planet rendering finished, front/back planes for occlusion done
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e522f85e23
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57d87459c3
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@ -95,16 +95,16 @@ if __name__=="__main__":
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pygame.init()
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pygame.display.set_caption("Spinny")
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window = pygame.display.set_mode((1500, 900))
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window = pygame.display.set_mode((900, 900))
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resolutionDownscaling = 2
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pygame.display.flip()
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frameTime = 1/30 #framerate
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frameTime = 1/144 #framerate
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running = True
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display = False
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thisEarth = deepcopy(Planet.Earth)
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sat = OrbitingBody(Point(1, config()["earthRadius"] + 2042000, 1), Point(-7400,0,-1200), "BoSLOO", 3, thisEarth)
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sat = OrbitingBody(Point(0, config()["earthRadius"] + 2042000, config()["earthRadius"] + 3000000), Point(-4800,0,-1800), "BoSLOO", 5, thisEarth)
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orbitlines = []
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renderObjects = [thisEarth, sat, orbitlines]
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imageThread = threading.Thread()
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43
renderer.py
43
renderer.py
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@ -118,7 +118,7 @@ class PlanetSprite(pygame.sprite.Sprite):
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class Camera:
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"""Object which will be used to paint pixels on screen."""
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def __init__(self, surface:pygame.Surface, location:Point, target:"Planet", objects, hFOV = 75):
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def __init__(self, surface:pygame.Surface, location:Point, target:"Planet", objects, hFOV = 60):
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self.surface = surface
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self.objects = objects
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self.location = location
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@ -143,14 +143,17 @@ class Camera:
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"""generates a frame and draws it to the surface. Does not update screen; use pygame.display.flip()"""
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font = pygame.freetype.SysFont("Comic Sans MS", 14)
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winWidth, winHeight = self.surface.get_size()
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screenSurface = pygame.Surface((winWidth, winHeight))
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screenSurface.fill((10,10,10))
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self.spriteGroup.update()
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self.spriteGroup.draw(screenSurface)
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frontSurface = pygame.Surface((winWidth, winHeight), pygame.SRCALPHA)
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backSurface = pygame.Surface((winWidth, winHeight), pygame.SRCALPHA)
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backgroundSurface = pygame.Surface((winWidth, winHeight))
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backgroundSurface.fill((15,15,15))
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backSurface.fill((0,0,0,0))
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frontSurface.fill((0,0,0,0))
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orbitlineSurface = pygame.Surface((winWidth, winHeight), pygame.SRCALPHA)
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orbitlineSurface.fill((0,0,0,0))
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#pygame uses 0,0 as the top left corner
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for obj in self.objects:
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if type(obj).__name__ == "OrbitingBody":
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@ -160,7 +163,11 @@ class Camera:
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intersectPoint.vector[2] = -intersectPoint.vector[2]
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if intersectPoint is not None:
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intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2))) #x is meaningless here
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pygame.draw.circle(screenSurface, (255,255,150), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), obj.displaySize)
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if sat.location.vector[0] < 0:
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drawSurface = backSurface
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else:
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drawSurface = frontSurface
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pygame.draw.circle(drawSurface, (255,255,150,255), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), obj.displaySize)
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elif isinstance(obj, list):
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for orbitline in obj:
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@ -171,13 +178,17 @@ class Camera:
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if intersectPoint is not None:
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intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2)))
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if orbitline.color[3] != 0:
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pygame.draw.circle(orbitlineSurface, orbitline.color, (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 1)
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if orbitline.location.vector[0] < 0:
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drawSurface = backSurface
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else:
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drawSurface = frontSurface
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pygame.draw.circle(drawSurface, orbitline.color, (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 1)
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#DEBUG DOTS
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#lineToCam = Line(Point.add(self.target.location, Point(0,self.target.radius,0)), self.location)
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#intersectPoint = lineToCam.intersectWithPlane(self.screenPlane)
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#intersectPoint = Point.add(intersectPoint, Point(0, int(winWidth/2), int(winHeight/2)))
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#pygame.draw.circle(screenSurface, (255,150,150), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 5)
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#pygame.draw.circle(frontSurface, (255,150,150,255), (int(intersectPoint.vector[1]), int(intersectPoint.vector[2])), 5)
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#newLineToCam = Line(Point.add(self.screenPlane.point, Point(0,750,0)), self.location)
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#intersectPoint = newLineToCam.intersectWithPlane(self.screenPlane)
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@ -192,11 +203,15 @@ class Camera:
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0 == 0
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#textSurface, rect = font.render(f"Speed: {round(sat.velocity.magnitude())} m/s \nAltitude: {round(rho - target.radius)} m", False, (255,255,255))
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font.render_to(screenSurface, (0,0), f"Speed: {round(sat.velocity.magnitude()/1000,3)} km/s", (255,255,255))
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font.render_to(screenSurface, (0,20), f"Altitude: {round((rho - self.target.radius)/1000)} km", (255,255,255))
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font.render_to(backSurface, (0,0), f"Speed: {round(sat.velocity.magnitude()/1000,3)} km/s", (255,255,255))
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font.render_to(backSurface, (0,20), f"Altitude: {round((rho - self.target.radius)/1000)} km", (255,255,255))
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self.spriteGroup.update()
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self.spriteGroup.draw(backSurface)
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self.surface.blit(screenSurface, (0,0))
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self.surface.blit(orbitlineSurface, (0,0))
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self.surface.blit(backgroundSurface, (0,0))
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self.surface.blit(backSurface, (0,0))
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self.surface.blit(frontSurface, (0,0))
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