.length(move_direction) > 0:
124 | move_direction = glm.normalize(move_direction)
125 |
126 | return move_direction
127 |
128 |
129 | # Draws player bounding box
130 | def debugDraw(self):
131 | tl = glm.vec3(self.pos.x, 0.0, self.pos.y)
132 | tr = glm.vec3(self.pos.x + self.bbox.wh.x, 0.0, self.pos.y + self.bbox.wh.y)
133 |
134 | PWDebug.drawLine(tl, tl + glm.vec3(self.bbox.wh.x, 0.0, 0.0))
135 | PWDebug.drawLine(tl, tl + glm.vec3(0.0, 0.0, self.bbox.wh.y))
136 |
137 | PWDebug.drawLine(tr, tr - glm.vec3(self.bbox.wh.x, 0.0, 0.0))
138 | PWDebug.drawLine(tr, tr - glm.vec3(0.0, 0.0, self.bbox.wh.y))
139 |
140 |
141 | # TODO: Add smoother movement
142 | def update(self, delta, camera, walls):
143 | move_direction = self.getMovementDirection(camera)
144 |
145 | self.old_pos.x = self.pos.x
146 | self.old_pos.y = self.pos.y
147 |
148 | self.pos.x += move_direction.x * self.p_speed * delta
149 | self.pos.y += move_direction.z * self.p_speed * delta
150 |
151 | self.bbox.updatePos(self.pos.x, self.pos.y)
152 | #self.debugDraw()
153 |
154 | self.checkCollision(move_direction, walls)
155 |
156 | # --------
157 |
158 | self.handleSpecialActions(delta) # These are mostly camera illusion tricks
159 |
160 |
161 | if __name__ == "__main__":
162 | pass
163 |
--------------------------------------------------------------------------------
/pymaze/post_processing.py:
--------------------------------------------------------------------------------
1 | import numpy as np
2 |
3 | from OpenGL.GL import *
4 |
5 | from constants import *
6 | from shaders import *
7 | from textures import *
8 |
9 |
10 | class PPostTypes:
11 | PPOST_DEFAULT = 512
12 | PPOST_FISHEYE = 513
13 | PPOST_RADIALB = 514
14 | PPOST_CROSSHA = 515
15 | PPOST_THIRD3D = 516
16 |
17 | #
18 | current_shader = 0
19 |
20 | @classmethod
21 | def changeShader(cls, key_change):
22 | all_count = len(cls.all_shaders)
23 | cls.current_shader += key_change
24 | cls.current_shader %= all_count
25 |
26 | print(cls.getCurrentShaderID())
27 |
28 | @classmethod
29 | def getCurrentShaderID(cls):
30 | return cls.PPOST_DEFAULT + cls.current_shader
31 |
32 |
33 | # Build list ordered list of all shaders and feed it back to the class
34 | __filtered = {k:v for k, v in PPostTypes.__dict__.items() if k.startswith("PPOST")}
35 | PPostTypes.all_shaders = sorted([x for x in __filtered.values()])
36 |
37 |
38 | #
39 | class PWPostProcessing(PWConstants):
40 | def __init__(self):
41 | self.buffer = 0
42 | self.color_texture = 0
43 | self.depth_texture = 0
44 | self.__createPassBuffer()
45 |
46 | # --------
47 |
48 | self.quad = PWVaoData()
49 | self.__createPassQuad()
50 |
51 |
52 | def getColorAttachment(self):
53 | return self.color_texture;
54 |
55 |
56 | def getDepthAttachment(self):
57 | return self.depth_texture;
58 |
59 |
60 | def __createPassBuffer(self):
61 | self.buffer = glGenFramebuffers(1)
62 | glBindFramebuffer(GL_FRAMEBUFFER, self.buffer)
63 |
64 | # -------- Add color attachment
65 |
66 | self.color_texture = glGenTextures(1)
67 | glBindTexture(GL_TEXTURE_2D, self.color_texture)
68 |
69 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, self.d_resolution.x, self.d_resolution.y, 0, GL_RGB, GL_UNSIGNED_BYTE, None)
70 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
71 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
72 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, self.color_texture, 0)
73 |
74 | # -------- Add depth attachment
75 |
76 | self.depth_texture = glGenTextures(1)
77 | glBindTexture(GL_TEXTURE_2D, self.depth_texture)
78 |
79 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.d_resolution.x, self.d_resolution.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None)
80 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
81 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
82 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.depth_texture, 0)
83 |
84 | # --------
85 |
86 | if glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE:
87 | print("Framebuffer Error!")
88 | # TODO: Make GL utility functions
89 |
90 |
91 | def __createPassQuad(self):
92 | self.quad.vao = glGenVertexArrays(1)
93 | glBindVertexArray(self.quad.vao)
94 |
95 | # Position(3), Texture(2)
96 | vertices = np.array([-1.0, 1.0, 0.0, 1.0,
97 | -1.0, -1.0, 0.0, 0.0,
98 | 1.0, -1.0, 1.0, 0.0,
99 |
100 | -1.0, 1.0, 0.0, 1.0,
101 | 1.0, -1.0, 1.0, 0.0,
102 | 1.0, 1.0, 1.0, 1.0], dtype='float32')
103 |
104 | self.quad.vbo = glGenBuffers(1)
105 | glBindBuffer(GL_ARRAY_BUFFER, self.quad.vbo)
106 | glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
107 |
108 | stride = 4
109 | glEnableVertexAttribArray(0)
110 | glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
111 |
112 | uv_offset = 2
113 | glEnableVertexAttribArray(1)
114 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * uv_offset, ctypes.c_void_p))
115 |
116 |
117 | def begin(self):
118 | # Bind out framebuffer to write all color/depth info into to it
119 | glBindFramebuffer(GL_FRAMEBUFFER, self.buffer)
120 |
121 | # Clear it
122 | glClearColor(0.0, 0.0, 0.0, 1.0)
123 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
124 |
125 |
126 | def end(self, seconds, camera):
127 | # Reset back to default buffer
128 | glBindFramebuffer(GL_FRAMEBUFFER, 0)
129 |
130 | # Render the fullscreen quad with the frame buffer attachments
131 | self.renderQuad(seconds, camera)
132 |
133 |
134 | def setExtraUniforms(self, shader, shader_type, seconds):
135 | if shader_type == PPostTypes.PPOST_THIRD3D:
136 | proj = glm.perspective(glm.radians(self.c_fov), self.c_aspect, self.c_near, self.c_far)
137 | view = glm.lookAt(glm.vec3(0.0, 0.0, 1.0), glm.vec3(0.0), glm.vec3(0.0, 1.0, 0.0))
138 |
139 | proj_view = np.array(proj * view, dtype='float32')
140 | glUniformMatrix4fv(shader.proj_view, 1, GL_FALSE, proj_view)
141 |
142 | model = glm.mat4(1.0)
143 | model = glm.translate(model, glm.vec3(0.0, 0.0, -3.0))
144 | model = glm.rotate(model, glm.radians(60.0), glm.vec3(0.0, 1.0, 0.0))
145 |
146 | glUniformMatrix4fv(shader.model, 1, GL_FALSE, np.array(model, dtype='float32'))
147 |
148 | # Add more if/elifs if needed
149 |
150 |
151 |
152 | def renderQuad(self, seconds, camera):
153 | shader_type = PPostTypes.getCurrentShaderID()
154 |
155 | shader = PWShaders.getShader(shader_type)
156 | glUseProgram(shader.shader)
157 |
158 | self.setExtraUniforms(shader, shader_type, seconds)
159 |
160 | # Feed some funky stuff for the shaders
161 | glUniform1f(shader.seconds, seconds)
162 | glUniform2f(shader.resolution, self.d_resolution.x, self.d_resolution.y)
163 |
164 | # --------
165 |
166 | glDisable(GL_DEPTH_TEST)
167 |
168 | glActiveTexture(GL_TEXTURE0)
169 | glBindTexture(GL_TEXTURE_2D, self.color_texture)
170 |
171 | glActiveTexture(GL_TEXTURE1)
172 | glBindTexture(GL_TEXTURE_2D, self.depth_texture)
173 |
174 | glBindVertexArray(self.quad.vao)
175 | glDrawArrays(GL_TRIANGLES, 0, 6)
176 |
177 | glEnable(GL_DEPTH_TEST)
178 |
179 |
180 | # All post processing shaders share the same common uniforms
181 | @classmethod
182 | def __fetchUniformLocations(cls, shader):
183 | glUseProgram(shader.shader)
184 |
185 | #
186 | shader.seconds = glGetUniformLocation(shader.shader, "uSeconds")
187 | shader.resolution = glGetUniformLocation(shader.shader, "uResolution")
188 |
189 | #
190 | glUniform1i(glGetUniformLocation(shader.shader, "colorTexture"), 0)
191 | glUniform1i(glGetUniformLocation(shader.shader, "depthTexture"), 1)
192 |
193 |
194 | @classmethod
195 | def parseShaders(cls):
196 | root_path = "shaders/post_processing/"
197 |
198 | # -------- Default passthrough
199 |
200 | PWShaders.loadShader(PPostTypes.PPOST_DEFAULT, root_path + "post_default.vert", root_path + "post_default.frag")
201 | cls.__fetchUniformLocations(PWShaders.getShader(PPostTypes.PPOST_DEFAULT))
202 |
203 | # --------
204 |
205 | PWShaders.loadShader(PPostTypes.PPOST_FISHEYE, root_path + "post_fisheye.vert", root_path + "post_fisheye.frag")
206 | cls.__fetchUniformLocations(PWShaders.getShader(PPostTypes.PPOST_FISHEYE))
207 |
208 | # --------
209 |
210 | PWShaders.loadShader(PPostTypes.PPOST_RADIALB, root_path + "post_radialb.vert", root_path + "post_radialb.frag")
211 | cls.__fetchUniformLocations(PWShaders.getShader(PPostTypes.PPOST_RADIALB))
212 |
213 | # --------
214 |
215 | PWShaders.loadShader(PPostTypes.PPOST_CROSSHA, root_path + "post_crossha.vert", root_path + "post_crossha.frag")
216 | cls.__fetchUniformLocations(PWShaders.getShader(PPostTypes.PPOST_CROSSHA))
217 |
218 | # --------
219 |
220 | PWShaders.loadShader(PPostTypes.PPOST_THIRD3D, root_path + "post_third3d.vert", root_path + "post_third3d.frag")
221 | shader = PWShaders.getShader(PPostTypes.PPOST_THIRD3D)
222 | cls.__fetchUniformLocations(shader)
223 | shader.proj_view = glGetUniformLocation(shader.shader, "projView")
224 | shader.model = glGetUniformLocation(shader.shader, "model")
225 |
226 | # --------
227 |
228 |
--------------------------------------------------------------------------------
/pymaze/shaders.py:
--------------------------------------------------------------------------------
1 | import pygame
2 | import sys
3 | import glm
4 |
5 | from OpenGL.GL import *
6 | from OpenGL.GL import shaders
7 |
8 |
9 | from constants import *
10 |
11 |
12 | class ShaderTypes:
13 | WORLD_SHADER = 0
14 | DEBUG_SHADER = 1
15 | SKYBOX_SHADER = 2
16 | SHADOW_SHADER = 3
17 | SDEBUG_SHADER = 4
18 | PORTAL_SHADER = 5
19 |
20 |
21 | class PWShader(object):
22 | def __init__(self, shader):
23 | self.shader = shader
24 |
25 |
26 | class PWShaders(PWConstants):
27 | shaders = {}
28 |
29 | @classmethod
30 | def __parseShader(cls, shader_path, shader_type):
31 | shader_raw = ""
32 | with open(shader_path, 'r') as file:
33 | shader_raw = file.read()
34 |
35 | try:
36 | return shaders.compileShader(shader_raw, shader_type)
37 | except shaders.ShaderCompilationError as e:
38 | # TODO: Add nicer output for error messages.
39 | print(e)
40 |
41 | pygame.quit()
42 | sys.exit()
43 |
44 |
45 | @classmethod
46 | def loadShader(cls, shader_id, vert, frag):
47 | v_shader = cls.__parseShader(vert, GL_VERTEX_SHADER)
48 | v_fragment = cls.__parseShader(frag, GL_FRAGMENT_SHADER)
49 |
50 | cls.shaders[shader_id] = PWShader(shaders.compileProgram(v_shader, v_fragment))
51 |
52 |
53 | @classmethod
54 | def getShader(cls, id):
55 | return cls.shaders[id]
56 |
57 |
58 | @classmethod
59 | def parseShaders(cls):
60 | cls.loadShader(ShaderTypes.WORLD_SHADER, "shaders/world_geom.vert", "shaders/world_geom.frag")
61 | shader = cls.getShader(ShaderTypes.WORLD_SHADER)
62 | glUseProgram(shader.shader)
63 | shader.proj_view = glGetUniformLocation(shader.shader, "projView")
64 | shader.texture_scale = glGetUniformLocation(shader.shader, "textureScale")
65 | shader.light_proj_view = glGetUniformLocation(shader.shader, "lightProjView")
66 | shader.light_direction = glGetUniformLocation(shader.shader, "lightDir")
67 |
68 | glUniform1i(glGetUniformLocation(shader.shader, "diffuse" ), 0)
69 | glUniform1i(glGetUniformLocation(shader.shader, "shadowMap"), 1)
70 |
71 |
72 | # ----------------
73 |
74 |
75 | cls.loadShader(ShaderTypes.DEBUG_SHADER, "shaders/debug_line.vert", "shaders/debug_line.frag")
76 | shader = cls.getShader(ShaderTypes.DEBUG_SHADER)
77 | glUseProgram(shader.shader)
78 | shader.proj_view = glGetUniformLocation(shader.shader, "projView")
79 |
80 |
81 | # ----------------
82 |
83 |
84 | cls.loadShader(ShaderTypes.SKYBOX_SHADER, "shaders/skybox.vert", "shaders/skybox.frag")
85 | shader = cls.getShader(ShaderTypes.SKYBOX_SHADER)
86 | glUseProgram(shader.shader)
87 | shader.proj_view = glGetUniformLocation(shader.shader, "projView")
88 | glUniform1i(glGetUniformLocation(shader.shader, "skybox"), 0)
89 |
90 |
91 | # ----------------
92 |
93 |
94 | cls.loadShader(ShaderTypes.SHADOW_SHADER, "shaders/shadow_mapping.vert", "shaders/shadow_mapping.frag")
95 | shader = cls.getShader(ShaderTypes.SHADOW_SHADER)
96 | glUseProgram(shader.shader)
97 | shader.proj_view = glGetUniformLocation(shader.shader, "projView")
98 |
99 |
100 | # ----------------
101 |
102 |
103 | cls.loadShader(ShaderTypes.SDEBUG_SHADER, "shaders/shadow_debugger.vert", "shaders/shadow_debugger.frag")
104 | shader = cls.getShader(ShaderTypes.SDEBUG_SHADER)
105 | glUseProgram(shader.shader)
106 |
107 |
108 | # ----------------
109 |
110 |
111 | cls.loadShader(ShaderTypes.PORTAL_SHADER, "shaders/portal.vert", "shaders/portal.frag")
112 | shader = cls.getShader(ShaderTypes.PORTAL_SHADER)
113 | glUseProgram(shader.shader)
114 | shader.proj_view = glGetUniformLocation(shader.shader, "projView")
115 | shader.model = glGetUniformLocation(shader.shader, "model")
116 | shader.view = glGetUniformLocation(shader.shader, "view")
117 | shader.seconds = glGetUniformLocation(shader.shader, "uSeconds")
118 | shader.resolution = glGetUniformLocation(shader.shader, "uResolution")
119 |
120 | glUniform1i(glGetUniformLocation(shader.shader, "colorTexture"), 0)
121 | glUniform1i(glGetUniformLocation(shader.shader, "depthTexture"), 1)
--------------------------------------------------------------------------------
/pymaze/shaders/debug_line.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | out vec4 fragColor;
4 |
5 | void main()
6 | {
7 | fragColor = vec4(1.0f);
8 | }
--------------------------------------------------------------------------------
/pymaze/shaders/debug_line.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout(location = 0) in vec3 vPos;
4 |
5 | uniform mat4 projView;
6 |
7 | void main()
8 | {
9 | gl_Position = projView * vec4(vPos, 1.0f);
10 | }
--------------------------------------------------------------------------------
/pymaze/shaders/portal.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | const float PI = 3.1415926535f;
4 |
5 | out vec4 fragColor;
6 |
7 | in vec2 texCoords;
8 |
9 | uniform sampler2D colorTexture;
10 | uniform sampler2D depthTexture;
11 |
12 | uniform float uSeconds;
13 | uniform vec2 uResolution;
14 |
15 | void main()
16 | {
17 | vec2 m = 1.0f / uResolution;
18 | vec2 c = gl_FragCoord.xy;
19 |
20 | float lastDepth = texture2D(depthTexture, m * c).r;
21 | float currentDepth = gl_FragCoord.z;
22 |
23 | // We need to do depth testing manually, as we are applying models top of post processing screen.
24 | if (currentDepth > lastDepth){
25 | discard;
26 | }
27 |
28 | vec2 screenSpaceUV = gl_FragCoord.xy / uResolution;
29 | vec3 colorUV = texture2D(colorTexture, screenSpaceUV).rgb;
30 |
31 | vec3 color = colorUV;
32 |
33 | // --------
34 |
35 | float size = 0.45f;
36 | vec2 center = vec2(0.5f) + vec2(0.02f * cos(uSeconds), 0.02f * sin(uSeconds));
37 | float dist = length(center - texCoords);
38 |
39 | if (dist < size){
40 | float ex = (1.0f / size * dist);
41 | color = texture2D(colorTexture, screenSpaceUV + ex + (0.02f * sin(uSeconds))).rgb;
42 | }
43 |
44 | color *= smoothstep(colorUV * vec3(0.0f), vec3(1.0f), vec3(dist * 4.0f));
45 |
46 | fragColor = vec4(color, 1.0f);
47 | }
--------------------------------------------------------------------------------
/pymaze/shaders/portal.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout(location = 0) in vec3 aPos;
4 | layout(location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 texCoords;
7 |
8 | uniform mat4 projView;
9 | uniform mat4 view;
10 | uniform mat4 model;
11 |
12 | void main()
13 | {
14 | mat4 view_inv = inverse(view);
15 | vec3 center = model[3].xyz;
16 |
17 | vec3 cam_right = view_inv[0].xyz;
18 | vec3 cam_up = view_inv[1].xyz;
19 |
20 | vec3 pos = center + (cam_right * aPos.x) + (cam_up * aPos.y);
21 | gl_Position = projView * model * vec4(pos, 1.0f);
22 |
23 | texCoords = aTexCoords;
24 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | const float PI = 3.1415926535f;
4 |
5 | out vec4 fragColor;
6 |
7 | in vec2 texCoords;
8 |
9 | uniform sampler2D colorTexture;
10 | uniform sampler2D depthTexture;
11 |
12 | uniform float uSeconds;
13 | uniform vec2 uResolution;
14 |
15 | /*
16 | Inbuilt -
17 | "gl_FragCoord" = Pixel coordinate(vec2) between (0 - uResolution) from bottomleft
18 |
19 |
20 | Uniforms -
21 | "uResolution" = Display resolution
22 | "uSeconds" = Game running time
23 | */
24 |
25 |
26 | // Get depth (Linearized)
27 | float getDepth(vec2 uv)
28 | {
29 | // TODO: Bring these via uniforms?
30 | // Right now they need to match with the values in the "c_near" and "c_far" constants in "constants.py"
31 | float near = 0.01f;
32 | float far = 100.0f;
33 |
34 | // Linearize the depth
35 | float depth = texture2D(depthTexture, uv).x;
36 | return (2.0f * near) / (far + near - depth * (far - near));
37 | }
38 |
39 |
40 | // Get color
41 | vec3 getColor(vec2 uv)
42 | {
43 | return texture2D(colorTexture, uv).rgb;
44 | }
45 |
46 | //#define T texture2D(colorTexture, 0.5f + (p.xy *= 0.992))
47 |
48 | /*
49 | const float stitching_size = 16.0f;
50 | const int invert = 0;
51 |
52 | vec4 PostFX(sampler2D tex, vec2 uv, float time)
53 | {
54 | float rt_w = uResolution.x;
55 | float rt_h = uResolution.y;
56 |
57 | vec4 c = vec4(0.0);
58 |
59 | float size = stitching_size;
60 | vec2 cPos = uv * vec2(rt_w, rt_h);
61 |
62 | vec2 tlPos = floor(cPos / vec2(size, size));
63 | tlPos *= size;
64 |
65 | int remX = int(mod(cPos.x, size));
66 | int remY = int(mod(cPos.y, size));
67 |
68 | if (remX == 0 && remY == 0){
69 | tlPos = cPos;
70 | }
71 |
72 | vec2 blPos = tlPos;
73 | blPos.y += (size - 1.0f);
74 |
75 | if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
76 | {
77 | if (invert == 1){
78 | c = vec4(0.2f, 0.15f, 0.05f, 1.0f);
79 | }
80 | else {
81 | c = texture2D(tex, tlPos * vec2(1.0f / rt_w, 1.0f / rt_h)) * 1.4f;
82 | }
83 | }
84 | else
85 | {
86 | if (invert == 1) {
87 | c = texture2D(tex, tlPos * vec2(1.0f / rt_w, 1.0f / rt_h)) * 1.4f;
88 | }
89 | else {
90 | c = vec4(0.0, 0.0, 0.0, 1.0);
91 | }
92 | }
93 |
94 | return c;
95 | }
96 | */
97 |
98 | void main()
99 | {
100 | vec2 tex = texCoords;
101 |
102 | //float r = 0.025f * sin(uSeconds + 1.0f / uResolution.y * gl_FragCoord.y * 16.0f);
103 | //tex.x += r;
104 |
105 | float depth = getDepth(tex);
106 | vec3 color = getColor(tex);
107 |
108 | // --------
109 |
110 | /*
111 | vec2 uv = texCoords;
112 | fragColor = PostFX(colorTexture, uv, uSeconds);
113 | */
114 |
115 | /*
116 | float aperture = 180.0f;
117 | float apertureHalf = 0.5f * aperture * (PI / 180.0f);
118 | float maxFactor = sin(apertureHalf);
119 |
120 | vec2 uv;
121 | vec2 xy = 2.0f * texCoords.xy - 1.0f;
122 | xy.x *= uResolution.x / uResolution.y;
123 |
124 | float d = length(xy);
125 |
126 | if (d < (2.0f - maxFactor))
127 | {
128 | d = length(xy * maxFactor);
129 | float z = sqrt(1.0f - d * d);
130 | float r = atan(d, z) / PI;
131 | float phi = atan(xy.y, xy.x);
132 |
133 | uv.x = r * cos(phi) + 0.5f;
134 | uv.y = r * sin(phi) + 0.5f;
135 | }
136 | else
137 | {
138 | uv = texCoords.xy;
139 | }
140 |
141 | vec4 c = texture2D(colorTexture, uv);
142 | fragColor = c;
143 | */
144 |
145 | /*
146 | vec3 p = vec3(gl_FragCoord.xy / uResolution - 0.5f, 0.0f);
147 | vec3 o = T.rbb;
148 | for (float i=0.;i<100.;i++){
149 | p.z += pow(max(0.0f, 0.5f - length(T.rg)), 2.0f) * exp(-i * .008f);
150 | }
151 |
152 | fragColor = vec4(o * o + p.z, 1.0f);
153 | */
154 |
155 | fragColor = vec4(color, 1.0f);
156 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec2 aPos;
4 | layout (location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 texCoords;
7 |
8 | /*
9 | vec2 rotate(vec2 v, float a) {
10 | float s = sin(a);
11 | float c = cos(a);
12 | mat2 m = mat2(c, -s, s, c);
13 | return m * v;
14 | }
15 |
16 | uniform float uSeconds;
17 | */
18 |
19 | void main()
20 | {
21 | //gl_Position = vec4(rotate(aPos.xy, radians(uSeconds * 8.0f)), 0.0f, 1.0f);
22 | gl_Position = vec4(aPos.xy, 0.0f, 1.0f);
23 | texCoords = aTexCoords;
24 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_crossha.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | const float PI = 3.1415926535f;
4 |
5 | out vec4 fragColor;
6 |
7 | in vec2 texCoords;
8 |
9 | uniform sampler2D colorTexture;
10 | uniform sampler2D depthTexture;
11 |
12 | uniform float uSeconds;
13 | uniform vec2 uResolution;
14 |
15 | /*
16 | Inbuilt -
17 | "gl_FragCoord" = Pixel coordinate(vec2) between (0 - uResolution) from bottomleft
18 |
19 |
20 | Uniforms -
21 | "uResolution" = Display resolution
22 | "uSeconds" = Game running time
23 | */
24 |
25 |
26 | // Get depth (Linearized)
27 | float getDepth(vec2 uv)
28 | {
29 | // TODO: Bring these via uniforms?
30 | // Right now they need to match with the values in the "c_near" and "c_far" constants in "constants.py"
31 | float near = 0.01f;
32 | float far = 100.0f;
33 |
34 | // Linearize the depth
35 | float depth = texture2D(depthTexture, uv).x;
36 | return (2.0f * near) / (far + near - depth * (far - near));
37 | }
38 |
39 |
40 | // Get color
41 | vec3 getColor(vec2 uv)
42 | {
43 | return texture2D(colorTexture, uv).rgb;
44 | }
45 |
46 |
47 | const float stitching_size = 8.0f;
48 | const int invert = 0;
49 |
50 | vec4 PostFX(sampler2D tex, vec2 uv, float time)
51 | {
52 | float rt_w = uResolution.x;
53 | float rt_h = uResolution.y;
54 |
55 | vec4 c = vec4(0.0);
56 |
57 | float size = stitching_size;
58 | vec2 cPos = uv * vec2(rt_w, rt_h);
59 |
60 | vec2 tlPos = floor(cPos / vec2(size, size));
61 | tlPos *= size;
62 |
63 | int remX = int(mod(cPos.x, size));
64 | int remY = int(mod(cPos.y, size));
65 |
66 | if (remX == 0 && remY == 0){
67 | tlPos = cPos;
68 | }
69 |
70 | vec2 blPos = tlPos;
71 | blPos.y += (size - 1.0f);
72 |
73 | if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
74 | {
75 | if (invert == 1){
76 | c = vec4(0.2f, 0.15f, 0.05f, 1.0f);
77 | }
78 | else {
79 | c = texture2D(tex, tlPos * vec2(1.0f / rt_w, 1.0f / rt_h)) * 1.4f;
80 | }
81 | }
82 | else
83 | {
84 | if (invert == 1) {
85 | c = texture2D(tex, tlPos * vec2(1.0f / rt_w, 1.0f / rt_h)) * 1.4f;
86 | }
87 | else {
88 | c = vec4(0.0, 0.0, 0.0, 1.0);
89 | }
90 | }
91 |
92 | return c;
93 | }
94 |
95 |
96 | void main()
97 | {
98 | vec2 tex = texCoords;
99 |
100 |
101 | float depth = getDepth(tex);
102 | vec3 color = getColor(tex);
103 |
104 | // --------
105 |
106 | vec2 uv = texCoords;
107 | fragColor = PostFX(colorTexture, uv, uSeconds);
108 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_crossha.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec2 aPos;
4 | layout (location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 texCoords;
7 |
8 | void main()
9 | {
10 | gl_Position = vec4(aPos.xy, 0.0f, 1.0f);
11 | texCoords = aTexCoords;
12 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_default.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | const float PI = 3.1415926535f;
4 |
5 | out vec4 fragColor;
6 |
7 | in vec2 texCoords;
8 |
9 | uniform sampler2D colorTexture;
10 | uniform sampler2D depthTexture;
11 |
12 | uniform float uSeconds;
13 | uniform vec2 uResolution;
14 |
15 | /*
16 | Inbuilt -
17 | "gl_FragCoord" = Pixel coordinate(vec2) between (0 - uResolution) from bottomleft
18 |
19 |
20 | Uniforms -
21 | "uResolution" = Display resolution
22 | "uSeconds" = Game running time
23 | */
24 |
25 |
26 | // Get depth (Linearized)
27 | float getDepth(vec2 uv)
28 | {
29 | // TODO: Bring these via uniforms?
30 | // Right now they need to match with the values in the "c_near" and "c_far" constants in "constants.py"
31 | float near = 0.01f;
32 | float far = 100.0f;
33 |
34 | // Linearize the depth
35 | float depth = texture2D(depthTexture, uv).x;
36 | return (2.0f * near) / (far + near - depth * (far - near));
37 | }
38 |
39 |
40 | // Get color
41 | vec3 getColor(vec2 uv)
42 | {
43 | return texture2D(colorTexture, uv).rgb;
44 | }
45 |
46 |
47 | void main()
48 | {
49 | vec2 tex = texCoords;
50 |
51 | float depth = getDepth(tex);
52 | vec3 color = getColor(tex);
53 |
54 | // --------
55 |
56 | fragColor = vec4(color, 1.0f);
57 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_default.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec2 aPos;
4 | layout (location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 texCoords;
7 |
8 | void main()
9 | {
10 | gl_Position = vec4(aPos.xy, 0.0f, 1.0f);
11 | texCoords = aTexCoords;
12 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_fisheye.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | const float PI = 3.1415926535f;
4 |
5 | out vec4 fragColor;
6 |
7 | in vec2 texCoords;
8 |
9 | uniform sampler2D colorTexture;
10 | uniform sampler2D depthTexture;
11 |
12 | uniform float uSeconds;
13 | uniform vec2 uResolution;
14 |
15 | /*
16 | Inbuilt -
17 | "gl_FragCoord" = Pixel coordinate(vec2) between (0 - uResolution) from bottomleft
18 |
19 |
20 | Uniforms -
21 | "uResolution" = Display resolution
22 | "uSeconds" = Game running time
23 | */
24 |
25 |
26 | // Get depth (Linearized)
27 | float getDepth(vec2 uv)
28 | {
29 | // TODO: Bring these via uniforms?
30 | // Right now they need to match with the values in the "c_near" and "c_far" constants in "constants.py"
31 | float near = 0.01f;
32 | float far = 100.0f;
33 |
34 | // Linearize the depth
35 | float depth = texture2D(depthTexture, uv).x;
36 | return (2.0f * near) / (far + near - depth * (far - near));
37 | }
38 |
39 |
40 | // Get color
41 | vec3 getColor(vec2 uv)
42 | {
43 | return texture2D(colorTexture, uv).rgb;
44 | }
45 |
46 |
47 | void main()
48 | {
49 | vec2 tex = texCoords;
50 |
51 | float depth = getDepth(tex);
52 | vec3 color = getColor(tex);
53 |
54 | // --------
55 |
56 | float aperture = 180.0f;
57 | float apertureHalf = 0.5f * aperture * (PI / 180.0f);
58 | float maxFactor = sin(apertureHalf);
59 |
60 | vec2 uv;
61 | vec2 xy = 2.0f * texCoords.xy - 1.0f;
62 | xy.x *= uResolution.x / uResolution.y;
63 |
64 | float d = length(xy);
65 | float rad = 2.0f - maxFactor;
66 |
67 | float s = 0.5f * (0.5f + sin(uSeconds) * 0.5f);
68 |
69 | if (d > (rad - 0.5) && d < rad)
70 | {
71 | d = length(xy * maxFactor);
72 | float z = sqrt(1.0f - d * d);
73 | float r = atan(d, z) / PI;
74 | float phi = atan(xy.y, xy.x);
75 |
76 | uv.x = r * cos(phi) + 0.5f + smoothstep(0.5f - s, 0.5f + s, d);
77 | uv.y = r * sin(phi) + 0.5f + smoothstep(0.5f - s, 0.5f + s, d);
78 | }
79 | else
80 | {
81 | uv = texCoords.xy;
82 | }
83 |
84 | vec4 c = texture2D(colorTexture, uv);
85 | fragColor = c;
86 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_fisheye.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec2 aPos;
4 | layout (location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 texCoords;
7 |
8 | void main()
9 | {
10 | gl_Position = vec4(aPos.xy, 0.0f, 1.0f);
11 | texCoords = aTexCoords;
12 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_radialb.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | const float PI = 3.1415926535f;
4 |
5 | out vec4 fragColor;
6 |
7 | in vec2 texCoords;
8 |
9 | uniform sampler2D colorTexture;
10 | uniform sampler2D depthTexture;
11 |
12 | uniform float uSeconds;
13 | uniform vec2 uResolution;
14 |
15 | /*
16 | Inbuilt -
17 | "gl_FragCoord" = Pixel coordinate(vec2) between (0 - uResolution) from bottomleft
18 |
19 |
20 | Uniforms -
21 | "uResolution" = Display resolution
22 | "uSeconds" = Game running time
23 | */
24 |
25 |
26 | // Get depth (Linearized)
27 | float getDepth(vec2 uv)
28 | {
29 | // TODO: Bring these via uniforms?
30 | // Right now they need to match with the values in the "c_near" and "c_far" constants in "constants.py"
31 | float near = 0.01f;
32 | float far = 100.0f;
33 |
34 | // Linearize the depth
35 | float depth = texture2D(depthTexture, uv).x;
36 | return (2.0f * near) / (far + near - depth * (far - near));
37 | }
38 |
39 |
40 | // Get color
41 | vec3 getColor(vec2 uv)
42 | {
43 | return texture2D(colorTexture, uv).rgb;
44 | }
45 |
46 |
47 | #define T texture2D(colorTexture, 0.5f + (p.xy *= 0.992f))
48 |
49 | void main()
50 | {
51 | vec2 tex = texCoords;
52 |
53 | float depth = getDepth(tex);
54 | vec3 color = getColor(tex);
55 |
56 | // --------
57 |
58 | vec3 p = vec3(gl_FragCoord.xy / uResolution - 0.5f, 0.0f);
59 | vec3 o = T.rbb;
60 | for (float i = 0.0f; i < 100.0f; i++){
61 | p.z += pow(max(0.0f, 0.5f - length(T.rg)), 2.0f) * exp(-i * 0.008f);
62 | }
63 |
64 | fragColor = vec4(o * o + p.z, 1.0f);
65 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_radialb.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec2 aPos;
4 | layout (location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 texCoords;
7 |
8 | void main()
9 | {
10 | gl_Position = vec4(aPos.xy, 0.0f, 1.0f);
11 | texCoords = aTexCoords;
12 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_third3d.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | const float PI = 3.1415926535f;
4 |
5 | out vec4 fragColor;
6 |
7 | in vec2 texCoords;
8 |
9 | uniform sampler2D colorTexture;
10 | uniform sampler2D depthTexture;
11 |
12 | uniform float uSeconds;
13 | uniform vec2 uResolution;
14 |
15 | /*
16 | Inbuilt -
17 | "gl_FragCoord" = Pixel coordinate(vec2) between (0 - uResolution) from bottomleft
18 |
19 |
20 | Uniforms -
21 | "uResolution" = Display resolution
22 | "uSeconds" = Game running time
23 | */
24 |
25 |
26 | // Get depth (Linearized)
27 | float getDepth(vec2 uv)
28 | {
29 | // TODO: Bring these via uniforms?
30 | // Right now they need to match with the values in the "c_near" and "c_far" constants in "constants.py"
31 | float near = 0.01f;
32 | float far = 100.0f;
33 |
34 | // Linearize the depth
35 | float depth = texture2D(depthTexture, uv).x;
36 | return (2.0f * near) / (far + near - depth * (far - near));
37 | }
38 |
39 |
40 | // Get color
41 | vec3 getColor(vec2 uv)
42 | {
43 | return texture2D(colorTexture, uv).rgb;
44 | }
45 |
46 |
47 | void main()
48 | {
49 | vec2 tex = texCoords;
50 |
51 | float depth = getDepth(tex);
52 | vec3 color = getColor(tex);
53 |
54 | // --------
55 |
56 | fragColor = vec4(color, 1.0f);
57 | }
--------------------------------------------------------------------------------
/pymaze/shaders/post_processing/post_third3d.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec2 aPos;
4 | layout (location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 texCoords;
7 |
8 | uniform vec2 uResolution;
9 |
10 | uniform mat4 projView;
11 | uniform mat4 model;
12 |
13 | void main()
14 | {
15 | float aspect = uResolution.x / uResolution.y;
16 | gl_Position = projView * model * vec4(aPos.xy * vec2(aspect, 1.0f), 0.0f, 1.0f);
17 | texCoords = aTexCoords;
18 | }
--------------------------------------------------------------------------------
/pymaze/shaders/shadow_debugger.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | out vec4 FragColor;
4 |
5 | in vec2 TexCoords;
6 |
7 | uniform sampler2D depthMap;
8 |
9 | void main()
10 | {
11 | float depthValue = texture(depthMap, TexCoords).r;
12 | FragColor = vec4(vec3(depthValue), 1.0f);
13 | }
--------------------------------------------------------------------------------
/pymaze/shaders/shadow_debugger.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec3 aPos;
4 | layout (location = 1) in vec2 aTexCoords;
5 |
6 | out vec2 TexCoords;
7 |
8 | void main()
9 | {
10 | TexCoords = aTexCoords;
11 | gl_Position = vec4(aPos, 1.0f);
12 | }
--------------------------------------------------------------------------------
/pymaze/shaders/shadow_mapping.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | void main()
4 | {
5 | gl_FragDepth = gl_FragCoord.z;
6 | }
--------------------------------------------------------------------------------
/pymaze/shaders/shadow_mapping.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout(location = 0) in vec3 vPos;
4 | layout(location = 3) in vec3 vInst;
5 |
6 | uniform mat4 projView;
7 |
8 | // Should do this on the code side rather than on shader
9 | mat4 rotationMatrix(vec3 axis, float angle) {
10 | axis = normalize(axis);
11 | float s = sin(angle);
12 | float c = cos(angle);
13 | float oc = 1.0 - c;
14 |
15 | return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
16 | oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
17 | oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
18 | 0.0, 0.0, 0.0, 1.0);
19 | }
20 |
21 | void main()
22 | {
23 | vec3 inst = vInst;
24 | inst.y = 0.0f;
25 |
26 | mat4 model = mat4(1.0f);
27 |
28 | // Apply rotation
29 | bool dir = bool(int(vInst.y));
30 | if (dir){
31 | model = rotationMatrix(vec3(0.0f, 1.0f, 0.0f), radians(90.0f));
32 | }
33 |
34 | // Apply translation
35 | model[3][0] = inst.x;
36 | model[3][1] = inst.y;
37 | model[3][2] = inst.z;
38 |
39 | gl_Position = projView * model * vec4(vPos, 1.0f);
40 | }
--------------------------------------------------------------------------------
/pymaze/shaders/skybox.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | out vec4 FragColor;
4 |
5 | in vec3 TexCoords;
6 |
7 | uniform samplerCube skybox;
8 |
9 | void main()
10 | {
11 | FragColor = texture(skybox, TexCoords);
12 | }
--------------------------------------------------------------------------------
/pymaze/shaders/skybox.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in vec3 aPos;
4 |
5 | out vec3 TexCoords;
6 |
7 | uniform mat4 projView;
8 |
9 | void main()
10 | {
11 | TexCoords = aPos * -1.0f; // Quick fix to flip the texture 180
12 | vec4 pos = projView * vec4(aPos, 1.0f);
13 | gl_Position = pos.xyww;
14 | }
--------------------------------------------------------------------------------
/pymaze/shaders/world_geom.frag:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | out vec4 fragColor;
4 |
5 | in vec2 aTexCoords;
6 | in vec3 aNormal;
7 | in vec4 aFragPosLight;
8 |
9 | uniform sampler2D diffuse;
10 | uniform sampler2D shadowMap;
11 |
12 | uniform vec2 textureScale;
13 | uniform vec3 lightDir;
14 |
15 |
16 | float getShadowFragmentSun(vec4 fragPosLight)
17 | {
18 | vec3 projCoords = (fragPosLight.xyz / fragPosLight.w) * 0.5f + 0.5f;
19 |
20 | float shadow = 0.0f; // Shadow accumulator
21 |
22 | vec2 texelSize = 1.0f / textureSize(shadowMap, 0);
23 | for(int x = -1; x <= 1; x++)
24 | {
25 | for(int y = -1; y <= 1; y++)
26 | {
27 | float depthValue = texture(shadowMap, projCoords.xy + vec2(x, y) * texelSize).r;
28 | shadow += projCoords.z > depthValue ? 1.0f : 0.0f;
29 | }
30 | }
31 |
32 | return (projCoords.z > 1.0) ? 0.0f : shadow / 9.0f;
33 | }
34 |
35 |
36 | void main()
37 | {
38 | vec3 color = texture(diffuse, aTexCoords * textureScale).rgb;
39 | float shadow = 1.0f;
40 |
41 | // All fragments that are facing away from the sun can be covered in shadow fully (duh)
42 | if (dot(aNormal, lightDir) < 0.0f){
43 | shadow = getShadowFragmentSun(aFragPosLight);
44 | }
45 |
46 | vec3 finalOut = (color + (1.0f - shadow)) * color;
47 | fragColor = vec4(finalOut, 1.0f);
48 | }
--------------------------------------------------------------------------------
/pymaze/shaders/world_geom.vert:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout(location = 0) in vec3 vPos;
4 | layout(location = 1) in vec3 vNormal;
5 | layout(location = 2) in vec2 vTex;
6 | layout(location = 3) in vec3 vInst;
7 |
8 | out vec2 aTexCoords;
9 | out vec3 aNormal;
10 | out vec4 aFragPosLight;
11 |
12 | uniform mat4 projView;
13 | uniform mat4 lightProjView;
14 |
15 | // Should do this on the code side rather than on shader
16 | mat4 rotationMatrix(vec3 axis, float angle) {
17 | axis = normalize(axis);
18 | float s = sin(angle);
19 | float c = cos(angle);
20 | float oc = 1.0 - c;
21 |
22 | return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0,
23 | oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0,
24 | oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0,
25 | 0.0, 0.0, 0.0, 1.0);
26 | }
27 |
28 | void main()
29 | {
30 | vec3 inst = vInst;
31 | inst.y = 0.0f;
32 |
33 | mat4 model = mat4(1.0f);
34 |
35 | // Apply rotation
36 | bool dir = bool(int(vInst.y));
37 | if (dir){
38 | model = rotationMatrix(vec3(0.0f, 1.0f, 0.0f), radians(90.0f));
39 | }
40 |
41 | // Apply translation
42 | model[3][0] = inst.x;
43 | model[3][1] = inst.y;
44 | model[3][2] = inst.z;
45 |
46 | vec4 fragPos = model * vec4(vPos, 1.0f);
47 |
48 | aFragPosLight = lightProjView * vec4(fragPos.xyz, 1.0f);
49 | aTexCoords = vTex;
50 | aNormal = normalize(mat3(model) * vNormal);
51 |
52 | gl_Position = projView * fragPos;
53 | }
--------------------------------------------------------------------------------
/pymaze/skybox.py:
--------------------------------------------------------------------------------
1 | import pygame
2 | from pygame.locals import *
3 | import glm
4 |
5 | import numpy as np
6 |
7 | from OpenGL.GL import *
8 |
9 | from constants import *
10 | from camera import *
11 | from shaders import *
12 | from textures import *
13 |
14 |
15 | class PWShadowDebugger(PWConstants):
16 | def __init__(self, depth_texture):
17 | self.debugger = PWVaoData()
18 | self.__createDebugger()
19 |
20 | # --------
21 |
22 | self.depth_texture = depth_texture
23 |
24 |
25 | def __createDebugger(self):
26 | self.debugger.vao = glGenVertexArrays(1)
27 | glBindVertexArray(self.debugger.vao)
28 |
29 | vertices = np.array([-0.5, 0.5, 0.0, 0.0, 1.0,
30 | -0.5, -0.5, 0.0, 0.0, 0.0,
31 | 0.5, 0.5, 0.0, 1.0, 1.0,
32 | 0.5, -0.5, 0.0, 1.0, 0.0], dtype="float32")
33 |
34 |
35 | self.debugger.vbo = glGenBuffers(1)
36 | glBindBuffer(GL_ARRAY_BUFFER, self.debugger.vbo)
37 | glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
38 |
39 | stride = 5
40 | glEnableVertexAttribArray(0)
41 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
42 |
43 | uv_offset = 3
44 | glEnableVertexAttribArray(1)
45 | glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, self.d_fsize * stride, ctypes.cast(self.d_fsize * uv_offset, ctypes.c_void_p))
46 |
47 |
48 | def renderDebugMap(self):
49 | shader = PWShaders.getShader(ShaderTypes.SDEBUG_SHADER)
50 | glUseProgram(shader.shader)
51 |
52 | glActiveTexture(GL_TEXTURE0)
53 | glBindTexture(GL_TEXTURE_2D, self.depth_texture)
54 |
55 | glBindVertexArray(self.debugger.vao)
56 | glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)
57 |
58 |
59 | class PWSkyboxShadow(PWConstants):
60 | def __init__(self):
61 | self.depth_buffer = 0
62 | self.depth_texture = 0
63 | self.__createDepthBuffer()
64 |
65 | # --------
66 |
67 | pitch = 55.0
68 | yaw = 45.0
69 |
70 | self.calculateViewProjection(pitch, yaw)
71 |
72 | self.debugger = PWShadowDebugger(self.getDepthMap())
73 |
74 |
75 | def calculateViewProjection(self, pitch, yaw):
76 | dist = 25.0
77 | self.projection = glm.ortho(-dist, dist, -dist, dist, self.s_shadow_near, self.s_shadow_far)
78 |
79 | target = glm.vec3(16.5, 0.0, -16.5) # Center of the maze
80 | self.light_direction = PWCamera.createViewFront(pitch, yaw) # Pitch, Yaw
81 | self.light_position = target + self.light_direction * dist
82 |
83 | #
84 | self.view = glm.lookAt(self.light_position, target, glm.vec3(0.0, 1.0, 0.0))
85 |
86 | #
87 | self.projection_view = np.array(self.projection * self.view, dtype='float32')
88 |
89 |
90 | def getLightDirection(self):
91 | return -self.light_direction
92 |
93 |
94 | def getDepthMap(self):
95 | return self.depth_texture
96 |
97 |
98 | def getProjectionView(self):
99 | return self.projection_view
100 |
101 |
102 | def __createDepthBuffer(self):
103 | self.depth_buffer = glGenFramebuffers(1)
104 | glBindFramebuffer(GL_FRAMEBUFFER, self.depth_buffer)
105 |
106 | self.depth_texture = glGenTextures(1)
107 | glBindTexture(GL_TEXTURE_2D, self.depth_texture)
108 |
109 | glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, self.s_shadow_width, self.s_shadow_height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, None)
110 |
111 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
112 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
113 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER)
114 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER)
115 |
116 | border_color = np.array([1.0, 1.0, 1.0, 1.0], dtype='float32')
117 | glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color)
118 |
119 | glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, self.depth_texture, 0)
120 |
121 | glDrawBuffer(GL_NONE)
122 | glReadBuffer(GL_NONE)
123 |
124 | # Reset back to default buffer
125 | glBindFramebuffer(GL_FRAMEBUFFER, 0)
126 |
127 |
128 | def begin(self):
129 | shader = PWShaders.getShader(ShaderTypes.SHADOW_SHADER)
130 | glUseProgram(shader.shader)
131 |
132 | glUniformMatrix4fv(shader.proj_view, 1, GL_FALSE, self.projection_view)
133 |
134 | glCullFace(GL_FRONT)
135 |
136 | # Set viewport size to shadow map size
137 | glViewport(0, 0, self.s_shadow_width, self.s_shadow_height)
138 |
139 | # Set our new framebuffer active
140 | glBindFramebuffer(GL_FRAMEBUFFER, self.depth_buffer)
141 |
142 | # Clear the contents of the framebuffer
143 | glClearColor(0.0, 0.0, 0.0, 1.0)
144 | glClear(GL_DEPTH_BUFFER_BIT)
145 |
146 |
147 | def end(self):
148 | # Reset back to default buffer
149 | glBindFramebuffer(GL_FRAMEBUFFER, 0)
150 |
151 | glCullFace(GL_BACK)
152 |
153 | # Reset viewport back to default screen size
154 | glViewport(0, 0, self.d_resolution.x, self.d_resolution.y)
155 |
156 |
157 | class PWSkybox(PWConstants):
158 | def __init__(self):
159 | self.skybox = PWVaoData()
160 | self.__createSkybox()
161 |
162 | self.skybox_shadow = PWSkyboxShadow()
163 |
164 |
165 | def __createSkybox(self):
166 | self.skybox.vao = glGenVertexArrays(1)
167 | glBindVertexArray(self.skybox.vao)
168 |
169 | vertices = np.array([-1.0, 1.0, -1.0,
170 | -1.0, -1.0, -1.0,
171 | 1.0, -1.0, -1.0,
172 | 1.0, -1.0, -1.0,
173 | 1.0, 1.0, -1.0,
174 | -1.0, 1.0, -1.0,
175 |
176 | -1.0, -1.0, 1.0,
177 | -1.0, -1.0, -1.0,
178 | -1.0, 1.0, -1.0,
179 | -1.0, 1.0, -1.0,
180 | -1.0, 1.0, 1.0,
181 | -1.0, -1.0, 1.0,
182 |
183 | 1.0, -1.0, -1.0,
184 | 1.0, -1.0, 1.0,
185 | 1.0, 1.0, 1.0,
186 | 1.0, 1.0, 1.0,
187 | 1.0, 1.0, -1.0,
188 | 1.0, -1.0, -1.0,
189 |
190 | -1.0, -1.0, 1.0,
191 | -1.0, 1.0, 1.0,
192 | 1.0, 1.0, 1.0,
193 | 1.0, 1.0, 1.0,
194 | 1.0, -1.0, 1.0,
195 | -1.0, -1.0, 1.0,
196 |
197 | -1.0, 1.0, -1.0,
198 | 1.0, 1.0, -1.0,
199 | 1.0, 1.0, 1.0,
200 | 1.0, 1.0, 1.0,
201 | -1.0, 1.0, 1.0,
202 | -1.0, 1.0, -1.0,
203 |
204 | -1.0, -1.0, -1.0,
205 | -1.0, -1.0, 1.0,
206 | 1.0, -1.0, -1.0,
207 | 1.0, -1.0, -1.0,
208 | -1.0, -1.0, 1.0,
209 | 1.0, -1.0, 1.0], dtype='float32')
210 |
211 | self.skybox.vbo = glGenBuffers(1)
212 | glBindBuffer(GL_ARRAY_BUFFER, self.skybox.vbo)
213 | glBufferData(GL_ARRAY_BUFFER, vertices, GL_STATIC_DRAW)
214 |
215 | stride = 3
216 | glEnableVertexAttribArray(0)
217 | glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, self.d_fsize * stride, None)
218 |
219 |
220 | def renderSkybox(self, camera):
221 | shader = PWShaders.getShader(ShaderTypes.SKYBOX_SHADER)
222 | glUseProgram(shader.shader)
223 |
224 | # Remove translation from the view matrix
225 | view = glm.mat4(glm.mat3(camera.getView()))
226 | projection = camera.getProjection()
227 |
228 | glUniformMatrix4fv(shader.proj_view, 1, GL_FALSE, np.array(projection * view))
229 |
230 | glDepthFunc(GL_LEQUAL)
231 |
232 | glActiveTexture(GL_TEXTURE0)
233 | glBindTexture(GL_TEXTURE_CUBE_MAP, PWTextures.getTexture3D("skybox_01").getTexture())
234 |
235 | glBindVertexArray(self.skybox.vao)
236 | glDrawArrays(GL_TRIANGLES, 0, 36)
237 |
238 | glDepthFunc(GL_LESS)
239 |
240 |
241 | if __name__ == "__main__":
242 | pass
243 |
--------------------------------------------------------------------------------
/pymaze/sound.py:
--------------------------------------------------------------------------------
1 |
2 | from constants import *
3 |
4 |
5 | class PWSound(PWConstants):
6 | def __init__(self):
7 | pass
--------------------------------------------------------------------------------
/pymaze/textures.py:
--------------------------------------------------------------------------------
1 | import pygame
2 | from pygame.locals import *
3 |
4 | import os
5 |
6 | from OpenGL.GL import *
7 | from constants import *
8 |
9 |
10 | class PWTexture2D(object):
11 | def __init__(self, path):
12 | self.texture_id = self.__createTexture(path)
13 |
14 |
15 | def __createTexture(self, path):
16 | # Load texture and convert to format OpenGL can use
17 | surface = pygame.image.load(path).convert()
18 | surface_data = pygame.image.tostring(surface, "RGB", 1)
19 |
20 | width = surface.get_width()
21 | height = surface.get_height()
22 |
23 | # Create and bind texture (Following settings apply to the currently binded texture)
24 | texture_id = glGenTextures(1)
25 | glBindTexture(GL_TEXTURE_2D, texture_id)
26 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, surface_data)
27 |
28 | # GL_REPEAT makes texture repeatable (aka. seamless*)
29 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
30 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
31 |
32 | # There are dozen options for texture filtering (Setting things to GL_NEAREST makes textures look crispy)
33 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
34 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR)
35 |
36 | # Generate mipmaps (Reduces load on texture sampling with distant objects)
37 | glGenerateMipmap(GL_TEXTURE_2D)
38 |
39 | # TODO: Should query the max level first
40 | # Make textures look smooth on different angles/distance
41 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, 16)
42 |
43 | glBindTexture(GL_TEXTURE_2D, 0)
44 |
45 | return texture_id
46 |
47 |
48 | def getTexture(self):
49 | return self.texture_id
50 |
51 |
52 | class PWTexture3D(object):
53 | def __init__(self, path):
54 | self.texture_id = self.__createTexture(path)
55 |
56 |
57 | def __createTexture(self, path):
58 | texture_id = glGenTextures(1)
59 | glBindTexture(GL_TEXTURE_CUBE_MAP, texture_id)
60 |
61 | for enum, texture_path in enumerate(("right.png", "left.png", "bottom.png", "top.png", "front.png", "back.png")):
62 | full_path = os.path.join(path, texture_path)
63 |
64 | surface = pygame.image.load(full_path).convert()
65 | surface_data = pygame.image.tostring(surface, "RGB", 1)
66 |
67 | width = surface.get_width()
68 | height = surface.get_height()
69 |
70 | glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + enum, 0, GL_RGB8, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, surface_data)
71 |
72 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
73 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
74 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)
75 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
76 | glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE)
77 |
78 | return texture_id
79 |
80 |
81 | def getTexture(self):
82 | return self.texture_id
83 |
84 |
85 | class PWTextures(PWConstants):
86 | textures2D = {}
87 | textures3D = {}
88 |
89 | @classmethod
90 | def loadTexture2D(cls, name, path):
91 | cls.textures2D[name] = PWTexture2D(path)
92 |
93 | @classmethod
94 | def getTexture2D(cls, name):
95 | return cls.textures2D[name]
96 |
97 | # --------
98 |
99 | @classmethod
100 | def loadTexture3D(cls, name, path):
101 | cls.textures3D[name] = PWTexture3D(path)
102 |
103 | @classmethod
104 | def getTexture3D(cls, name):
105 | return cls.textures3D[name]
106 |
107 | @classmethod
108 | def parseTextures(cls):
109 | # 2D
110 | cls.loadTexture2D("wall_01", "textures/wall_01.png")
111 | cls.loadTexture2D("floor_01", "textures/floor_01.png")
112 | cls.loadTexture2D("trim_01", "textures/trim_01.png")
113 |
114 | # 3D
115 | cls.loadTexture3D("skybox_01", "textures/skybox_01")
116 |
--------------------------------------------------------------------------------
/pymaze/textures/floor_01.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/floor_01.png
--------------------------------------------------------------------------------
/pymaze/textures/skybox_01/back.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/skybox_01/back.png
--------------------------------------------------------------------------------
/pymaze/textures/skybox_01/bottom.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/skybox_01/bottom.png
--------------------------------------------------------------------------------
/pymaze/textures/skybox_01/front.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/skybox_01/front.png
--------------------------------------------------------------------------------
/pymaze/textures/skybox_01/left.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/skybox_01/left.png
--------------------------------------------------------------------------------
/pymaze/textures/skybox_01/right.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/skybox_01/right.png
--------------------------------------------------------------------------------
/pymaze/textures/skybox_01/top.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/skybox_01/top.png
--------------------------------------------------------------------------------
/pymaze/textures/trim_01.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/trim_01.png
--------------------------------------------------------------------------------
/pymaze/textures/wall_01.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/Blakkis/PyGLMaze/e6d3c418fdb315cfd8207c91340e75f2358d7453/pymaze/textures/wall_01.png
--------------------------------------------------------------------------------