Beispiel #1
0
from render import Render, V2, V3

from obj import Obj

from texture import Texture

from shaders import gourad, toon, outline, toon_mod

from utils import color

r = Render()
r.glCreateWindow(1000,1000)
r.glClear()

r.active_texture = Texture('./models/model.bmp')
r.active_shader = toon

#r.light = V3(1,0,0)

r.loadModel('./models/model.obj', V3(250,500,0), V3(150,150,150))

r.active_shader = outline

r.loadModel('./models/model.obj', V3(500,500,0), V3(150,150,150))

r.active_shader = toon_mod

r.loadModel('./models/model.obj', V3(750,500,0), V3(150,150,150))


r.glFinish('output2.bmp')
Beispiel #2
0
r = Render(width, height)

r.light = V3(0, 0, 1)
# For background image
r.bk_texture = Texture('./models/background.bmp')
r.setBackground()

r.glColor(255, 255, 255)
# r.lookAt(posModel, V3(0,0,0))

r.active_shader = gourad

# horse model
r.active_shader = toon_mod
posModel = V3(0, -20, -40)
r.active_texture = Texture('./models/horse.bmp')
r.loadModel('./models/horse.obj', posModel, V3(0.05, 0.05, 0.05),
            V3(0, 160, 0))

r.active_shader = toon_mod
posModel = V3(-10, -20, -40)
r.active_texture = Texture('./models/horse.bmp')
r.loadModel('./models/horse.obj', posModel, V3(0.06, 0.06, 0.06),
            V3(0, -45, 0))

# UFO
r.active_texture = unlit
posModel = V3(-20, 10, -30)
r.active_texture = Texture('./models/UFO.bmp')
r.loadModel('./models/UFO.obj', posModel, V3(0.1, 0.1, 0.1), V3(20, 30, 20))
Beispiel #3
0
white points, and that random has lower probability when y is greater. 

"""
stars(r)
"""

We draw to moons, using an sphere model, each one has different texture
and differnt shader to produce the effect of an celestial body. This models
were made using bump mapping. 


"""

#Draw the moon Iscaco
t = Texture('./models/iscalo.bmp')
r.active_texture = t
r.active_light = norm(V3(0, 20, 0))
r.load('./models/sphere.obj', [-0.55, 0.70, 0], [0.22, 0.22, 0.22],
       [0, 0.2, 0])
r.active_shader = moon
r.draw_arrays('TRIANGLES')

#Draw the moon Urica
t = Texture('./models/urica.bmp')
r.active_texture = t
r.load('./models/sphere.obj', [0.57, 0.80, 0], [0.20, 0.20, 0.20], [0, 0.2, 0])
r.active_shader = planet
r.draw_arrays('TRIANGLES')
"""

We use model.bmp that is a face, to draw some mountains in the background, in 
from utils import color

r = Render(1000, 1000)

r.light = V3(0, 0, 1)

posModel = V3(0, 0, -20)

#low-angle-shot
# r.lookAt(posModel, V3(0,-8,0))

#medium shot
# r.lookAt(posModel, V3(0,0,0))
# posModel = V3(0,0,-30)

# highangle
r.lookAt(posModel, V3(0, 15, 0))
posModel = V3(0, 5, -20)

#dutch angle
# r.camRotation = V3(0,0,15)
# r.createViewMatrix()
# r.createProjectionMatrix()
# posModel = V3(0,0,-20)

r.active_texture = Texture('./models/heli.bmp')
r.active_shader = unlit

r.loadModel('./models/heli.obj', posModel, V3(0.1, 0.1, 0.1), V3(0, 0, 0))

r.glFinish('highangle.bmp')