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Config.py
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"""
"""
Config = {
'folder': 'd:/dev/pyworld',
'pseudo_random': True,
'pseudo_random_seed': 5454334,
'camera': {
'debug': False,
},
# Terrainc configuration
"terrain": {
"size": 512, # heightmap size
"max_height": 18,
"width": 512, # terrain size onscreen
"lods": 6, # #level of details
"flat": False, # do not generate noise
"forest": True, # display forest
"city": True, # generate a city
"roads": True,
"debug_flatness": False, # help position procedural city by findind a flat place
"download": True,
"debug": {
"normals": False, # display normals of terrain meshes
"boundingsphere": False, # display the boundingSphere around the tiles
"wireframe": False, # display terrain meshes as wireframe
"lod": False, # display meshes LOD as colored wireframe
'uv': False # use a standard shader with an UV texture
},
'display_scenary': False,
'display_grass': False,
"indexmap": {
"size": 32,
"repeat": 128
},
"blendmap": {
"size": 256
}
},
"river": {
"display": True,
"debug": {
"path": False
}
},
"skybox": True, # display the skybox
'time': False, # time passes
"player": {
"debug": {
"collision": False,
"direction": False,
"boundingsphere": False,
"frustrum": False
},
"tps": True,
"position": [22.8510658816, -11.0726747753],
"direction": [0.3, 0],
"collision": False
},
'shadow': {
'enabled': False,
'size': 1024,
'debug': False
},
"benchmark": False,
"engine": {
"player": "models/marie-jane.dae",
"shaders": {
"terrain": {
"vertex": "shaders/terrain/vertex.glsl",
"fragment": "shaders/terrain/fragment.glsl",
"textures": {
"indexmap": "img/indexmap.png",
"blendmap": "img/blendmap.png",
},
"texture_arrays": {
"terrain_d": {
'texture': "img/terrain_d.png",
'layers': 16,
'mimaps': 6
},
"terrain_n": {
'texture': 'img/terrain_n.png',
'layers': 16,
'mimaps': 6
}
}
},
"terrain_debug": {
"vertex": "shaders/terrain/debug/vertex.glsl",
"fragment": "shaders/terrain/debug/fragment.glsl",
"textures": {
"uv": "img/UV_Grid_Sm.jpg"
}
},
"terrain_lod": {
"vertex": "shaders/terrain/debug/vertex.glsl",
"fragment": "shaders/terrain/debug/fragment_lod.glsl"
},
'asset': {
'vertex': 'shaders/instances/vertex.glsl',
'fragment': 'shaders/instances/fragment.glsl'
},
'asset_depth': {
'vertex': 'shaders/instances/depth_vertex.glsl',
'fragment': 'shaders/instances/depth_fragment.glsl'
},
'grass': {
'vertex': 'shaders/dynamic_instances/vertex_grass.glsl',
'fragment': 'shaders/dynamic_instances/fragment.glsl'
},
'skybox': {
'vertex': 'shaders/skybox/vertex.glsl',
'fragment': 'shaders/skybox/fragment.glsl'
}
},
"assets": {
'evergreen': [
"models/anime_tree/1/model",
"models/anime_tree/2/model",
"models/anime_tree/3/model",
"models/anime_tree/4/model",
"models/anime_tree/D0406452B11"
],
"tree": [
"models/old-tree/1/model",
"models/old-tree/2/model",
"models/old-tree/3/model",
"models/old-tree/4/model",
"models/old-tree/model"
],
"house": [
"models/wooden_house/wooden_house",
"models/wooden_house/wooden_house",
"models/wooden_house/wooden_house",
"models/wooden_house/wooden_house",
"models/wooden_house/wooden_house"
]
},
"dynamic_asset": {
"grass": "models/grass/grass",
'high grass': "models/grass2/grass",
'prairie': "models/flower/obj__flow2",
'forest': "models/forest/obj__fern3",
'forest1': "models/forest1/obj__shr3",
'forest2': "models/forest2/obj__fern2"
},
"skycube": [
"img/skybox/front.png",
'img/skybox/left.png',
'img/skybox/right.png',
'img/skybox/back.png',
'img/skybox/top.png',
'img/skybox/bottom.png'
]
}
}
def full_path(folder, file):
if ':/' not in file:
return folder + file
def update_config():
folder = Config['folder'] + '/'
skycube = Config["engine"]["skycube"]
for i in range(len(skycube)):
skycube[i] = full_path(folder, skycube[i])
assets = Config["engine"]["assets"]
for asset in assets.values():
for i in range(len(asset)):
asset[i] = full_path(folder, asset[i])
assets = Config["engine"]["dynamic_asset"]
for asset in assets:
assets[asset] = full_path(folder, assets[asset])
shaders = Config["engine"]["shaders"]
for shader in shaders.values():
shader["vertex"] = full_path(folder, shader["vertex"])
shader["fragment"] = full_path(folder, shader["fragment"])
if 'textures' in shader:
textures = shader["textures"]
for texture in textures:
textures[texture] = full_path(folder, textures[texture])
Config["engine"]["player"] = full_path(folder, Config["engine"]["player"])
update_config()