Ejemplo n.º 1
0
    def __init__(self):
        '''
        Constructor
        '''
        self.labels = []
        self.label_maker = LabelMaker(True)
        self.texture = None
        self.vertex_buffer = VertexBuffer(4, False)
        self.index_buffer = IndexBuffer(6)
        #private Paint mLabelPaint = new Paint();
        #mLabelPaint.setAntiAlias(true);

        self.vertex_buffer.add_point(0, 0, 0)  # Bottom left
        self.vertex_buffer.add_point(0, 1, 0)  # Top left
        self.vertex_buffer.add_point(1, 0, 0)  # Bottom right
        self.vertex_buffer.add_point(1, 1, 0)  # Top right

        # Triangle one: bottom left, top left, bottom right.
        self.index_buffer.add_index(0)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(2)

        # Triangle two: bottom right, top left, top right.
        self.index_buffer.add_index(2)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(3)
Ejemplo n.º 2
0
    def __init__(self):
        """
        Constructor
        """
        self.labels = []
        self.label_maker = LabelMaker(True)
        self.texture = None
        self.vertex_buffer = VertexBuffer(4, False)
        self.index_buffer = IndexBuffer(6)
        # private Paint mLabelPaint = new Paint();
        # mLabelPaint.setAntiAlias(true);

        self.vertex_buffer.add_point(0, 0, 0)  # Bottom left
        self.vertex_buffer.add_point(0, 1, 0)  # Top left
        self.vertex_buffer.add_point(1, 0, 0)  # Bottom right
        self.vertex_buffer.add_point(1, 1, 0)  # Top right

        # Triangle one: bottom left, top left, bottom right.
        self.index_buffer.add_index(0)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(2)

        # Triangle two: bottom right, top left, top right.
        self.index_buffer.add_index(2)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(3)
Ejemplo n.º 3
0
 def __init__(self):
     '''
     constructor
     '''
     self.sources = []
     self.vertex_buffer = VertexBuffer(0, True)
     self.index_buffer = IndexBuffer(0, True)
     self.text_coord_buffer = TextCoordBuffer(0, True)
     self.color_buffer = NightVisionBuffer(0, True)
Ejemplo n.º 4
0
 def __init__(self, new_layer, new_texture_manager):
     '''
     Constructor
     '''
     RendererObjectManager.__init__(self, new_layer, new_texture_manager)
     self.vertex_buffer = VertexBuffer(True)
     self.color_buffer = NightVisionBuffer(True)
     self.text_coord_buffer = TextCoordBuffer(True)
     self.index_buffer = IndexBuffer(True)
     self.texture_ref = None
     self.opaque = True
Ejemplo n.º 5
0
class LabelOverlayManager(object):
    '''
    Manages rendering of which appears at fixed points on the screen, rather
    than text which appears at fixed points in the world.
    '''
    class Label(LabelMaker.LabelData):
        '''
        Holds state on a single label
        '''
        def __init__(self, text, color, size):
            '''
            constructor
            '''
            LabelMaker.LabelData.__init__(self, text, color, size)
            self.enabled = True
            self.x, self.y = 0, 0
            self.alpha = 1.0

    def initialize(self, gl, render_state, labels, texture_manager):
        self.labels = labels[:]  # deep copy
        self.texture = self.label_maker.initialize(gl, render_state,
                                                   self.labels,
                                                   texture_manager)

    def release_textures(self, gl):
        if self.texture != None:
            self.texture.shutdown(gl)
            self.texture = None

    def draw(self, gl, screen_width, screen_height):
        if self.texture == None or self.labels == []:
            return

        gl.glEnable(gl.GL_TEXTURE_2D)
        self.texture.bind(gl)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        gl.glTexEnvx(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)

        # Change to orthographic projection, where the units in model view space
        # are the same as in screen space.
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        gl.glOrthof(0, screen_width, 0, screen_height, -100, 100)

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glPushMatrix()

        for label in self.labels:
            if label.enabled:
                x = label.x - label.width_in_pixels / 2
                y = label.y

                gl.glLoadIdentity()

                # Move the label to the correct offset.
                gl.glTranslatef(x, y, 0.0)

                # Scale the label to the correct size.
                gl.glScalef(label.width_in_pixels, label.height_in_pixels, 0.0)

                # Set the alpha for the label.
                gl.glColor4f(1, 1, 1, label.getAlpha())

                # Draw the label.
                self.vertex_buffer.set(gl)
                gl.glTexCoordPointer(2, gl.GL_FIXED, 0, label.tex_coords)
                self.index_buffer.draw(gl, gl.GL_TRIANGLES)

        # Restore the old matrices.
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPopMatrix()

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glPopMatrix()

        gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_REPLACE)
        gl.glDisable(gl.GL_BLEND)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)

        gl.glDisable(gl.GL_TEXTURE_2D)

    def __init__(self):
        '''
        Constructor
        '''
        self.labels = []
        self.label_maker = LabelMaker(True)
        self.texture = None
        self.vertex_buffer = VertexBuffer(4, False)
        self.index_buffer = IndexBuffer(6)
        #private Paint mLabelPaint = new Paint();
        #mLabelPaint.setAntiAlias(true);

        self.vertex_buffer.add_point(0, 0, 0)  # Bottom left
        self.vertex_buffer.add_point(0, 1, 0)  # Top left
        self.vertex_buffer.add_point(1, 0, 0)  # Bottom right
        self.vertex_buffer.add_point(1, 1, 0)  # Top right

        # Triangle one: bottom left, top left, bottom right.
        self.index_buffer.add_index(0)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(2)

        # Triangle two: bottom right, top left, top right.
        self.index_buffer.add_index(2)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(3)
Ejemplo n.º 6
0
class SkyBox(RendererObjectManager):
    '''
    Provides the background that goes behind everything
    '''
    NUM_VERTEX_BANDS = 8
    # This number MUST be even
    NUM_STEPS_IN_BAND = 10
    
    # Used to make sure rounding error doesn't make us have off-by-one errors in our iterations.
    EPSILON = 1e-3
    
    def reload(self, gl, full_reload):
        self.vertex_buffer.reload()
        self.color_buffer.reload()
        self.index_buffer.reload()
        
    def set_sun_position(self, new_pos):
        self.sun_pos = new_pos.copy()
        
    def draw_internal(self, gl):
        if self.render_state.night_vision_mode:
            return
    
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glFrontFace(gl.GL_CW)
        gl.glCullFace(gl.GL_BACK)
        
        gl.glShadeModel(gl.GL_SMOOTH)
        
        gl.glPushMatrix()
    
        # Rotate the sky box to the position of the sun.
        cp = cross_product(Vector3(0, 1, 0), self.sun_pos)
        cp = normalized(cp)
        angle = 180.0 / math.pi * math.acos(self.sun_pos.y)
        gl.glRotatef(angle, cp.x, cp.y, cp.z)
        
        self.vertex_buffer.set(gl)
        self.color_buffer.set(gl)
        
        self.index_buffer.draw(gl, gl.GL_TRIANGLES)
        
        gl.glPopMatrix()

    def __init__(self, layer_id, texture_manager):
        '''
        Constructor
        '''
        RendererObjectManager.__init__(self, layer_id, texture_manager)
        
        self.vertex_buffer = VertexBuffer(0, True)
        self.color_buffer = ColorBuffer(0, True)
        self.index_buffer = IndexBuffer(0, True)
        self.sun_pos = GeocentricCoordinates(0, 1, 0)
        
        num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
        num_indices = (self.NUM_VERTEX_BANDS-1) * self.NUM_STEPS_IN_BAND * 6
        self.vertex_buffer.reset(num_vertices)
        self.color_buffer.reset(num_vertices)
        self.index_buffer.reset(num_indices)
        
        sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
        cos_angles = [0.0] * self.NUM_STEPS_IN_BAND
        
        angle_in_band = 0
        d_angle = 2* math.pi / float(self.NUM_STEPS_IN_BAND - 1)
        for i in range(0, self.NUM_STEPS_IN_BAND):
            sin_angles[i] = math.sin(angle_in_band)
            cos_angles[i] = math.cos(angle_in_band)
            angle_in_band += d_angle
            
        band_step = 2.0 / float((self.NUM_VERTEX_BANDS-1) + self.EPSILON)
        
        vb = self.vertex_buffer
        cb = self.color_buffer
        band_pos = 1
        for band in range(0, self.NUM_VERTEX_BANDS):
            a, r, g, b = 0, 0, 0, 0
            
            if band_pos > 0:
                intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
                a = 0xFF
                r = (intensity << 16) & 0x00FF0000
                g = (intensity << 16) & 0x0000FF00
                b = (intensity << 16) & 0x000000FF
            else:
                intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
                color = (intensity << 16) | (intensity << 8) | (intensity)
                a = 0xFF
                r = color & 0x00FF0000
                g = color & 0x0000FF00
                b = color & 0x000000FF
            
            band_pos -= band_step
        
            sin_phi = math.sqrt(1 - band_pos*band_pos) if band_pos > -1 else 0
            for i in range(0, self.NUM_STEPS_IN_BAND):
                vb.add_point(Vector3(cos_angles[i] * sin_phi, band_pos, sin_angles[i] * sin_phi))
                cb.add_color(a, r, g, b)
        
        ib = self.index_buffer
        
        # Set the indices for the first band.
        top_band_start = 0
        bottom_band_start = self.NUM_STEPS_IN_BAND
        for triangle_band in range(0, self.NUM_VERTEX_BANDS-1):
            for offset_from_start in range(0, self.NUM_STEPS_IN_BAND-1):
                # Draw one quad as two triangles.
                top_left = (top_band_start + offset_from_start)
                top_right = (top_left + 1)
                
                bottom_left = (bottom_band_start + offset_from_start)
                bottom_right = (bottom_left + 1)
                
                # First triangle
                ib.add_index(top_left)
                ib.add_index(bottom_right)
                ib.add_index(bottom_left)
                
                # Second triangle
                ib.add_index(top_right)
                ib.add_index(bottom_right)
                ib.add_index(top_left)
                
            # Last quad: connect the end with the beginning.
                
            # Top left, bottom right, bottom left
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            ib.add_index(bottom_band_start)
            ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))
            
            # Top right, bottom right, top left
            ib.add_index(top_band_start)
            ib.add_index(bottom_band_start)
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            
            
            top_band_start += self.NUM_STEPS_IN_BAND
            bottom_band_start += self.NUM_STEPS_IN_BAND
            
            
Ejemplo n.º 7
0
 def __init__(self, layer_id, texture_manager):
     '''
     Constructor
     '''
     RendererObjectManager.__init__(self, layer_id, texture_manager)
     
     self.vertex_buffer = VertexBuffer(0, True)
     self.color_buffer = ColorBuffer(0, True)
     self.index_buffer = IndexBuffer(0, True)
     self.sun_pos = GeocentricCoordinates(0, 1, 0)
     
     num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
     num_indices = (self.NUM_VERTEX_BANDS-1) * self.NUM_STEPS_IN_BAND * 6
     self.vertex_buffer.reset(num_vertices)
     self.color_buffer.reset(num_vertices)
     self.index_buffer.reset(num_indices)
     
     sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
     cos_angles = [0.0] * self.NUM_STEPS_IN_BAND
     
     angle_in_band = 0
     d_angle = 2* math.pi / float(self.NUM_STEPS_IN_BAND - 1)
     for i in range(0, self.NUM_STEPS_IN_BAND):
         sin_angles[i] = math.sin(angle_in_band)
         cos_angles[i] = math.cos(angle_in_band)
         angle_in_band += d_angle
         
     band_step = 2.0 / float((self.NUM_VERTEX_BANDS-1) + self.EPSILON)
     
     vb = self.vertex_buffer
     cb = self.color_buffer
     band_pos = 1
     for band in range(0, self.NUM_VERTEX_BANDS):
         a, r, g, b = 0, 0, 0, 0
         
         if band_pos > 0:
             intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
             a = 0xFF
             r = (intensity << 16) & 0x00FF0000
             g = (intensity << 16) & 0x0000FF00
             b = (intensity << 16) & 0x000000FF
         else:
             intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
             color = (intensity << 16) | (intensity << 8) | (intensity)
             a = 0xFF
             r = color & 0x00FF0000
             g = color & 0x0000FF00
             b = color & 0x000000FF
         
         band_pos -= band_step
     
         sin_phi = math.sqrt(1 - band_pos*band_pos) if band_pos > -1 else 0
         for i in range(0, self.NUM_STEPS_IN_BAND):
             vb.add_point(Vector3(cos_angles[i] * sin_phi, band_pos, sin_angles[i] * sin_phi))
             cb.add_color(a, r, g, b)
     
     ib = self.index_buffer
     
     # Set the indices for the first band.
     top_band_start = 0
     bottom_band_start = self.NUM_STEPS_IN_BAND
     for triangle_band in range(0, self.NUM_VERTEX_BANDS-1):
         for offset_from_start in range(0, self.NUM_STEPS_IN_BAND-1):
             # Draw one quad as two triangles.
             top_left = (top_band_start + offset_from_start)
             top_right = (top_left + 1)
             
             bottom_left = (bottom_band_start + offset_from_start)
             bottom_right = (bottom_left + 1)
             
             # First triangle
             ib.add_index(top_left)
             ib.add_index(bottom_right)
             ib.add_index(bottom_left)
             
             # Second triangle
             ib.add_index(top_right)
             ib.add_index(bottom_right)
             ib.add_index(top_left)
             
         # Last quad: connect the end with the beginning.
             
         # Top left, bottom right, bottom left
         ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
         ib.add_index(bottom_band_start)
         ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))
         
         # Top right, bottom right, top left
         ib.add_index(top_band_start)
         ib.add_index(bottom_band_start)
         ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
         
         
         top_band_start += self.NUM_STEPS_IN_BAND
         bottom_band_start += self.NUM_STEPS_IN_BAND
         
         
Ejemplo n.º 8
0
class LabelOverlayManager(object):
    """
    Manages rendering of which appears at fixed points on the screen, rather
    than text which appears at fixed points in the world.
    """

    class Label(LabelMaker.LabelData):
        """
        Holds state on a single label
        """

        def __init__(self, text, color, size):
            """
            constructor
            """
            LabelMaker.LabelData.__init__(self, text, color, size)
            self.enabled = True
            self.x, self.y = 0, 0
            self.alpha = 1.0

    def initialize(self, gl, render_state, labels, texture_manager):
        self.labels = labels[:]  # deep copy
        self.texture = self.label_maker.initialize(gl, render_state, self.labels, texture_manager)

    def release_textures(self, gl):
        if self.texture != None:
            self.texture.shutdown(gl)
            self.texture = None

    def draw(self, gl, screen_width, screen_height):
        if self.texture == None or self.labels == []:
            return

        gl.glEnable(gl.GL_TEXTURE_2D)
        self.texture.bind(gl)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)

        gl.glTexEnvx(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_MODULATE)

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        gl.glDisableClientState(gl.GL_COLOR_ARRAY)

        # Change to orthographic projection, where the units in model view space
        # are the same as in screen space.
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPushMatrix()
        gl.glLoadIdentity()
        gl.glOrthof(0, screen_width, 0, screen_height, -100, 100)

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glPushMatrix()

        for label in self.labels:
            if label.enabled:
                x = label.x - label.width_in_pixels / 2
                y = label.y

                gl.glLoadIdentity()

                # Move the label to the correct offset.
                gl.glTranslatef(x, y, 0.0)

                # Scale the label to the correct size.
                gl.glScalef(label.width_in_pixels, label.height_in_pixels, 0.0)

                # Set the alpha for the label.
                gl.glColor4f(1, 1, 1, label.getAlpha())

                # Draw the label.
                self.vertex_buffer.set(gl)
                gl.glTexCoordPointer(2, gl.GL_FIXED, 0, label.tex_coords)
                self.index_buffer.draw(gl, gl.GL_TRIANGLES)

        # Restore the old matrices.
        gl.glMatrixMode(gl.GL_PROJECTION)
        gl.glPopMatrix()

        gl.glMatrixMode(gl.GL_MODELVIEW)
        gl.glPopMatrix()

        gl.glTexEnvf(gl.GL_TEXTURE_ENV, gl.GL_TEXTURE_ENV_MODE, gl.GL_REPLACE)
        gl.glDisable(gl.GL_BLEND)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)

        gl.glDisable(gl.GL_TEXTURE_2D)

    def __init__(self):
        """
        Constructor
        """
        self.labels = []
        self.label_maker = LabelMaker(True)
        self.texture = None
        self.vertex_buffer = VertexBuffer(4, False)
        self.index_buffer = IndexBuffer(6)
        # private Paint mLabelPaint = new Paint();
        # mLabelPaint.setAntiAlias(true);

        self.vertex_buffer.add_point(0, 0, 0)  # Bottom left
        self.vertex_buffer.add_point(0, 1, 0)  # Top left
        self.vertex_buffer.add_point(1, 0, 0)  # Bottom right
        self.vertex_buffer.add_point(1, 1, 0)  # Top right

        # Triangle one: bottom left, top left, bottom right.
        self.index_buffer.add_index(0)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(2)

        # Triangle two: bottom right, top left, top right.
        self.index_buffer.add_index(2)
        self.index_buffer.add_index(1)
        self.index_buffer.add_index(3)
Ejemplo n.º 9
0
class SkyBox(RendererObjectManager):
    '''
    Provides the background that goes behind everything
    '''
    NUM_VERTEX_BANDS = 8
    # This number MUST be even
    NUM_STEPS_IN_BAND = 10

    # Used to make sure rounding error doesn't make us have off-by-one errors in our iterations.
    EPSILON = 1e-3

    def reload(self, gl, full_reload):
        self.vertex_buffer.reload()
        self.color_buffer.reload()
        self.index_buffer.reload()

    def set_sun_position(self, new_pos):
        self.sun_pos = new_pos.copy()

    def draw_internal(self, gl):
        if self.render_state.night_vision_mode:
            return

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)

        gl.glEnable(gl.GL_CULL_FACE)
        gl.glFrontFace(gl.GL_CW)
        gl.glCullFace(gl.GL_BACK)

        gl.glShadeModel(gl.GL_SMOOTH)

        gl.glPushMatrix()

        # Rotate the sky box to the position of the sun.
        cp = cross_product(Vector3(0, 1, 0), self.sun_pos)
        cp = normalized(cp)
        angle = 180.0 / math.pi * math.acos(self.sun_pos.y)
        gl.glRotatef(angle, cp.x, cp.y, cp.z)

        self.vertex_buffer.set(gl)
        self.color_buffer.set(gl)

        self.index_buffer.draw(gl, gl.GL_TRIANGLES)

        gl.glPopMatrix()

    def __init__(self, layer_id, texture_manager):
        '''
        Constructor
        '''
        RendererObjectManager.__init__(self, layer_id, texture_manager)

        self.vertex_buffer = VertexBuffer(0, True)
        self.color_buffer = ColorBuffer(0, True)
        self.index_buffer = IndexBuffer(0, True)
        self.sun_pos = GeocentricCoordinates(0, 1, 0)

        num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
        num_indices = (self.NUM_VERTEX_BANDS - 1) * self.NUM_STEPS_IN_BAND * 6
        self.vertex_buffer.reset(num_vertices)
        self.color_buffer.reset(num_vertices)
        self.index_buffer.reset(num_indices)

        sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
        cos_angles = [0.0] * self.NUM_STEPS_IN_BAND

        angle_in_band = 0
        d_angle = 2 * math.pi / float(self.NUM_STEPS_IN_BAND - 1)
        for i in range(0, self.NUM_STEPS_IN_BAND):
            sin_angles[i] = math.sin(angle_in_band)
            cos_angles[i] = math.cos(angle_in_band)
            angle_in_band += d_angle

        band_step = 2.0 / float((self.NUM_VERTEX_BANDS - 1) + self.EPSILON)

        vb = self.vertex_buffer
        cb = self.color_buffer
        band_pos = 1
        for band in range(0, self.NUM_VERTEX_BANDS):
            a, r, g, b = 0, 0, 0, 0

            if band_pos > 0:
                intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
                a = 0xFF
                r = (intensity << 16) & 0x00FF0000
                g = (intensity << 16) & 0x0000FF00
                b = (intensity << 16) & 0x000000FF
            else:
                intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
                color = (intensity << 16) | (intensity << 8) | (intensity)
                a = 0xFF
                r = color & 0x00FF0000
                g = color & 0x0000FF00
                b = color & 0x000000FF

            band_pos -= band_step

            sin_phi = math.sqrt(1 -
                                band_pos * band_pos) if band_pos > -1 else 0
            for i in range(0, self.NUM_STEPS_IN_BAND):
                vb.add_point(
                    Vector3(cos_angles[i] * sin_phi, band_pos,
                            sin_angles[i] * sin_phi))
                cb.add_color(a, r, g, b)

        ib = self.index_buffer

        # Set the indices for the first band.
        top_band_start = 0
        bottom_band_start = self.NUM_STEPS_IN_BAND
        for triangle_band in range(0, self.NUM_VERTEX_BANDS - 1):
            for offset_from_start in range(0, self.NUM_STEPS_IN_BAND - 1):
                # Draw one quad as two triangles.
                top_left = (top_band_start + offset_from_start)
                top_right = (top_left + 1)

                bottom_left = (bottom_band_start + offset_from_start)
                bottom_right = (bottom_left + 1)

                # First triangle
                ib.add_index(top_left)
                ib.add_index(bottom_right)
                ib.add_index(bottom_left)

                # Second triangle
                ib.add_index(top_right)
                ib.add_index(bottom_right)
                ib.add_index(top_left)

            # Last quad: connect the end with the beginning.

            # Top left, bottom right, bottom left
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            ib.add_index(bottom_band_start)
            ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))

            # Top right, bottom right, top left
            ib.add_index(top_band_start)
            ib.add_index(bottom_band_start)
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))

            top_band_start += self.NUM_STEPS_IN_BAND
            bottom_band_start += self.NUM_STEPS_IN_BAND
Ejemplo n.º 10
0
    def __init__(self, layer_id, texture_manager):
        '''
        Constructor
        '''
        RendererObjectManager.__init__(self, layer_id, texture_manager)

        self.vertex_buffer = VertexBuffer(0, True)
        self.color_buffer = ColorBuffer(0, True)
        self.index_buffer = IndexBuffer(0, True)
        self.sun_pos = GeocentricCoordinates(0, 1, 0)

        num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
        num_indices = (self.NUM_VERTEX_BANDS - 1) * self.NUM_STEPS_IN_BAND * 6
        self.vertex_buffer.reset(num_vertices)
        self.color_buffer.reset(num_vertices)
        self.index_buffer.reset(num_indices)

        sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
        cos_angles = [0.0] * self.NUM_STEPS_IN_BAND

        angle_in_band = 0
        d_angle = 2 * math.pi / float(self.NUM_STEPS_IN_BAND - 1)
        for i in range(0, self.NUM_STEPS_IN_BAND):
            sin_angles[i] = math.sin(angle_in_band)
            cos_angles[i] = math.cos(angle_in_band)
            angle_in_band += d_angle

        band_step = 2.0 / float((self.NUM_VERTEX_BANDS - 1) + self.EPSILON)

        vb = self.vertex_buffer
        cb = self.color_buffer
        band_pos = 1
        for band in range(0, self.NUM_VERTEX_BANDS):
            a, r, g, b = 0, 0, 0, 0

            if band_pos > 0:
                intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
                a = 0xFF
                r = (intensity << 16) & 0x00FF0000
                g = (intensity << 16) & 0x0000FF00
                b = (intensity << 16) & 0x000000FF
            else:
                intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
                color = (intensity << 16) | (intensity << 8) | (intensity)
                a = 0xFF
                r = color & 0x00FF0000
                g = color & 0x0000FF00
                b = color & 0x000000FF

            band_pos -= band_step

            sin_phi = math.sqrt(1 -
                                band_pos * band_pos) if band_pos > -1 else 0
            for i in range(0, self.NUM_STEPS_IN_BAND):
                vb.add_point(
                    Vector3(cos_angles[i] * sin_phi, band_pos,
                            sin_angles[i] * sin_phi))
                cb.add_color(a, r, g, b)

        ib = self.index_buffer

        # Set the indices for the first band.
        top_band_start = 0
        bottom_band_start = self.NUM_STEPS_IN_BAND
        for triangle_band in range(0, self.NUM_VERTEX_BANDS - 1):
            for offset_from_start in range(0, self.NUM_STEPS_IN_BAND - 1):
                # Draw one quad as two triangles.
                top_left = (top_band_start + offset_from_start)
                top_right = (top_left + 1)

                bottom_left = (bottom_band_start + offset_from_start)
                bottom_right = (bottom_left + 1)

                # First triangle
                ib.add_index(top_left)
                ib.add_index(bottom_right)
                ib.add_index(bottom_left)

                # Second triangle
                ib.add_index(top_right)
                ib.add_index(bottom_right)
                ib.add_index(top_left)

            # Last quad: connect the end with the beginning.

            # Top left, bottom right, bottom left
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            ib.add_index(bottom_band_start)
            ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))

            # Top right, bottom right, top left
            ib.add_index(top_band_start)
            ib.add_index(bottom_band_start)
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))

            top_band_start += self.NUM_STEPS_IN_BAND
            bottom_band_start += self.NUM_STEPS_IN_BAND