basilisk-engine 0.1.35__py3-none-any.whl → 0.1.36__py3-none-any.whl

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Files changed (98) hide show
  1. basilisk/__init__.py +26 -26
  2. basilisk/audio/sound.py +27 -27
  3. basilisk/bsk_assets/cube.obj +48 -48
  4. basilisk/collisions/broad/broad_aabb.py +102 -102
  5. basilisk/collisions/broad/broad_bvh.py +137 -137
  6. basilisk/collisions/collider.py +95 -95
  7. basilisk/collisions/collider_handler.py +225 -225
  8. basilisk/collisions/narrow/contact_manifold.py +95 -95
  9. basilisk/collisions/narrow/dataclasses.py +34 -34
  10. basilisk/collisions/narrow/deprecated.py +46 -46
  11. basilisk/collisions/narrow/epa.py +91 -91
  12. basilisk/collisions/narrow/gjk.py +66 -66
  13. basilisk/collisions/narrow/graham_scan.py +24 -24
  14. basilisk/collisions/narrow/helper.py +29 -29
  15. basilisk/collisions/narrow/line_intersections.py +106 -106
  16. basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
  17. basilisk/config.py +54 -4
  18. basilisk/draw/draw.py +100 -100
  19. basilisk/draw/draw_handler.py +175 -175
  20. basilisk/draw/font_renderer.py +28 -28
  21. basilisk/engine.py +165 -165
  22. basilisk/generic/abstract_bvh.py +15 -15
  23. basilisk/generic/abstract_custom.py +133 -133
  24. basilisk/generic/collisions.py +70 -70
  25. basilisk/generic/input_validation.py +82 -74
  26. basilisk/generic/math.py +6 -6
  27. basilisk/generic/matrices.py +35 -35
  28. basilisk/generic/meshes.py +72 -72
  29. basilisk/generic/quat.py +142 -142
  30. basilisk/generic/quat_methods.py +7 -7
  31. basilisk/generic/raycast_result.py +26 -26
  32. basilisk/generic/vec3.py +143 -143
  33. basilisk/input_output/IO_handler.py +91 -91
  34. basilisk/input_output/clock.py +49 -49
  35. basilisk/input_output/keys.py +43 -43
  36. basilisk/input_output/mouse.py +90 -89
  37. basilisk/input_output/path.py +14 -14
  38. basilisk/mesh/cube.py +33 -33
  39. basilisk/mesh/mesh.py +233 -233
  40. basilisk/mesh/mesh_from_data.py +150 -150
  41. basilisk/mesh/model.py +271 -271
  42. basilisk/mesh/narrow_aabb.py +89 -89
  43. basilisk/mesh/narrow_bvh.py +91 -91
  44. basilisk/mesh/narrow_primative.py +23 -23
  45. basilisk/nodes/helper.py +28 -28
  46. basilisk/nodes/node.py +704 -695
  47. basilisk/nodes/node_handler.py +97 -97
  48. basilisk/particles/particle_handler.py +64 -64
  49. basilisk/particles/particle_renderer.py +92 -92
  50. basilisk/physics/impulse.py +112 -112
  51. basilisk/physics/physics_body.py +43 -43
  52. basilisk/physics/physics_engine.py +35 -35
  53. basilisk/render/batch.py +103 -103
  54. basilisk/render/bloom.py +108 -0
  55. basilisk/render/camera.py +260 -260
  56. basilisk/render/chunk.py +108 -106
  57. basilisk/render/chunk_handler.py +167 -165
  58. basilisk/render/frame.py +107 -95
  59. basilisk/render/framebuffer.py +203 -192
  60. basilisk/render/image.py +120 -120
  61. basilisk/render/image_handler.py +120 -120
  62. basilisk/render/light.py +96 -96
  63. basilisk/render/light_handler.py +58 -58
  64. basilisk/render/material.py +232 -221
  65. basilisk/render/material_handler.py +133 -133
  66. basilisk/render/post_process.py +139 -139
  67. basilisk/render/shader.py +134 -134
  68. basilisk/render/shader_handler.py +85 -83
  69. basilisk/render/sky.py +120 -120
  70. basilisk/scene.py +289 -289
  71. basilisk/shaders/batch.frag +289 -276
  72. basilisk/shaders/batch.vert +117 -115
  73. basilisk/shaders/bloom_downsample.frag +43 -0
  74. basilisk/shaders/bloom_frame.frag +25 -0
  75. basilisk/shaders/bloom_upsample.frag +34 -0
  76. basilisk/shaders/crt.frag +31 -31
  77. basilisk/shaders/draw.frag +25 -22
  78. basilisk/shaders/draw.vert +25 -25
  79. basilisk/shaders/filter.frag +22 -22
  80. basilisk/shaders/frame.frag +12 -12
  81. basilisk/shaders/frame.vert +13 -13
  82. basilisk/shaders/geometry.frag +8 -8
  83. basilisk/shaders/geometry.vert +41 -41
  84. basilisk/shaders/normal.frag +59 -59
  85. basilisk/shaders/normal.vert +96 -96
  86. basilisk/shaders/particle.frag +71 -71
  87. basilisk/shaders/particle.vert +84 -84
  88. basilisk/shaders/sky.frag +23 -9
  89. basilisk/shaders/sky.vert +13 -13
  90. basilisk_engine-0.1.36.dist-info/METADATA +89 -0
  91. basilisk_engine-0.1.36.dist-info/RECORD +110 -0
  92. {basilisk_engine-0.1.35.dist-info → basilisk_engine-0.1.36.dist-info}/WHEEL +1 -1
  93. basilisk/input/__init__.py +0 -0
  94. basilisk/input/mouse.py +0 -62
  95. basilisk/input/path.py +0 -14
  96. basilisk_engine-0.1.35.dist-info/METADATA +0 -45
  97. basilisk_engine-0.1.35.dist-info/RECORD +0 -109
  98. {basilisk_engine-0.1.35.dist-info → basilisk_engine-0.1.36.dist-info}/top_level.txt +0 -0
basilisk/render/chunk.py CHANGED
@@ -1,107 +1,109 @@
1
- from .batch import Batch
2
-
3
-
4
- class Chunk():
5
- chunk_handler: ...
6
- """Back refrence to the parent chunk handler"""
7
- position: tuple
8
- """The position of the chunk. Used as a key in the chunk handler"""
9
- batch: Batch
10
- """Batched mesh of the chunk"""
11
- nodes: set
12
- """Set conaining references to all nodes in the chunk"""
13
- static: bool
14
- """Type of node that the chunk recognizes"""
15
-
16
- def __init__(self, chunk_handler, position: tuple, static: bool, shader=None) -> None:
17
- """
18
- Basilisk chunk object.
19
- Contains references to all nodes in the chunk.
20
- Handles batching for its own nodes
21
- """
22
-
23
- # Back references
24
- self.chunk_handler = chunk_handler
25
-
26
- # Chunk Attrbiutes
27
- self.position = position
28
- self.static = static
29
- self.shader = shader
30
-
31
- # Create empty batch
32
- self.batch = Batch(self)
33
-
34
- # Create empty set for chunk's nodes
35
- self.nodes = set()
36
-
37
- def render(self) -> None:
38
- """
39
- Renders the chunk mesh
40
- """
41
-
42
- if self.batch.vao: self.batch.vao.render()
43
-
44
- def update(self) -> bool:
45
- """
46
- Batches all the node meshes in the chunk
47
- """
48
-
49
- # Check if there are no nodes in the chunk
50
- if not self.nodes: return False
51
- # Batch the chunk nodes, return success bit
52
- return self.batch.batch()
53
-
54
- def node_update_callback(self, node):
55
- if not self.batch.vbo: return
56
-
57
- data = node.get_data()
58
- self.batch.vbo.write(data, node.data_index * data.shape[1] * 4)
59
-
60
- def add(self, node):
61
- """
62
- Adds an existing node to the chunk. Updates the node's chunk reference
63
- """
64
-
65
- self.nodes.add(node)
66
- node.chunk = self
67
-
68
- return node
69
-
70
- def remove(self, node):
71
- """
72
- Removes a node from the chunk
73
- """
74
-
75
- if node == None: return
76
-
77
- self.nodes.remove(node)
78
- if self.batch and self.batch.vbo: self.batch.vbo.clear()
79
-
80
- return node
81
-
82
- def get_shader(self):
83
- """
84
- Gets the bsk.Shader of the chunks nodes' shader
85
- """
86
-
87
- shader = self.shader
88
-
89
- if shader: return shader
90
- return self.chunk_handler.scene.shader
91
-
92
- def swap_shader(self, shader):
93
- """
94
- Swaps the batches shader to the given shader
95
- """
96
-
97
- self.batch.swap_shader(shader)
98
-
99
- def __repr__(self) -> str:
100
- return f'<Basilisk Chunk | {self.position}, {len(self.nodes)} nodes, {"static" if self.static else "dynamic"}>'
101
-
102
- def __del__(self) -> None:
103
- """
104
- Deletes the batch if this chunk is deleted
105
- """
106
-
1
+ from .batch import Batch
2
+
3
+
4
+ class Chunk():
5
+ chunk_handler: ...
6
+ """Back refrence to the parent chunk handler"""
7
+ position: tuple
8
+ """The position of the chunk. Used as a key in the chunk handler"""
9
+ batch: Batch
10
+ """Batched mesh of the chunk"""
11
+ nodes: set
12
+ """Set conaining references to all nodes in the chunk"""
13
+ static: bool
14
+ """Type of node that the chunk recognizes"""
15
+
16
+ def __init__(self, chunk_handler, position: tuple, static: bool, shader=None) -> None:
17
+ """
18
+ Basilisk chunk object.
19
+ Contains references to all nodes in the chunk.
20
+ Handles batching for its own nodes
21
+ """
22
+
23
+ # Back references
24
+ self.chunk_handler = chunk_handler
25
+
26
+ # Chunk Attrbiutes
27
+ self.position = position
28
+ self.static = static
29
+ self.shader = shader
30
+
31
+ # Create empty batch
32
+ self.batch = Batch(self)
33
+
34
+ # Create empty set for chunk's nodes
35
+ self.nodes = set()
36
+
37
+ def render(self) -> None:
38
+ """
39
+ Renders the chunk mesh
40
+ """
41
+
42
+ if self.batch.vao: self.batch.vao.render()
43
+
44
+ def update(self) -> bool:
45
+ """
46
+ Batches all the node meshes in the chunk
47
+ """
48
+
49
+ # Check if there are no nodes in the chunk
50
+ if not self.nodes: return False
51
+ # Batch the chunk nodes, return success bit
52
+ return self.batch.batch()
53
+
54
+ def node_update_callback(self, node):
55
+ if not self.batch.vbo: return
56
+
57
+ data = node.get_data()
58
+ self.batch.vbo.write(data, node.data_index * data.shape[1] * 4)
59
+
60
+ def add(self, node):
61
+ """
62
+ Adds an existing node to the chunk. Updates the node's chunk reference
63
+ """
64
+
65
+ self.nodes.add(node)
66
+ node.chunk = self
67
+
68
+ return node
69
+
70
+ def remove(self, node):
71
+ """
72
+ Removes a node from the chunk
73
+ """
74
+
75
+ if node == None: return
76
+
77
+ self.nodes.remove(node)
78
+ if self.batch and self.batch.vbo:
79
+ self.batch.vbo.clear()
80
+ self.batch.batch()
81
+
82
+ return node
83
+
84
+ def get_shader(self):
85
+ """
86
+ Gets the bsk.Shader of the chunks nodes' shader
87
+ """
88
+
89
+ shader = self.shader
90
+
91
+ if shader: return shader
92
+ return self.chunk_handler.scene.shader
93
+
94
+ def swap_shader(self, shader):
95
+ """
96
+ Swaps the batches shader to the given shader
97
+ """
98
+
99
+ self.batch.swap_shader(shader)
100
+
101
+ def __repr__(self) -> str:
102
+ return f'<Basilisk Chunk | {self.position}, {len(self.nodes)} nodes, {"static" if self.static else "dynamic"}>'
103
+
104
+ def __del__(self) -> None:
105
+ """
106
+ Deletes the batch if this chunk is deleted
107
+ """
108
+
107
109
  del self.batch
@@ -1,166 +1,168 @@
1
- import numpy as np
2
- import moderngl as mgl
3
- from .chunk import Chunk
4
- from ..nodes.node import Node
5
-
6
-
7
- class ChunkHandler():
8
- engine: ...
9
- """Back reference to the parent engine"""
10
- scene: ...
11
- """Back reference to the parent scene"""
12
- ctx: mgl.Context
13
- """Back reference to the parent context"""
14
- program: mgl.Program
15
- """Reference to the shader program used by batches"""
16
- chunks: list[dict]
17
- """List containing two dictionaries for dynamic and static chunks repsectivly"""
18
- updated_chunks: set
19
- """Set containing recently updated chunks"""
20
-
21
- def __init__(self, scene) -> None:
22
- # Reference to the scene hadlers and variables
23
- """
24
- Handles all the chunking of all the nodes in the scene
25
- """
26
-
27
- # Back references
28
- self.scene = scene
29
- self.engine = scene.engine
30
- self.ctx = scene.engine.ctx
31
- self.program = scene.engine.shader.program
32
-
33
- # List for the dynamic and static chunk dictionaries | [dyanmic: dict, static: dict]
34
- self.shader_groups = {None : ({}, {})}
35
- # self.chunks = [{}, {}]
36
- self.updated_chunks = set()
37
-
38
-
39
- def render(self) -> None:
40
- """
41
- Renders all the chunk batches in the camera's range
42
- Includes some view culling, but not frustum culling.
43
- """
44
-
45
- # Gets a rectanglur prism of chunks in the cameras view
46
- render_range_x, render_range_y, render_range_z = self.get_render_range()
47
-
48
- chunk_keys = [(x, y, z) for x in range(*render_range_x) for y in range(*render_range_y) for z in range(*render_range_z)]
49
-
50
- # Loop through all chunks in view and render
51
- for shader, group in self.shader_groups.items():
52
- if shader == None: shader = self.engine.shader
53
- for chunk in chunk_keys:
54
- # Render the chunk if it exists
55
- if chunk in group[0]: group[0][chunk].render()
56
- if chunk in group[1]: group[1][chunk].render()
57
-
58
-
59
- def update(self) -> None:
60
- """
61
- Updates all the chunks that have been updated since the last frame.
62
- """
63
-
64
- self.program = self.scene.engine.shader.program
65
-
66
- # Loop through the set of updated chunk keys and update the chunk
67
- removes = []
68
-
69
- for chunk in self.updated_chunks:
70
- if chunk.update(): continue
71
- removes.append(chunk)
72
-
73
- # Remove any empty chunks
74
- for chunk in removes:
75
- del self.shader_groups[chunk.shader][chunk.static][chunk.position]
76
-
77
- # Clears the set of updated chunks so that they are not updated unless they are updated again
78
- self.updated_chunks.clear()
79
-
80
- def update_all(self):
81
- self.program = self.scene.engine.shader.program
82
- for shader in self.shader_groups.values():
83
- for chunk in shader[0].values():
84
- self.updated_chunks.add(chunk)
85
- for chunk in shader[1].values():
86
- self.updated_chunks.add(chunk)
87
-
88
- def add(self, node: Node) -> Node:
89
- """
90
- Adds an existing node to its chunk. Updates the node's chunk reference
91
- """
92
-
93
- # The key of the chunk the node will be added to
94
- chunk_size = self.engine.config.chunk_size
95
- chunk_key = (int(node.x // chunk_size), int(node.y // chunk_size), int(node.z // chunk_size))
96
- shader = node.shader
97
-
98
- if shader not in self.shader_groups:
99
- self.shader_groups[shader] = ({}, {})
100
-
101
- # Ensure that the chunk exists
102
- if chunk_key not in self.shader_groups[shader][node.static]:
103
- chunk = Chunk(self, chunk_key, node.static, shader)
104
- self.shader_groups[shader][node.static][chunk_key] = chunk
105
-
106
- # Add the node to the chunk
107
- self.shader_groups[shader][node.static][chunk_key].add(node)
108
-
109
- # Update the chunk
110
- self.updated_chunks.add(self.shader_groups[shader][node.static][chunk_key])
111
-
112
- return Node
113
-
114
- def remove(self, node: Node) -> None:
115
- """
116
- Removes a node from the its chunk
117
- """
118
-
119
- if node == None: return
120
-
121
- # Remove the node
122
- chunk = node.chunk
123
- chunk.remove(node)
124
- node.chunk = None
125
-
126
- # Update the chunk
127
- self.updated_chunks.add(chunk)
128
-
129
- def get_render_range(self) -> tuple:
130
- """
131
- Returns a rectangluar prism of chunks that are in the camera's view.
132
- Tuple return is in form ((x1, x2), (y1, y2), (z1, z2))
133
- """
134
-
135
- cam_position = self.scene.camera.position # glm.vec3(x, y, z)
136
- fov = 40 # The range in which a direction will not be culled
137
-
138
- # Default to a cube of chunks around the camera extending view_distance chunks in each direction
139
- chunk_size = self.engine.config.chunk_size
140
- render_distance = self.engine.config.render_distance
141
- render_range_x = [int(cam_position.x // chunk_size - render_distance), int(cam_position.x // chunk_size + render_distance + 1)]
142
- render_range_y = [int(cam_position.y // chunk_size - render_distance), int(cam_position.y // chunk_size + render_distance + 1)]
143
- render_range_z = [int(cam_position.z // chunk_size - render_distance), int(cam_position.z // chunk_size + render_distance + 1)]
144
-
145
- # Remove chunks that the camera is facing away from
146
- render_range_x[1] -= render_distance * (180 - fov < self.scene.camera.yaw < 180 + fov) - 1
147
- render_range_x[0] += render_distance * (-fov < self.scene.camera.yaw < fov or self.scene.camera.yaw > 360 - fov) - 1
148
-
149
- render_range_y[0] += render_distance * (self.scene.camera.pitch > 25) - 1
150
- render_range_y[1] -= render_distance * (self.scene.camera.pitch < -25) - 1
151
-
152
- render_range_z[1] -= render_distance * (270 - fov < self.scene.camera.yaw < 270 + fov) - 1
153
- render_range_z[0] += render_distance * (90 - fov < self.scene.camera.yaw < 90 + fov) - 1
154
-
155
- return (render_range_x, render_range_y, render_range_z)
156
-
157
- def swap_default(self, shader):
158
- """
159
- Swaps the shader of the default chunks
160
- """
161
-
162
- group = self.shader_groups[None]
163
- for chunk in group[0].values():
164
- chunk.swap_shader(shader)
165
- for chunk in group[1].values():
1
+ import numpy as np
2
+ import moderngl as mgl
3
+ from .chunk import Chunk
4
+ from ..nodes.node import Node
5
+
6
+
7
+ class ChunkHandler():
8
+ engine: ...
9
+ """Back reference to the parent engine"""
10
+ scene: ...
11
+ """Back reference to the parent scene"""
12
+ ctx: mgl.Context
13
+ """Back reference to the parent context"""
14
+ program: mgl.Program
15
+ """Reference to the shader program used by batches"""
16
+ chunks: list[dict]
17
+ """List containing two dictionaries for dynamic and static chunks repsectivly"""
18
+ updated_chunks: set
19
+ """Set containing recently updated chunks"""
20
+
21
+ def __init__(self, scene) -> None:
22
+ # Reference to the scene hadlers and variables
23
+ """
24
+ Handles all the chunking of all the nodes in the scene
25
+ """
26
+
27
+ # Back references
28
+ self.scene = scene
29
+ self.engine = scene.engine
30
+ self.ctx = scene.engine.ctx
31
+ self.program = scene.engine.shader.program
32
+
33
+ # List for the dynamic and static chunk dictionaries | [dyanmic: dict, static: dict]
34
+ self.shader_groups = {None : ({}, {})}
35
+ # self.chunks = [{}, {}]
36
+ self.updated_chunks = set()
37
+
38
+
39
+ def render(self) -> None:
40
+ """
41
+ Renders all the chunk batches in the camera's range
42
+ Includes some view culling, but not frustum culling.
43
+ """
44
+
45
+ # Gets a rectanglur prism of chunks in the cameras view
46
+ render_range_x, render_range_y, render_range_z = self.get_render_range()
47
+
48
+ chunk_keys = [(x, y, z) for x in range(*render_range_x) for y in range(*render_range_y) for z in range(*render_range_z)]
49
+
50
+ # Loop through all chunks in view and render
51
+ for shader, group in self.shader_groups.items():
52
+ if shader == None: shader = self.engine.shader
53
+ for chunk in chunk_keys:
54
+ # Render the chunk if it exists
55
+ if chunk in group[0]: group[0][chunk].render()
56
+ if chunk in group[1]: group[1][chunk].render()
57
+
58
+
59
+ def update(self) -> None:
60
+ """
61
+ Updates all the chunks that have been updated since the last frame.
62
+ """
63
+
64
+ self.program = self.scene.engine.shader.program
65
+
66
+ # Loop through the set of updated chunk keys and update the chunk
67
+ removes = []
68
+
69
+ for chunk in self.updated_chunks:
70
+ if chunk.update(): continue
71
+ removes.append(chunk)
72
+
73
+ # Remove any empty chunks
74
+ for chunk in removes:
75
+ del self.shader_groups[chunk.shader][chunk.static][chunk.position]
76
+
77
+ # Clears the set of updated chunks so that they are not updated unless they are updated again
78
+ self.updated_chunks.clear()
79
+
80
+ def update_all(self):
81
+ self.program = self.scene.engine.shader.program
82
+ for shader in self.shader_groups.values():
83
+ for chunk in shader[0].values():
84
+ self.updated_chunks.add(chunk)
85
+ for chunk in shader[1].values():
86
+ self.updated_chunks.add(chunk)
87
+
88
+ def add(self, node: Node) -> Node:
89
+ """
90
+ Adds an existing node to its chunk. Updates the node's chunk reference
91
+ """
92
+
93
+ # The key of the chunk the node will be added to
94
+ chunk_size = self.engine.config.chunk_size
95
+ chunk_key = (int(node.x // chunk_size), int(node.y // chunk_size), int(node.z // chunk_size))
96
+ shader = node.shader
97
+
98
+ if shader not in self.shader_groups:
99
+ self.shader_groups[shader] = ({}, {})
100
+
101
+ # Ensure that the chunk exists
102
+ if chunk_key not in self.shader_groups[shader][node.static]:
103
+ chunk = Chunk(self, chunk_key, node.static, shader)
104
+ self.shader_groups[shader][node.static][chunk_key] = chunk
105
+
106
+ # Add the node to the chunk
107
+ self.shader_groups[shader][node.static][chunk_key].add(node)
108
+
109
+ node.chunk = self.shader_groups[shader][node.static][chunk_key]
110
+
111
+ # Update the chunk
112
+ self.updated_chunks.add(self.shader_groups[shader][node.static][chunk_key])
113
+
114
+ return Node
115
+
116
+ def remove(self, node: Node) -> None:
117
+ """
118
+ Removes a node from the its chunk
119
+ """
120
+
121
+ if node == None: return
122
+
123
+ # Remove the node
124
+ chunk = node.chunk
125
+ chunk.remove(node)
126
+ node.chunk = None
127
+
128
+ # Update the chunk
129
+ self.updated_chunks.add(chunk)
130
+
131
+ def get_render_range(self) -> tuple:
132
+ """
133
+ Returns a rectangluar prism of chunks that are in the camera's view.
134
+ Tuple return is in form ((x1, x2), (y1, y2), (z1, z2))
135
+ """
136
+
137
+ cam_position = self.scene.camera.position # glm.vec3(x, y, z)
138
+ fov = 40 # The range in which a direction will not be culled
139
+
140
+ # Default to a cube of chunks around the camera extending view_distance chunks in each direction
141
+ chunk_size = self.engine.config.chunk_size
142
+ render_distance = self.engine.config.render_distance
143
+ render_range_x = [int(cam_position.x // chunk_size - render_distance), int(cam_position.x // chunk_size + render_distance + 1)]
144
+ render_range_y = [int(cam_position.y // chunk_size - render_distance), int(cam_position.y // chunk_size + render_distance + 1)]
145
+ render_range_z = [int(cam_position.z // chunk_size - render_distance), int(cam_position.z // chunk_size + render_distance + 1)]
146
+
147
+ # Remove chunks that the camera is facing away from
148
+ render_range_x[1] -= render_distance * (180 - fov < self.scene.camera.yaw < 180 + fov) - 1
149
+ render_range_x[0] += render_distance * (-fov < self.scene.camera.yaw < fov or self.scene.camera.yaw > 360 - fov) - 1
150
+
151
+ render_range_y[0] += render_distance * (self.scene.camera.pitch > 25) - 1
152
+ render_range_y[1] -= render_distance * (self.scene.camera.pitch < -25) - 1
153
+
154
+ render_range_z[1] -= render_distance * (270 - fov < self.scene.camera.yaw < 270 + fov) - 1
155
+ render_range_z[0] += render_distance * (90 - fov < self.scene.camera.yaw < 90 + fov) - 1
156
+
157
+ return (render_range_x, render_range_y, render_range_z)
158
+
159
+ def swap_default(self, shader):
160
+ """
161
+ Swaps the shader of the default chunks
162
+ """
163
+
164
+ group = self.shader_groups[None]
165
+ for chunk in group[0].values():
166
+ chunk.swap_shader(shader)
167
+ for chunk in group[1].values():
166
168
  chunk.swap_shader(shader)