--global-fix
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151
examples/game.py
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151
examples/game.py
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import my3dengine as m3d
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from OpenGL.GL import *
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import time
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import numpy as np
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class Game:
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def __init__(self):
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self.WIDTH, self.HEIGHT = m3d.get_fullscreen()
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self.window = m3d.Window("3D Game", self.WIDTH, self.HEIGHT)
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self.keys = m3d.Key
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self.escape_was_pressed = False
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self.sources = [
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m3d.AudioSource(position=[0, 0, 3], sound_path="assets/dark-atmosphere-background-009-312380.mp3", emit_radius=5, volume=1.0, loop=False, fade_duration=1.0),
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]
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# FPS counter
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self.last_fps_time = time.time()
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self.frames = 0
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self.camera = m3d.Camera(
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position=(0, 0, 3),
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target=(0, 0, 0),
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up=(0, 1, 0),
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fov=60,
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aspect=self.WIDTH / self.HEIGHT,
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)
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self.listener = m3d.AudioListener(self.camera.position)
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self.ui = m3d.UI(self.WIDTH, self.HEIGHT)
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self.meshes = [
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m3d.Mesh.cube(),
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m3d.Mesh.sphere(),
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m3d.Mesh.capsule(),
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m3d.Mesh.cube(),
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m3d.Mesh.plane(),
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m3d.Mesh.from_obj("assets/untitled.obj"),
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]
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# WODA
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self.water = m3d.Mesh.water(
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size=20.0,
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resolution=64, # 🧠 Mniejsze resolution = lepsze FPS
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wave_speed=0.01,
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wave_height=0.5,
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wave_scale=(0.4, 0.6),
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second_wave=True,
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color=(0.0, 0.4, 0.8),
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backface=True
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)
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self.water.set_position(15, 0, 15)
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self.water.set_texture("assets/water.png")
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self.water.set_uv_transform((10, 10), (0, 0))
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# Pozycje
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self.meshes[0].set_position(0, 0, 0)
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self.meshes[1].set_position(0, 0, 5)
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self.meshes[2].set_position(2, 0, 0)
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self.meshes[3].set_position(-4, 0, 0)
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self.meshes[4].set_position(0, -4, 0)
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self.meshes[5].set_position(-8, 0, 0)
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# Skale
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self.meshes[2].scale_uniform(2)
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self.meshes[3].set_scale(1, 0.2, 1)
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self.meshes[4].scale_uniform(15)
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self.meshes[5].scale_uniform(0.5)
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# Tekstury
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for i in range(6):
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self.meshes[i].set_texture("assets/bricksx64.png")
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# UV
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self.meshes[5].set_uv_transform(tiling=(10, 10), offset=(0.1, 0.1))
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self.meshes[4].set_uv_transform(tiling=(10, 10), offset=(0.1, 0.1))
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self.meshes[1].set_uv_transform(tiling=(5, 5), offset=(0.1, 0.1))
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self.meshes[2].set_uv_transform(tiling=(5, 5), offset=(0.1, 0.1))
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# OpenGL ustawienia
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glEnable(GL_DEPTH_TEST)
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glEnable(GL_CULL_FACE)
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glCullFace(GL_BACK)
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def update(self, dt, window):
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self.camera.handle_input(dt, window)
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glViewport(0, 0, self.WIDTH, self.HEIGHT)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT)
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self.listener.position[:] = self.camera.position
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cam_pos = self.camera.position
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cam_dir = m3d.normalize(self.camera.target - cam_pos)
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view_proj = self.camera.view_proj_matrix
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m3d.update_audio_system(self.listener, self.sources)
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if (
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self.water.is_in_fov(cam_pos, cam_dir, self.camera.fov)
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and np.linalg.norm(self.water.position - cam_pos) < 150
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):
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self.water.update_water()
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self.water.shader.use()
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self.camera.set_uniforms(self.water.shader)
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self.water.draw(
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cam_pos=cam_pos,
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cam_dir=cam_dir,
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fov_deg=self.camera.fov,
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view_proj_matrix=view_proj
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)
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# Rysuj inne meshe
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for mesh in self.meshes:
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if (
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not mesh.is_in_fov(cam_pos, cam_dir, self.camera.fov)
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or np.linalg.norm(mesh.position - cam_pos) > 150
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):
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continue
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mesh.shader.use()
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self.camera.set_uniforms(mesh.shader)
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mesh.draw(
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cam_pos=cam_pos,
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cam_dir=cam_dir,
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fov_deg=self.camera.fov,
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view_proj_matrix=view_proj,
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debug=False
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)
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# FPS tracking
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self.frames += 1
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current_time = time.time()
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if current_time - self.last_fps_time >= 1.0:
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print(f"FPS: {self.frames}")
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self.frames = 0
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self.last_fps_time = current_time
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def run(self):
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try:
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m3d.init()
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self.window.run(self.update)
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finally:
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self.water.destroy()
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for mesh in self.meshes:
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mesh.destroy()
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if __name__ == "__main__":
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app = Game()
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app.run()
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