Beispiel #1
0
def batch_coordplane(size=40, step=0.5, color=(1, 1, 1, 1), batch=None, lighting=False):
    """
    This function simplifies steps for building a CoordinatePlane
    and adding it to a graphics.Batch - if this is the desired behavior.
    """
    parent = None
    if not lighting:
        parent = miru.graphics.ColorMaterialGroup(lighting=False)
    group = miru.graphics.ColorGroup(color, parent=parent)
    if not batch:
        batch = pyglet.graphics.Batch()
    coordplane = CoordinatePlane(size, step)
    geom.get_vlist(coordplane, batch, group)
    return batch
Beispiel #2
0
window = miru.ui.Window(600,400)
context.window = window
context.osd.add_object(pyglet.clock.ClockDisplay())
context.control = miru.input.SimpleMouseControl()
context.camera.lights = miru.camera.LightGroup([
    miru.camera.DirectionalLight()])
context.camera.pos.z = 5
context.camera.angle.x = -15

batch = pyglet.graphics.Batch()
group = miru.graphics.ColorGroup(0.2)

torus = geom.Torus(divisions=75)
#torus.get_vlist(batch, group)
vlist = geom.get_vlist(torus, batch, group)
torus_obj = miru.core.Object(batch)
torus_obj.angle.z = 15
context.add_object(torus_obj)

v = 35
def update(dt):
    dy = dt * v
    torus_obj.angle.x += dy
pyglet.clock.schedule_interval(update, 1/60.)

while not window.has_exit:
    window.clear()
    pyglet.clock.tick()
    window.dispatch_events()
    context.render()
Beispiel #3
0
main_light = miru.camera.DirectionalLight(pos=[0.0,0.0,1.0])
#sky_light = miru.camera.DirectionalLight(pos=[0.0,1.0,0.0])
context.camera.lights = miru.camera.LightGroup([
    main_light,])
    #sky_light,])
#context.camera.pos.z = 5
context.camera.pos= (0,1.25,4)
pyglet.gl.glEnable(pyglet.gl.GL_BLEND)
pyglet.gl.glBlendFunc(pyglet.gl.GL_SRC_ALPHA, pyglet.gl.GL_ONE_MINUS_SRC_ALPHA)

sky_img = pyglet.image.load(os.path.join(resource_base_path, sky_1))
sky_tex = sky_img.get_texture(rectangle=True, force_rectangle=True)
sky_batch = pyglet.graphics.Batch()
sky_shape = geom.Square(width=192, height=108, depth=0, tex=sky_tex)
sky_group = miru.graphics.TextureBindGroup(sky_tex, sky_tex.target, parent=None, gencoords=False)
sky_vlist = geom.get_vlist(sky_shape, sky_batch, sky_group)
sky_obj = miru.core.Object(sky_batch)
sky_obj.angle.x = 90
sky_obj.pos.y = 7
context.add_object(sky_obj)

skin_tex = load_image(os.path.join(resource_base_path, img_1)).get_texture()#rectangle=True, force_rectangle=True)
geom_batch = Batch()
tex_group = miru.graphics.TextureBindGroup(skin_tex, skin_tex.target, parent=None, gencoords=False)
geom_mesh = geom.Cube()
geom_mesh.texcoord_data = [
    0.245, 0.505, 0.245, 0.745, 0.005, 0.746, 0.005, 0.505, # left 
    0.495, 0.755, 0.495, 0.995, 0.255, 0.995, 0.255, 0.755, # back 
    0.745, 0.505, 0.745, 0.745, 0.505, 0.745, 0.505, 0.505, # right
    0.255, 0.745, 0.255, 0.505, 0.495, 0.505, 0.495, 0.745, # top
    0.255, 0.245, 0.255, 0.005, 0.495, 0.005, 0.495, 0.245, # bottom
Beispiel #4
0
context.camera.lights = LightGroup([
   DirectionalLight(pos=[1.0,1.0,0.5])])
tex = load_image('docs/demo/cross.png').get_texture()

batch = Batch()
texture_group = TextureBindGroup(tex)

cube_geom = Cube()
cube_geom.texcoord_data = [
    0.245, 0.505, 0.245, 0.745, 0.005, 0.746, 0.005, 0.505, # left 
    0.495, 0.755, 0.495, 0.995, 0.255, 0.995, 0.255, 0.755, # back 
    0.745, 0.505, 0.745, 0.745, 0.505, 0.745, 0.505, 0.505, # right
    0.255, 0.745, 0.255, 0.505, 0.495, 0.505, 0.495, 0.745, # top
    0.255, 0.245, 0.255, 0.005, 0.495, 0.005, 0.495, 0.245, # bottom
    0.255, 0.495, 0.255, 0.255, 0.495, 0.255, 0.495, 0.495 ] # front
vlist = get_vlist(cube_geom, batch, texture_group)
slider = deque(vlist.tex_coords)

cube = Object(batch)
context.add_object(cube)
cube.angle.z = 35

v = 35
def update(dt):
    dy = dt * v
    cube.angle.x += dy
clock.schedule_interval(update, 1/60.)

def update_texcoords(dt):
    slider.rotate(8)
    vlist.tex_coords[:] = list(slider)
Beispiel #5
0
    camera.PositionalLight(pos=(-0.54,1.3,2.5), diffuse=(0.9,0,0,1)),
    camera.PositionalLight(pos=(1.6,1.3,2.7), diffuse=(0,0.9,0,1)),
    camera.PositionalLight(pos=(-2.7,1.7,0.3), diffuse=(0,0,0.9,1)),
    ])

for i in range(1,len(context.camera.lights)):
    context.camera.lights[i].debug = True

batch = pyglet.graphics.Batch()
color_group = graphics.ColorGroup((0.5,0.5,0.5,1.0))
objs = []
for x in range(-3, 4):
    for z in range(-3, 4):
        sphere = geom.Cube(0.7)
        geom.transform(sphere, (x * 1.23, 0, z * 1.23))
        geom.get_vlist(sphere, batch, color_group)
context.add_object(core.Object(batch))



print """
You should see a small grid of objects with some
colored lights over it.  You should be able to click
on the bulb of a light to move it around.  The white
light is a spotlight which remains focussed on the
object floating above the grid.
"""

while not w.has_exit:
    pyglet.clock.tick()
    w.clear()
Beispiel #6
0
context.osd.add_object(pyglet.clock.ClockDisplay())
context.control = miru.input.SimpleMouseControl()
context.camera.lights = miru.camera.LightGroup([
   miru.camera.DirectionalLight(pos=[1.0,1.0,0.5])])
context.camera.pos.z = 15
#context.camera.angle.x = -15
img = pyglet.image.load(skin_1)
tex = img.get_texture(rectangle=True, force_rectangle=True)

batch = pyglet.graphics.Batch()
shape = geom.Square(width=16, height=9, depth=0, tex=tex)
#shape = geom.Square(width=480, height=270, depth=0, tex=tex)

group = miru.graphics.TextureBindGroup(tex, tex.target, parent=None, gencoords=False)

vlist = geom.get_vlist(shape, batch, group)

shape_obj = miru.core.Object(batch)
#shape_obj.angle.z = 15
context.add_object(shape_obj)

v = 35
def update(dt):
    dy = dt * v
    shape_obj.angle.y += dy
pyglet.clock.schedule_interval(update, 1/60.)

while not window.has_exit:
    window.clear()
    pyglet.clock.tick()
    window.dispatch_events()
Beispiel #7
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if opts.fshader:
    for f in opts.fshader.split(','):
        data = open(f).read()
        fs = shader.FragmentShader(data)
        fshaders.append(fs)

print 'creating program with:', vshaders + fshaders
program = shader.createProgram(*(vshaders + fshaders))

batch = pyglet.graphics.Batch()
shader_group = shader.ShaderGroup(program)

color_group1 = graphics.ColorGroup((0.0,1.0,1.0), parent=shader_group)
sphere1 = geom.Sphere( radius=0.63 )
geom.transform(sphere1, (-0.93,0,0))
geom.get_vlist(sphere1, batch, color_group1)

color_group2 = graphics.ColorGroup((0.0,1.0,0.0), parent=shader_group)
sphere2 = geom.Sphere( radius=0.63 )
geom.transform(sphere2, (0,-0.93,0))
geom.get_vlist(sphere2, batch, color_group2)

color_group3 = graphics.ColorGroup((1.0,0.0,0.0), parent=shader_group)
sphere3 = geom.Sphere( radius=0.63 )
geom.transform(sphere3, (0,0.93,0))
geom.get_vlist(sphere3, batch, color_group3)

color_group4 = graphics.ColorGroup((1.0,0.0,1.0), parent=shader_group)
sphere4 = geom.Sphere( radius=0.63 )
geom.transform(sphere4, (0.93,0,0))
geom.get_vlist(sphere4, batch, color_group4)