def proyecto1(): render = Render(1080, 1080) background = Texture('./models/fondos/fondo.bmp') render.viewPort = background.pixels render.lookAt(render.vector(1, 1, 1), render.vector(0, 0, 0)) render.light = render.vector(0, 0, 1) render.active_shader = shaders.underwater render.load_model_3D('./models/Biplane/OBJ/HiPoly/Biplane.obj', scale=render.vector(18, 18, 18), rotate=render.vector(20, 225, 0), translate=render.vector(-0.5, -0.15, 0)) render.active_shader = shaders.grayscale render.active_texture = Texture('./models/beriev/Beriev_2048.bmp') render.load_model_3D('./models/beriev/BerievA50.obj', scale=render.vector(2, 2, 2), rotate=render.vector(340, 90, 0), translate=render.vector(0.25, 0.8, 0)) render.active_shader = shaders.toon render.active_texture = Texture('./models/f104/Albedo.bmp') render.load_model_3D('./models/f104/F-104.obj', scale=render.vector(7.5, 7.5, 7.5), rotate=render.vector(340, 90, 0), translate=render.vector(-0.1, 0.7, -0.25)) render.active_shader = shaders.randomPattern render.active_texture = Texture('./models/f16/Albedo.bmp') render.load_model_3D('./models/f16/F-16D.obj', scale=render.vector(20, 20, 20), rotate=render.vector(0, 340, 320), translate=render.vector(0.5, 0, -0.75)) render.active_shader = shaders.randomPattern render.active_texture = Texture('./models/dilophosaurus/skin.bmp') render.load_model_3D('./models/dilophosaurus/dilophosaurus.obj', scale=render.vector(100, 100, 100), rotate=render.vector(35, 25, 0), translate=render.vector(0.25, -0.6, -0.25)) render.active_shader = shaders.heat render.active_texture = Texture('./models/dilophosaurus/skin.bmp') render.load_model_3D('./models/dilophosaurus/dilophosaurus.obj', scale=render.vector(25, 25, 25), rotate=render.vector(10, 90, 0), translate=render.vector(0, -0.6, -0.5)) render.glFinish('output/proyecto1.bmp')
def model_high_angle(): render = Render(2000, 2000) render.light = render.vector(0, 0, 1) render.active_texture = Texture('./models/Face/model.bmp') render.active_shader = shaders.randomPattern render.load_model_3D('./models/Face/model.obj', scale=render.vector(200, 200, 200), rotate=render.vector(35, 350, 0)) render.glFinish('output/high_angle.bmp')
def model_dutch_angle(): render = Render(2000, 2000) render.light = render.vector(0, 0, 1) render.active_texture = Texture('./models/Face/model.bmp') render.active_shader = shaders.grayscale render.load_model_3D('./models/Face/model.obj', scale=render.vector(200, 200, 200), rotate=render.vector(35, 25, 0)) render.glFinish('output/dutch_angle.bmp')
def model(): """ Draws a cube at an angle so it is more interesting """ r = Render(800, 600) t = Texture('./models/model.bmp') r.active_texture = t r.load('./models/model.obj', (1, 1, 1), (300, 300, 300)) r.draw_arrays('TRIANGLES') r.display('out.bmp')
def model_texture(): render = Render(2000, 2000) render.light = render.vector(0, 0, 1) render.active_texture = Texture('./models/Face/model.bmp') render.active_shader = shaders.randomPattern render.load_model_3D('./models/Face/model.obj', scale=render.vector(200, 200, 200), rotate=render.vector(0, 0, 0)) render.glFinish() render.glZBuffer()
for x in range(15, 2500 - 2): for y in range(15, 1800 - 2): size = random.randint(1, 1080) if size == 2 and x % 2 != 0 and y % 2 != 0: for i in range(1, 15): r.glVertex_coord(x, y) r.glVertex_coord(x + i, y) r.glVertex_coord(x, y + i) r.glVertex_coord(x - i, y) r.glVertex_coord(x, y - i) posModel = V3(0, 0, -5) r.lookAt(posModel, V3(0, 0, 0)) r.active_texture = Texture('./models/earthday.bmp') r.active_shader = mutedColors r.loadModel('./models/earth.obj', V3(-4, -2.5, -7), V3(0.003, 0.003, 0.003), V3(0, 0, 45)) r.active_texture = Texture('./models/spaceship.bmp') r.active_shader = phong r.loadModel('./models/spaceship.obj', V3(2, 1.4, -6), V3(0.003, 0.003, 0.003), V3(0, 0, -30)) r.active_texture = Texture('./models/rocket.bmp') r.active_shader = toon r.loadModel('./models/rocket.obj', V3(-1.5, -0.7, -4), V3(0.003, 0.003, 0.003), V3(-10, 200, -30)) r.active_texture = Texture('./models/mars.bmp')
from gl import Render from obj import Texture from usefullFunctions import Matrix, matrixMultiplication, V3, norm from shaders import unlit, gouradShader r = Render(1024, 1024) r.lookAt(V3(0, 0, 100), V3(0, 0, 0), V3(0, 1, 0)) r.light = norm(V3(0, 0, 1)) t = Texture('models/space.bmp') r.active_texture = t r.paintBackground() t = Texture('models/surface.bmp') r.active_texture = t r.load('models/earth.obj', [0, 0.2, 0], [0.2, 0.2, 1], [0, 0, 0]) r.draw_arrays('TRIANGLE') t = Texture('models/moon.bmp') r.active_texture = t r.active_shader = unlit r.load('models/sphere.obj', [0, -0.8, 50], [2, 1, 1], [0, 0, 0]) r.draw_arrays('TRIANGLE') r.light = norm(V3(1, 1, 1)) t = Texture('models/saturnmap.bmp') r.active_texture = t r.active_shader = gouradShader r.load('models/saturn.obj', [-1.5, 1, -50], [1, 1, 1], [0, 0, 0]) r.draw_arrays('TRIANGLE') t = Texture('models/satelite.bmp') r.active_texture = t r.load('models/satelite.obj', [-0.4, 0, 30], [0.025, 0.025, 1], [0, 0, 0.2])
from gl import Render, color, V2, V3 from obj import Obj, Texture from shaders import * r = Render() r.glCreateWindow(500, 500) r.active_texture = Texture('./models/model.bmp') r.active_shader = gourad posModel = V3(0, 3, 0) r.lookAt(posModel, V3(0, 0, -5)) r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0)) r.glFinish('high_angle.bmp') r.glClear() posModel = V3(0, -3, 0) r.lookAt(posModel, V3(0, 0, -5)) r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0)) r.glFinish('low_angle.bmp') r.glClear() posModel = V3(0, 0, 0) r.lookAt(posModel, V3(0, 0, -5)) r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0)) r.glFinish('medium_angle.bmp') r.glClear()
# # se agrega la camara # se setea la posición inicial de los modelos respecto a la cámara # posModel = V3(0, 0, 200) r.lookAt(posModel, V3(0, 0, 5)) #5,5,0 # # Se agrega el modelo de la torre de agua con textura y shader. # obj: water_tower.bmp # textura: water_tower.obj # shader: static_matix # print('Cargando modelo torre de agua...') r.active_texture = Texture('./models/water_tower.bmp') r.active_shader = static_matrix r.glLoadModel('./models/water_tower.obj', V3(0, -10, 450), V3(1, 1, 1), V3(0, 0, 0)) print('Torre de agua cargada...') # # Se agrega el modelo de los soldados con textura y shader. # Primer soldado: # obj: soldier.bmp # textura: soldier.obj # shader: negative # print('Cargando modelo de soldados...') r.active_texture = Texture('./models/soldier.bmp') r.active_shader = negative
# Gian Luca Rivera - 18049 from gl import Render from obj import Obj, Texture from shaders import gooch, static, phong, toon, normalMap, sand, moss # 3840 × 2160 bitmap = Render(3840, 2160) # bitmap.glViewPort(0, 0, 3840 , 2160) background = Texture('./background.bmp') bitmap.pixels = background.pixels # bitmap.lookAt((0, 0, -5), (2, 2, 0)) bitmap.active_texture = Texture('./Models/Textures/Stormtrooper.bmp') bitmap.active_normalMap = Texture('./Models/Textures/Stormtrooper_N.bmp') bitmap.active_shader = normalMap bitmap.loadObjModel('./Models/stormtrooper2.obj', (2600, 200, 0), (150, 150, 150), (0, -110, 0)) bitmap.active_texture = Texture('./Models/Textures/Body_Diffuse.bmp') bitmap.active_shader = moss bitmap.loadObjModel('./Models/bb-unit.obj', (900, 300, 0), (1.5, 1.5, 1.5), (0, 30, 0)) bitmap.active_texture = Texture('./Models/Textures/arc170fighter.bmp') bitmap.active_shader = gooch bitmap.loadObjModel('./Models/Arc170.obj', (2300, 1700, 0), (0.5, 0.5, 0.5), (0, 210, 30))
elif size==3: r.glVertex_coord(x,y) r.glVertex_coord(x+1,y) r.glVertex_coord(x,y+1) r.glVertex_coord(x-1,y) #r.glColor(1,1,1) #r.glVertex_coord(960,540) posModel = ( 0, 0, -5) r.lookAt(posModel, (0,0,0)) #rocketModel Texture r.active_texture = Texture('./models/planespace.bmp') r.active_shader = toon #rocketModel r.loadModel('./models/space-shuttle-orbiter.obj', (3,-1,-4), (0.002,0.002,0.002),(0,130,0)) #astro texture r.active_texture = Texture('./models/suit.bmp') r.active_normalMap = Texture('./models/normal_suit.bmp') r.active_shader = normalMap #Astro r.loadModel('./models/astronaute.obj', (-1,1,-5), (0.5,0.5,0.5),(0,0,0)) #mars r.active_texture = Texture('./models/metal.bmp')
from obj import Obj, Texture from shaders import * r = Render(1920, 1080) #usamos la textura de dojo para hacer el fondo texture = Texture('./models/dojo.bmp') r.glBackground(texture) #katana (phong) r.active_shader = phong posModel = V3(2, 0, -5) r.active_texture = Texture('./models/Albedo.bmp') r.loadModel('./models/katana.obj', posModel, V3(4, 4, 4), V3(0, 0, 270)) #cleaver (freedom) r.active_shader = freedom posModel = V3(-3, 0, -5) r.active_texture = Texture('./models/cleaver.bmp') r.loadModel('./models/cleaver.obj', posModel, V3(10, 10, 10), V3(90, 0, -30)) #dagger (infrarojo) r.active_shader = infraRojo
from shaders import * modelo = Render(2160, 1920) fondo = Texture('./models/noche.bmp') modelo.pixels = fondo.pixels posModel = (210, 220, -400) modelo.lookAt(posModel, (5, 5, 0)) # modelo.loadModel('./models/model.obj', posModel, (1,1,1),(0,0,0)) # # piso # textura = Texture('./models/madera.bmp') # modelo.loadModel('./models/piso.obj', (290,-61,-400), (13, 5, 1), textura, (0, 0, 0)) # # hombre # textura = Texture('./models/hombre.bmp') # modelo.loadModel('./models/hombre.obj', (20, -12, -460), (1, 1, 1), textura, (0, 30, 20)) # # faro # textura3 = Texture('./models/faro_L.bmp') # modelo.loadModel('./models/faro.obj', (350, 2, -460), (5, 5, 5), textura3, (0, 0, 0)) # # # banca # textura = Texture('./models/metal_dec.bmp') # modelo.loadModel('./models/bench_bright.obj', (440, 50, -400), (8, 6, 6), textura, (0, -20, 0)) # # mujer # textura = Texture('./models/mujer.bmp') # modelo.loadModel('./models/mujer.obj', (400, -2, -460), (0.15, 0.15, 0.15), textura, (1, 160, 0)) # luna # modelo.active_texture = Texture('./models/luna-imagenes.bmp') modelo.active_shader = toon modelo.active_texture = Texture('./models/luna-imagenes.bmp') modelo.loadModel('./models/earth.obj', (50, 800, -800), (0.1, 0.1, 0.1), (5, 20, 0)) modelo.glFinish('modelo_obj.bmp') print("¡Listo! La imagen esta creada con el nombre de 'modelo_obj.bmp'.")
from gl import Render, color, V2, V3 from obj import Obj, Texture import glMath from shaders import * import random r = Render(1000, 1000) r.active_texture = Texture('./models/earthDay.bmp') r.active_texture2 = Texture('./models/earthNight.bmp') r.active_shader = toon luz = V3(0, 0, 1) r.light = glMath.normalize(luz) r.loadModel('./models/earth.obj', V3(500, 500, 0), V3(1, 1, 1)) r.glFinish('toon.bmp')