Ejemplo n.º 1
0
class ShadowCaster(OffScreenTexture):
  """For creating a depth-of-field blurring effect on selected objects"""
  def __init__(self, position, light, scale=10.0):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer
    """
    super(ShadowCaster, self).__init__("shadow_caster")

    self.LIGHT_CAM = Camera(is_3d=False, scale=scale)
    l_p = light.lightpos
    l_len = (l_p[0]**2 + l_p[1]**2 + l_p[2]**2)**0.5
    self.OFFSET = [200.0 * i / l_len for i in l_p]
    self.LIGHT_CAM.position([position[i] - o for i, o in enumerate(self.OFFSET)])
    self.tilt, self.rot = self.LIGHT_CAM.point_at(position)
    self.cast_shader = Shader("shadowcast")


  def move_light(self, position):
    self.LIGHT_CAM.reset()
    self.LIGHT_CAM.rotate(self.tilt, self.rot, 0)
    self.LIGHT_CAM.position([position[i] - o for i, o in enumerate(self.OFFSET)])


  def start_cast(self, position=None):
    if position is not None:
      self.move_light(position)
    super(ShadowCaster, self)._start()


  def cast_shadow(self, shape):
    shape.draw(shader=self.cast_shader, light_camera=self.LIGHT_CAM)


  def end_cast(self):
    super(ShadowCaster, self)._end()

    
  def draw_shadow(self):
    self.emap.draw(shader=self.dshader)


  def draw_tree(self, tree, shader):
    tree.draw(shader, [self])
class ShadowCaster(OffScreenTexture):
    """For creating a depth-of-field blurring effect on selected objects"""
    def __init__(self, position, light, scale=10.0, ix=None, iy=None):
        """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer
    """
        super(ShadowCaster, self).__init__("shadow_caster")

        self.LIGHT_CAM = Camera(is_3d=False, scale=scale)
        l_p = light.lightpos
        l_len = (l_p[0]**2 + l_p[1]**2 + l_p[2]**2)**0.5
        self.OFFSET = [200.0 * i / l_len for i in l_p]
        self.OFFSET[0] = -self.OFFSET[0]
        self.OFFSET[2] = -self.OFFSET[2]
        self.LIGHT_CAM.position(
            [position[i] - o for i, o in enumerate(self.OFFSET)])
        self.tilt, self.rot = self.LIGHT_CAM.point_at(position)
        self.cast_shader = Shader("shadowcast")

    def move_light(self, position):
        self.LIGHT_CAM.reset()
        self.LIGHT_CAM.rotate(self.tilt, self.rot, 0)
        self.LIGHT_CAM.position(
            [position[i] - o for i, o in enumerate(self.OFFSET)])

    def start_cast(self, position=None):
        if position is not None:
            self.move_light(position)
        super(ShadowCaster, self)._start()

    def cast_shadow(self, shape):
        shape.draw(shader=self.cast_shader, light_camera=self.LIGHT_CAM)

    def end_cast(self):
        super(ShadowCaster, self)._end()

    def draw_shadow(self):
        self.emap.draw(shader=self.dshader)

    def draw_tree(self, tree, shader):
        tree.draw(shader, [self])
Ejemplo n.º 3
0
class StereoCam(object):
    """For creating an apparatus with two sprites to hold left and right
  eye views.

  This Class is used to hold the 3D Camera which should be used to draw
  the 3D objects. It also holds a 2D Camera for drawing the Sprites"""

    def __init__(self, shader="uv_flat", mipmap=False, separation=0.4, interlace=0):
        """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *separation*
        distance between the two camera positions - how wide apart the
        eye views are.

      *interlace*
        if interlace > 0 then the images are not taken with glScissor and
        must be drawn with a special interlacing shader.
    """
        # load shader
        if interlace <= 0:
            self.shader = Shader(shader)
        else:
            self.shader = Shader(
                vshader_source="""
precision mediump float;
attribute vec3 vertex;
attribute vec2 texcoord;
uniform mat4 modelviewmatrix[2];
varying vec2 texcoordout;
void main(void) {
  texcoordout = texcoord;
  gl_Position = modelviewmatrix[1] * vec4(vertex,1.0);
}
    """,
                fshader_source="""
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 texcoordout;
void main(void) {{
  vec4 texc0 = texture2D(tex0, texcoordout);
  vec4 texc1 = texture2D(tex1, texcoordout);
  vec2 coord = vec2(gl_FragCoord);
  gl_FragColor = mix(texc0, texc1, step(0.5, fract(coord.x / {:f})));
}}
    """.format(
                    interlace * 2.0
                ),
            )
            # self.shader = Shader("2d_flat")
        self.camera_3d = Camera()
        self.forMtrx = np.identity(4, dtype="float32")  # initially not rotated
        self.position = [0.0, 0.0, 0.0]
        self.camera_2d = Camera(is_3d=False)
        self.offs = separation / 2.0
        self.interlace = interlace
        self.textures = []
        self.sprites = []
        self.tex_list = []
        for i in range(2):
            self.textures.append(OffScreenTexture(name="stereo"))
            ix, iy = self.textures[i].ix, self.textures[i].iy
            # two sprites full width but moved so that they are centred on the
            # left and right edges. The offset values then move the uv mapping
            # so the image is on the right of the left sprite and left of the
            # right sprite
            self.sprites.append(Sprite(z=20.0, w=ix, h=iy, flip=True))
            if interlace <= 0:
                self.sprites[i].positionX(-ix / 2.0 + i * ix)
                self.sprites[i].set_offset((i * 0.5 - 0.25, 0.0))
            else:
                self.sprites[i].set_2d_size(w=ix, h=iy)
            self.textures[i].blend = True
            self.textures[i].mipmap = mipmap
            self.tex_list.append(self.textures[i])
        opengles.glColorMask(1, 1, 1, 1)

    def move_camera(self, position, rot, tilt, roll=0.0, absolute=True):
        """ Arguments:
    
      *position*
        array [x,y,z]

      *rot, tilt, roll*
        rotations about y, x, z axis (yes it's not entirely logical for position
        to be an array and orientation three values but it's too late to change!)

      *absolute*
        if set to False then the rotations are treated as relative to the
        rotated frame of reference i.e. as if signals from VR headset 3
        axis gyro.
    """
        self.camera_3d.rotate(tilt, rot, roll)
        self.camera_3d.position(position)
        self.camera_3d.absolute = absolute

    def start_capture(self, side):
        """ after calling this method all object.draw()s will rendered
    to this texture and not appear on the display.

      *side*
        Either 0 or 1 to determine stereoscopic view
    """
        self.camera_3d.reset()
        offs = -self.offs if side == 0 else self.offs
        self.camera_3d.offset([offs, 0.0, 0.0])
        # self.camera_3d.mtrx = np.dot(self.forMtrx, self.camera_3d.mtrx)
        # self.camera_3d.position(self.position)
        tex = self.textures[side]
        tex._start()
        if self.interlace <= 0:
            xx = tex.ix / 4.0  # draw the middle only - half width
            yy = 0
            ww = tex.ix / 2.0
            hh = tex.iy
            opengles.glEnable(GL_SCISSOR_TEST)
            opengles.glScissor(
                ctypes.c_int(int(xx)), ctypes.c_int(int(yy)), ctypes.c_int(int(ww)), ctypes.c_int(int(hh))
            )

    def end_capture(self, side):
        """ stop capturing to texture and resume normal rendering to default
    """
        self.textures[side]._end()
        if self.interlace <= 0:
            opengles.glDisable(GL_SCISSOR_TEST)

    def draw(self):
        """ draw the shape using the saved texture
    """
        if self.interlace <= 0:
            for i in range(2):
                self.sprites[i].draw(self.shader, [self.tex_list[i]], 0.0, 0.0, self.camera_2d)
        else:
            self.sprites[0].draw(self.shader, self.tex_list, 0.0, 0.0, self.camera_2d)

    def get_direction(self):
        return self.camera_3d.get_direction()
Ejemplo n.º 4
0
                     height=mapheight,
                     divx=32,
                     divy=32,
                     ntiles=4,
                     name="sub")
mymap.buf[0].set_draw_details(shader, [groundimg, groundimg, ballimg], 1.0,
                              0.0)

#avatar camera
avhgt = 2.0
xm = 0.0
zm = 0.0
ym = 0.0
lastX0 = 0.0
lastZ0 = 0.0
camera.position((xm, 2 + ym, -maphalf - 2.5))

arialFont = Font(
    "AR_CENA",
    "#dd00aa")  #load AR_CENA font and set the font colour to 'raspberry'
score = [0, 0]
score0 = String(camera, light, arialFont, str(score[0]), 0, 12, 0, 0.05, 0.05)
score0.set_shader(flatsh)
score1 = String(camera, light, arialFont, str(score[1]), 0, 12, 0, 0.05, 0.05)
score1.set_shader(flatsh)

#sphere loc and speed
sx, sy, sz = 0, 5, 0
dsx, dsy, dsz = 0.2, 0.0, -0.1
gravity = 0.02
#monster loc and speed
Ejemplo n.º 5
0
class StereoCam(object):
  """For creating an apparatus with two sprites to hold left and right
  eye views.

  This Class is used to hold the 3D Camera which should be used to draw
  the 3D objects. It also holds a 2D Camera for drawing the Sprites"""
  def __init__(self, shader="uv_flat", mipmap=False, separation=0.4, interlace=0):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to uv_flat.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *separation*
        distance between the two camera positions - how wide apart the
        eye views are.

      *interlace*
        if interlace > 0 then the images are not taken with glScissor and
        must be drawn with a special interlacing shader.
    """
    # load shader
    if interlace <= 0: # i.e. default side by side behaviour
      self.shader = Shader.create(shader)
    else:
      self.shader = Shader(vshader_source = """
precision mediump float;
attribute vec3 vertex;
attribute vec2 texcoord;
uniform mat4 modelviewmatrix[2];
varying vec2 texcoordout;
void main(void) {
  texcoordout = texcoord;
  gl_Position = modelviewmatrix[1] * vec4(vertex,1.0);
}
    """, fshader_source = """
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 texcoordout;
void main(void) {{
  vec4 texc0 = texture2D(tex0, texcoordout);
  vec4 texc1 = texture2D(tex1, texcoordout);
  vec2 coord = vec2(gl_FragCoord);
  gl_FragColor = mix(texc0, texc1, step(0.5, fract(coord.x / {:f})));
}}
    """.format(interlace * 2.0))

    self.camera_3d = Camera() # create 3d cam first so it becomes default instance
    self.forMtrx = np.identity(4, dtype='float32') # initially not rotated
    self.position = [0.0, 0.0, 0.0]
    self.camera_2d = Camera(is_3d=False)
    self.offs = separation / 2.0
    self.interlace = interlace
    self.textures = []
    self.sprites = []
    self.tex_list = []
    for i in range(2):
      self.textures.append(OffScreenTexture(name="stereo"))
      ix, iy = self.textures[i].ix, self.textures[i].iy
      #two sprites full width but moved so that they are centred on the
      #left and right edges. The offset values then move the uv mapping
      #so the image is on the right of the left sprite and left of the
      #right sprite
      self.sprites.append(Sprite(z=20.0, w=ix, h=iy, flip=True))
      if interlace <= 0:
        self.sprites[i].positionX(-ix/2.0 + i*ix)
        self.sprites[i].set_offset((i * 0.5 - 0.25, 0.0))
      else:
        self.sprites[i].set_2d_size(w=ix, h=iy)
      self.textures[i].blend = True
      self.textures[i].mipmap = mipmap
      self.tex_list.append(self.textures[i])
    opengles.glColorMask(1, 1, 1, 1)

  def move_camera(self, position, rot, tilt, roll=0.0, absolute=True):
    ''' Arguments:
    
      *position*
        array [x,y,z]

      *rot, tilt, roll*
        rotations about y, x, z axis (yes it's not entirely logical for position
        to be an array and orientation three values but it's too late to change!)

      *absolute*
        if set to False then the rotations are treated as relative to the
        rotated frame of reference i.e. as if signals from VR headset 3
        axis gyro.
    '''
    self.camera_3d.rotate(tilt, rot, roll)
    self.camera_3d.position(position)
    self.camera_3d.absolute = absolute
    
  def start_capture(self, side):
    """ after calling this method all object.draw()s will rendered
    to this texture and not appear on the display.

      *side*
        Either 0 or 1 to determine stereoscopic view
    """
    self.camera_3d.reset()
    offs = -self.offs if side == 0 else self.offs
    self.camera_3d.offset([offs, 0.0, 0.0])
    #self.camera_3d.mtrx = np.dot(self.forMtrx, self.camera_3d.mtrx)
    #self.camera_3d.position(self.position)
    tex = self.textures[side]
    tex._start()
    if self.interlace <= 0:
      xx = tex.ix / 4.0 # draw the middle only - half width
      yy = 0
      ww = tex.ix / 2.0
      hh = tex.iy
      opengles.glEnable(GL_SCISSOR_TEST)
      opengles.glScissor(GLint(int(xx)), GLint(int(yy)),
                    GLsizei(int(ww)), GLsizei(int(hh)))

  def end_capture(self, side):
    """ stop capturing to texture and resume normal rendering to default
    """
    self.textures[side]._end()
    if self.interlace <= 0:
      opengles.glDisable(GL_SCISSOR_TEST)

  def draw(self):
    """ draw the shape using the saved texture
    """
    if self.interlace <= 0:
      for i in range(2):
        self.sprites[i].draw(self.shader, [self.tex_list[i].color], 0.0, 0.0, self.camera_2d)
    else:
      self.sprites[0].draw(self.shader, [t.color for t in self.tex_list], 0.0, 0.0, self.camera_2d)
      
  def get_direction(self):
    return self.camera_3d.get_direction()
Ejemplo n.º 6
0
class ShadowCaster(Texture):
  """For creating a depth-of-field blurring effect on selected objects"""
  def __init__(self, emap, light):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer
    """
    super(ShadowCaster, self).__init__("shadow_caster")
    from pi3d.Display import Display
    self.ix, self.iy = Display.INSTANCE.width, Display.INSTANCE.height
    self.im = Image.new("RGBA",(self.ix, self.iy))
    self.image = self.im.convert("RGBA").tostring('raw', "RGBA")
    self.alpha = True
    self.blend = False

    self._tex = ctypes.c_int()
    self.framebuffer = (ctypes.c_int * 1)()
    opengles.glGenFramebuffers(1, self.framebuffer)
    self.depthbuffer = (ctypes.c_int * 1)()
    opengles.glGenRenderbuffers(1, self.depthbuffer)

    # load shader for casting shadows and camera
    self.cshader = Shader("shaders/uv_flat")
    self.mshader = Shader("shaders/mat_flat")
    # keep copy of ElevationMap
    self.emap = emap
    self.emap.set_material((0.0, 0.0, 0.0)) # hide bits below ground
    #TODO doesn't cope with  z light positions
    self.eye = [-500*i for i in light.lightpos] # good distance away
    if self.eye[1] <= 0: # must have +ve y
      self.eye[1] = 500.0
    if abs(self.eye[0]) > abs(self.eye[2]): #x val is bigger than z val
      #change scale so map just fits on screen
      if self.eye[0] < 0:
        su, sv  = 1.0, 1.0
      else:
        su, sv  = -1.0, -1.0
      self.scaleu = float(self.iy) / self.emap.width
      self.scalev = float(self.ix)/ self.emap.depth
      self.eye[2] = 0
      self.scaleu = self.scaleu / self.eye[1] * float(self.eye[0]**2 + self.eye[1]**2)**0.5
      self.emap.unif[50] = 1.0 #orientation flag
      self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[0] / float(self.eye[1]) #height adjustment
    else:
      #change scale so map just fits on screen
      if self.eye[2] < 0:
        su, sv  = 1.0, -1.0
      else:
        su, sv  = -1.0, 1.0
      self.scaleu = float(self.iy) / self.emap.depth
      self.scalev = float(self.ix)/ self.emap.width
      self.eye[0] = 0
      self.scaleu = self.scaleu / self.eye[1] * float(self.eye[2]**2 + self.eye[1]**2)**0.5
      self.emap.unif[50] = 0.0
      self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[2] / float(self.eye[1])
    if abs(self.scaleu) > abs(self.scalev):
      self.scale = 3.0 * self.scalev # multiplication factor to reduce pixeliness
    else:
      self.scale = 3.0 * self.scaleu
    self.scaleu = su * self.scale / self.scaleu # reused later in end_cast
    self.scalev = sv * self.scale / self.scalev
    self.camera0 = Camera() # default instance created as normal, just in case!
    self.camera = Camera(is_3d=False, eye=self.eye, scale=self.scale)
    # load shader for drawing map with shadows
    self.dshader = Shader("shaders/shadowcast")

  def _load_disk(self):
    """ have to override this
    """

  def start_cast(self, location=(0.0, 0.0,  0.0)):
    """ after calling this method all object.draw()s will rendered
    to this texture and not appear on the display. If you want blurred
    edges you will have to capture the rendering of an object and its
    background then re-draw them using the blur() method. Large objects
    will obviously take a while to draw and re-draw
    """
    opengles.glBindFramebuffer(GL_FRAMEBUFFER, self.framebuffer)
    opengles.glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                GL_TEXTURE_2D, self._tex.value, 0)
    #thanks to PeterO c.o. RPi forum for pointing out missing depth attchmnt
    opengles.glBindRenderbuffer(GL_RENDERBUFFER, self.depthbuffer)
    opengles.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
                self.ix, self.iy)
    opengles.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                GL_RENDERBUFFER, self.depthbuffer)
    opengles.glClearColor(ctypes.c_float(0.0), ctypes.c_float(0.0), 
                        ctypes.c_float(0.0), ctypes.c_float(1.0))
    opengles.glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT)

    opengles.glEnable(GL_TEXTURE_2D)
    opengles.glActiveTexture(0)
    self.camera.reset(is_3d=False, scale=self.scale)
    self.camera.position((location[0], 0, location[2]))
    self.location = location

  def end_cast(self):
    """ stop capturing to texture and resume normal rendering to default
    """
    #draw the actual map
    self.emap.draw(shader=self.mshader, camera=self.camera)
    opengles.glBindTexture(GL_TEXTURE_2D, 0)
    opengles.glBindFramebuffer(GL_FRAMEBUFFER, 0)
    # set third texture to this ShadowCaster texture
    texs = self.emap.buf[0].textures
    if len(texs) == 2:
      texs.append(self)
    else:
      texs[2] = self
    # change background back to blue
    opengles.glClearColor(ctypes.c_float(0.4), ctypes.c_float(0.8), 
                        ctypes.c_float(0.8), ctypes.c_float(1.0))
    # work out left, top, right, bottom for shader
    self.emap.unif[48] = 0.5 * (1.0 + self.scaleu) # left [16][0]
    self.emap.unif[49] = 0.5 * (1.0 + self.scalev) # top [16][1]
    self.emap.unif[51] = 1.0 - self.emap.unif[48] # right [17][0]
    self.emap.unif[52] = 1.0 - self.emap.unif[49] # bottom [17][1]
    
    du = float(self.location[0] / self.emap.width)
    dv = float(self.location[2] / self.emap.depth)
    self.emap.unif[48] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
    self.emap.unif[49] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)
    self.emap.unif[51] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
    self.emap.unif[52] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)

  def add_shadow(self, shape):
    shape.draw(shader=self.cshader, camera=self.camera)
    
  def draw_shadow(self):
    self.emap.draw(shader=self.dshader)
    
  def delete_buffers(self):
    opengles.glDeleteFramebuffers(1, self.framebuffer)
    opengles.glDeleteRenderbuffers(1, self.depthbuffer)
Ejemplo n.º 7
0
class ShadowCaster(OffScreenTexture):
    """For creating a depth-of-field blurring effect on selected objects"""

    def __init__(self, emap, light):
        """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer
    """
        super(ShadowCaster, self).__init__("shadow_caster")
        # load shader for casting shadows and camera
        self.cshader = Shader("uv_flat")
        self.mshader = Shader("mat_flat")
        # keep copy of ElevationMap
        self.emap = emap
        self.emap.set_material((0.0, 0.0, 0.0))  # hide bits below ground
        # TODO doesn't cope with  z light positions
        self.eye = [-500 * i for i in light.lightpos]  # good distance away
        if self.eye[1] <= 0:  # must have +ve y
            self.eye[1] = 500.0
        if abs(self.eye[0]) > abs(self.eye[2]):  # x val is bigger than z val
            # change scale so map just fits on screen
            if self.eye[0] < 0:
                su, sv = 1.0, 1.0
            else:
                su, sv = -1.0, -1.0
            self.scaleu = float(self.iy) / self.emap.width
            self.scalev = float(self.ix) / self.emap.depth
            self.eye[2] = 0
            self.scaleu = self.scaleu / self.eye[1] * float(self.eye[0] ** 2 + self.eye[1] ** 2) ** 0.5
            self.emap.unif[50] = 1.0  # orientation flag
            self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[0] / float(self.eye[1])  # height adjustment
        else:
            # change scale so map just fits on screen
            if self.eye[2] < 0:
                su, sv = 1.0, -1.0
            else:
                su, sv = -1.0, 1.0
            self.scaleu = float(self.iy) / self.emap.depth
            self.scalev = float(self.ix) / self.emap.width
            self.eye[0] = 0
            self.scaleu = self.scaleu / self.eye[1] * float(self.eye[2] ** 2 + self.eye[1] ** 2) ** 0.5
            self.emap.unif[50] = 0.0
            self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[2] / float(self.eye[1])
        if abs(self.scaleu) > abs(self.scalev):
            self.scale = 3.0 * self.scalev  # multiplication factor to reduce pixeliness
        else:
            self.scale = 3.0 * self.scaleu
        self.scaleu = su * self.scale / self.scaleu  # reused later in end_cast
        self.scalev = sv * self.scale / self.scalev
        self.camera0 = Camera()  # default instance created as normal, just in case!
        self.camera = Camera(is_3d=False, eye=self.eye, scale=self.scale)
        # load shader for drawing map with shadows
        self.dshader = Shader("shadowcast")

    def start_cast(self, location=(0.0, 0.0, 0.0)):
        """ after calling this method all object.draw()s will rendered
    to this texture and not appear on the display. If you want blurred
    edges you will have to capture the rendering of an object and its
    background then re-draw them using the blur() method. Large objects
    will obviously take a while to draw and re-draw
    """
        opengles.glClearColor(ctypes.c_float(0.0), ctypes.c_float(0.0), ctypes.c_float(0.0), ctypes.c_float(1.0))
        super(ShadowCaster, self)._start()
        self.camera.reset(is_3d=False, scale=self.scale)
        self.camera.position((location[0], 0, location[2]))
        self.location = location

    def end_cast(self):
        """ stop capturing to texture and resume normal rendering to default
    """
        # draw the actual map
        self.emap.draw(shader=self.mshader, camera=self.camera)
        super(ShadowCaster, self)._end()
        # set third texture to this ShadowCaster texture
        texs = self.emap.buf[0].textures
        if len(texs) == 2:
            texs.append(self)
        else:
            texs[2] = self
        # change background back to blue
        opengles.glClearColor(ctypes.c_float(0.4), ctypes.c_float(0.8), ctypes.c_float(0.8), ctypes.c_float(1.0))
        # work out left, top, right, bottom for shader
        self.emap.unif[48] = 0.5 * (1.0 + self.scaleu)  # left [16][0]
        self.emap.unif[49] = 0.5 * (1.0 + self.scalev)  # top [16][1]
        self.emap.unif[51] = 1.0 - self.emap.unif[48]  # right [17][0]
        self.emap.unif[52] = 1.0 - self.emap.unif[49]  # bottom [17][1]

        du = float(self.location[0] / self.emap.width)
        dv = float(self.location[2] / self.emap.depth)
        self.emap.unif[48] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
        self.emap.unif[49] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)
        self.emap.unif[51] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
        self.emap.unif[52] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)

    def add_shadow(self, shape):
        shape.draw(shader=self.cshader, camera=self.camera)

    def draw_shadow(self):
        self.emap.draw(shader=self.dshader)
Ejemplo n.º 8
0
class StereoCam(object):
  """For creating an apparatus with two sprites to hold left and right
  eye views.

  This Class is used to hold the 3D Camera which should be used to draw
  the 3D objects. It also holds a 2D Camera for drawing the Sprites"""
  def __init__(self, shader="uv_flat", mipmap=False, separation=0.4):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:

      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.

      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader

      *separation*
        distance between the two camera positions - how wide apart the
        eye views are.
    """
    # load shader
    self.shader = Shader(shader)
    self.camera_3d = Camera()
    self.camera_2d = Camera(is_3d=False)
    self.offs = separation / 2.0
    self.textures = []
    self.sprites = []
    self.tex_list = []
    for i in range(2):
      self.textures.append(OffScreenTexture(name="bin"))
      ix, iy = self.textures[i].ix, self.textures[i].iy
      #two sprites full width but moved so that they are centred on the
      #left and right edges. The offset values then move the uv mapping
      #so the image is on the right of the left sprite and left of the
      #right sprite
      self.sprites.append(Sprite(z=20.0, x=-ix/2.0 + i*ix, w=ix, h=iy, flip=True))
      self.sprites[i].set_offset((i * 0.5 - 0.25, 0.0))
      self.textures[i].alpha = False
      self.textures[i].blend = True
      self.textures[i].mipmap = mipmap
      self.tex_list.append([self.textures[i]])

  def move_camera(self, position, rot, tilt):
    self.camera_3d.reset()
    self.camera_3d.rotate(tilt, rot, 0)
    self.camera_3d.position(position)

  def start_capture(self, side):
    """ after calling this method all object.draw()s will rendered
    to this texture and not appear on the display.

      *side*
        Either 0 or 1 to determine stereoscopic view
    """
    offs = -self.offs if side == 0 else self.offs
    self.camera_3d.position((self.camera_3d.mtrx[2,3] * offs, 0,
                            -self.camera_3d.mtrx[0,3] * offs))
    tex = self.textures[side]
    tex._start()
    xx = tex.ix / 4.0 # draw the middle only - half width
    yy = 0
    ww = tex.ix / 2.0
    hh = tex.iy
    opengles.glEnable(GL_SCISSOR_TEST)
    opengles.glScissor(ctypes.c_int(int(xx)), ctypes.c_int(int(yy)),
                  ctypes.c_int(int(ww)), ctypes.c_int(int(hh)))

  def end_capture(self, side):
    """ stop capturing to texture and resume normal rendering to default
    """
    self.textures[side]._end()
    opengles.glDisable(GL_SCISSOR_TEST)

  def draw(self):
    """ draw the shape using the saved texture
    """
    for i in range(2):
     self.sprites[i].draw(self.shader, self.tex_list[i], 0.0, 0.0, self.camera_2d)
Ejemplo n.º 9
0
class StereoCam(object):
  """For creating an apparatus with two sprites to hold left and right
  eye views.
  This Class is used to hold the 3D Camera which should be used to draw
  the 3D objects. It also holds a 2D Camera for drawing the Sprites"""
  def __init__(self, shader="uv_flat", mipmap=False, separation=0.4, interlace=0):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer. Keyword Arguments:
      *shader*
        to use when drawing sprite, defaults to post_base, a simple
        3x3 convolution that does basic edge detection. Can be copied to
        project directory and modified as required.
      *mipmap*
        can be set to True with slight cost to speed, or use fxaa shader
      *separation*
        distance between the two camera positions - how wide apart the
        eye views are.
      *interlace*
        if interlace > 0 then the images are not taken with glScissor and
        must be drawn with a special interlacing shader.
    """
    # load shader
    if interlace <= 0:
      self.shader = Shader(shader)
    else:
      self.shader = Shader(vshader_source = """
precision mediump float;
attribute vec3 vertex;
attribute vec2 texcoord;
uniform mat4 modelviewmatrix[2];
varying vec2 texcoordout;
void main(void) {
  texcoordout = texcoord;
  gl_Position = modelviewmatrix[1] * vec4(vertex,1.0);
}
    """, fshader_source = """
precision mediump float;
uniform sampler2D tex0;
uniform sampler2D tex1;
varying vec2 texcoordout;
void main(void) {{
  vec4 texc0 = texture2D(tex0, texcoordout);
  vec4 texc1 = texture2D(tex1, texcoordout);
  vec2 coord = vec2(gl_FragCoord);
  gl_FragColor = mix(texc0, texc1, step(0.5, fract(coord.x / {:f})));
}}
    """.format(interlace * 2.0))
      #self.shader = Shader("2d_flat")
    self.camera_3d = Camera()
    self.camera_2d = Camera(is_3d=False)
    self.offs = separation / 2.0
    self.interlace = interlace
    self.textures = []
    self.sprites = []
    self.tex_list = []
    for i in range(2):
      self.textures.append(OffScreenTexture(name="stereo"))
      ix, iy = self.textures[i].ix, self.textures[i].iy
      #two sprites full width but moved so that they are centred on the
      #left and right edges. The offset values then move the uv mapping
      #so the image is on the right of the left sprite and left of the
      #right sprite
      self.sprites.append(Sprite(z=20.0, w=ix, h=iy, flip=True))
      if interlace <= 0:
        self.sprites[i].positionX(-ix/2.0 + i*ix)
        self.sprites[i].set_offset((i * 0.5 - 0.25, 0.0))
      else:
        self.sprites[i].set_2d_size(w=ix, h=iy)
      self.textures[i].blend = True
      self.textures[i].mipmap = mipmap
      self.tex_list.append(self.textures[i])

  def move_camera(self, position, rot, tilt):
    self.camera_3d.reset()
    self.camera_3d.rotate(tilt, rot, 0)
    self.camera_3d.position(position)

  def start_capture(self, side):
    """ after calling this method all object.draw()s will rendered
    to this texture and not appear on the display.
      *side*
        Either 0 or 1 to determine stereoscopic view
    """
    offs = -self.offs if side == 0 else self.offs
    self.camera_3d.position((self.camera_3d.mtrx[2,3] * offs, 0,
                            -self.camera_3d.mtrx[0,3] * offs))
    tex = self.textures[side]
    tex._start()
    if self.interlace <= 0:
      xx = tex.ix / 4.0 # draw the middle only - half width
      yy = 0
      ww = tex.ix / 2.0
      hh = tex.iy
      opengles.glEnable(GL_SCISSOR_TEST)
      opengles.glScissor(ctypes.c_int(int(xx)), ctypes.c_int(int(yy)),
                    ctypes.c_int(int(ww)), ctypes.c_int(int(hh)))

  def end_capture(self, side):
    """ stop capturing to texture and resume normal rendering to default
    """
    self.textures[side]._end()
    if self.interlace <= 0:
      opengles.glDisable(GL_SCISSOR_TEST)

  def draw(self):
    """ draw the shape using the saved texture
    """
    if self.interlace <= 0:
      for i in range(2):
        self.sprites[i].draw(self.shader, [self.tex_list[i]], 0.0, 0.0, self.camera_2d)
    else:
      self.sprites[0].draw(self.shader, self.tex_list, 0.0, 0.0, self.camera_2d)
Ejemplo n.º 10
0
Archivo: Pong.py Proyecto: Arexxk/pi3d
maphalf=22.0
mapheight=40.0

mymap = ElevationMap("textures/pong.jpg", camera=camera, light=light,
                     width=mapwidth, depth=mapdepth, height=mapheight,
                     divx=32, divy=32, ntiles=4, name="sub")
mymap.buf[0].set_draw_details(shader, [groundimg, groundimg, ballimg], 1.0, 0.0)

#avatar camera
avhgt = 2.0
xm = 0.0
zm = 0.0
ym = 0.0
lastX0 = 0.0
lastZ0 = 0.0
camera.position((xm, 2 + ym, -maphalf - 2.5))

arialFont = Font("AR_CENA","#dd00aa")   #load AR_CENA font and set the font colour to 'raspberry'
score = [0,0]
score0 = String(camera, light,  arialFont, str(score[0]), 0, 12, 0, 0.05, 0.05)
score0.set_shader(flatsh)
score1 = String(camera, light,  arialFont, str(score[1]), 0, 12, 0, 0.05, 0.05)
score1.set_shader(flatsh)

#sphere loc and speed
sx, sy, sz = 0, 5, 0
dsx, dsy, dsz = 0.2, 0.0, -0.1
gravity = 0.02
#monster loc and speed
rx, ry, rz = 0, 0, -maphalf
drx, dry, drz = 0, 0, 0
Ejemplo n.º 11
0
class ShadowCaster(OffScreenTexture):
  """For creating a depth-of-field blurring effect on selected objects"""
  def __init__(self, emap, light):
    """ calls Texture.__init__ but doesn't need to set file name as
    texture generated from the framebuffer
    """
    super(ShadowCaster, self).__init__("shadow_caster")
    # load shader for casting shadows and camera
    self.cshader = Shader("uv_flat")
    self.mshader = Shader("mat_flat")
    # keep copy of ElevationMap
    self.emap = emap
    self.emap.set_material((0.0, 0.0, 0.0)) # hide bits below ground
    #TODO doesn't cope with  z light positions
    self.eye = [-500.0 * i for i in light.lightpos] # good distance away
    if self.eye[1] <= 0: # must have +ve y
      self.eye[1] = 500.0
    if abs(self.eye[0]) > abs(self.eye[2]): #x val is bigger than z val
      #change scale so map just fits on screen
      if self.eye[0] < 0:
        su, sv  = 1.0, 1.0
      else:
        su, sv  = -1.0, -1.0
      self.scaleu = float(self.iy) / self.emap.width
      self.scalev = float(self.ix)/ self.emap.depth
      self.eye[2] = 0
      self.scaleu = self.scaleu / self.eye[1] * (self.eye[0]**2 + self.eye[1]**2)**0.5
      self.emap.unif[50] = 1.0 #orientation flag
      self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[0] / self.eye[1] #height adjustment
    else:
      #change scale so map just fits on screen
      if self.eye[2] < 0:
        su, sv  = 1.0, -1.0
      else:
        su, sv  = -1.0, 1.0
      self.scaleu = float(self.iy) / self.emap.depth
      self.scalev = float(self.ix)/ self.emap.width
      self.eye[0] = 0
      self.scaleu = self.scaleu / self.eye[1] * (self.eye[2]**2 + self.eye[1]**2)**0.5
      self.emap.unif[50] = 0.0
      self.emap.unif[53] = -3.0 * su / self.emap.width * self.eye[2] / self.eye[1]
    if abs(self.scaleu) > abs(self.scalev):
      self.scale = 3.0 * self.scalev # multiplication factor to reduce pixeliness
    else:
      self.scale = 3.0 * self.scaleu
    self.scaleu = su * self.scale / self.scaleu # reused later in end_cast
    self.scalev = sv * self.scale / self.scalev
    self.camera0 = Camera() # default instance created as normal, just in case!
    self.camera = Camera(is_3d=False, eye=self.eye, scale=self.scale)
    # load shader for drawing map with shadows
    self.dshader = Shader("shadowcast")

  def start_cast(self, location=(0.0, 0.0,  0.0)):
    """ after calling this method all object.draw()s will rendered
    to this texture and not appear on the display. If you want blurred
    edges you will have to capture the rendering of an object and its
    background then re-draw them using the blur() method. Large objects
    will obviously take a while to draw and re-draw
    """
    opengles.glClearColor(ctypes.c_float(0.0), ctypes.c_float(0.0), 
                        ctypes.c_float(0.0), ctypes.c_float(1.0))
    super(ShadowCaster, self)._start()
    self.camera.reset(is_3d=False, scale=self.scale)
    self.camera.position((location[0], 0, location[2]))
    self.location = location

  def end_cast(self):
    """ stop capturing to texture and resume normal rendering to default
    """
    #draw the actual map
    self.emap.draw(shader=self.mshader, camera=self.camera)
    super(ShadowCaster, self)._end()
    # set third texture to this ShadowCaster texture
    texs = self.emap.buf[0].textures
    if len(texs) == 2:
      texs.append(self)
    else:
      texs[2] = self
    # change background back to blue
    opengles.glClearColor(ctypes.c_float(0.4), ctypes.c_float(0.8), 
                        ctypes.c_float(0.8), ctypes.c_float(1.0))
    # work out left, top, right, bottom for shader
    self.emap.unif[48] = 0.5 * (1.0 + self.scaleu) # left [16][0]
    self.emap.unif[49] = 0.5 * (1.0 + self.scalev) # top [16][1]
    self.emap.unif[51] = 1.0 - self.emap.unif[48] # right [17][0]
    self.emap.unif[52] = 1.0 - self.emap.unif[49] # bottom [17][1]
    
    du = float(self.location[0] / self.emap.width)
    dv = float(self.location[2] / self.emap.depth)
    self.emap.unif[48] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
    self.emap.unif[49] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)
    self.emap.unif[51] -= self.scaleu * (du if self.emap.unif[50] == 1.0 else dv)
    self.emap.unif[52] += self.scalev * (dv if self.emap.unif[50] == 1.0 else du)

  def add_shadow(self, shape):
    shape.draw(shader=self.cshader, camera=self.camera)
    
  def draw_shadow(self):
    self.emap.draw(shader=self.dshader)