Example #1
0
    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        # Grayish background
        glClearColor(*self.fLowLight)

        # Cull backs of polygons
        glCullFace(GL_BACK)
        glFrontFace(GL_CCW)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)

        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight)
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]

        # Get the plane equation from three points on the ground
        vPlaneEquation = M3DVector4f()
        m3dGetPlaneEquation(vPlaneEquation, vPoints[0], vPoints[1], vPoints[2])

        # Calculate projection matrix to draw shadow on the ground
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, vPlaneEquation,
                                  self.fLightPos)
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL)
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
        glMateriali(GL_FRONT, GL_SHININESS, 128)

        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s

        glEnable(GL_MULTISAMPLE)  # This is actually on by default

        self._make_display_list('small sphere', self._draw_small_sphere)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('ground', self._draw_ground)

        pyglet.clock.schedule_interval(self._update, 1.0 / 60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)
Example #2
0
    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        glEnable(GL_MULTISAMPLE_ARB)
        
        # Grayish background
        glClearColor(*self.fLowLight)

        # Clear stencil buffer with zero, increment by one whenever anybody
        # draws into it. When stencil function is enabled, only write where
        # stencil value is zero. This prevents the transparent shadow from drawing
        # over itself
        glStencilOp(GL_INCR, GL_INCR, GL_INCR)
        glClearStencil(0)
        glStencilFunc(GL_EQUAL, 0x0, 0x01)

        # Setup Fog parameters
        glEnable(GL_FOG)                            # Turn Fog on
        glFogfv(GL_FOG_COLOR, self.fLowLight)       # Set fog color to match background
        glFogf(GL_FOG_START, 5.0)                   # How far away does the fog start
        glFogf(GL_FOG_END, 30.0)                    # How far away does the fog stop
        glFogi(GL_FOG_MODE, GL_LINEAR)              # Which fog equation do I use?

        # Cull backs of polygons
        glCullFace(GL_BACK);
        glFrontFace(GL_CCW);
        glEnable(GL_CULL_FACE);
        glEnable(GL_DEPTH_TEST);
        
        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight);
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight);
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight);
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight);
        glEnable(GL_LIGHTING);
        glEnable(GL_LIGHT0);

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]
        
        # Get the plane equation from three points on the ground
        vPlaneEquation = M3DVector4f()
        m3dGetPlaneEquation(vPlaneEquation, vPoints[0], vPoints[1], vPoints[2]);

        # Calculate projection matrix to draw shadow on the ground
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, vPlaneEquation, self.fLightPos);
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL);
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE);
        glMateriali(GL_FRONT, GL_SHININESS, 128);
            
        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s
        
        self._make_display_list('small sphere', self._draw_small_sphere)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('ground', self._draw_ground)

        pyglet.clock.schedule_interval(self._update, 1.0/60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)
Example #3
0
    def __init__(self, w, h, title='Pyglet App'):
        super(Window, self).__init__(w, h, title)

        # Grayish background
        glClearColor(*self.fLowLight)

        # Clear stencil buffer with zero, increment by one whenever anybody
        # draws into it. When stencil function is enabled, only write where
        # stencil value is zero. This prevents the transparent shadow from drawing
        # over itself
        glStencilOp(GL_INCR, GL_INCR, GL_INCR)
        glClearStencil(0)
        glStencilFunc(GL_EQUAL, 0x0, 0x01)

        # Cull backs of polygons
        glCullFace(GL_BACK)
        glFrontFace(GL_CCW)
        glEnable(GL_CULL_FACE)
        glEnable(GL_DEPTH_TEST)
        glEnable(GL_MULTISAMPLE_ARB)

        # Setup light parameters
        glLightModelfv(GL_LIGHT_MODEL_AMBIENT, self.fNoLight)
        glLightfv(GL_LIGHT0, GL_AMBIENT, self.fLowLight)
        glLightfv(GL_LIGHT0, GL_DIFFUSE, self.fBrightLight)
        glLightfv(GL_LIGHT0, GL_SPECULAR, self.fBrightLight)
        glEnable(GL_LIGHTING)
        glEnable(GL_LIGHT0)

        # Calculate shadow matrix
        vPoints = [
            [0.0, -0.4, 0.0],
            [10.0, -0.4, 0.0],
            [5.0, -0.4, -5.0],
        ]
        pPlane = M3DVector4f()
        m3dGetPlaneEquation(pPlane, vPoints[0], vPoints[1], vPoints[2])
        m3dMakePlanarShadowMatrix(self.mShadowMatrix, pPlane, self.fLightPos)
        self.mShadowMatrix = gl_vec(GLfloat, self.mShadowMatrix)

        # Mostly use material tracking
        glEnable(GL_COLOR_MATERIAL)
        glColorMaterial(GL_FRONT, GL_AMBIENT_AND_DIFFUSE)
        glMaterialfv(GL_FRONT, GL_SPECULAR, self.fBrightLight)
        glMateriali(GL_FRONT, GL_SHININESS, 128)

        # Randomly place the sphere inhabitants
        for iSphere in range(self.NUM_SPHERES):
            # Pick a random location between -20 and 20 at .1 increments
            s = GLFrame()
            x = rand() * 40 - 20
            z = rand() * 40 - 20
            s.SetOrigin(x, 0.0, z)
            self.spheres[iSphere] = s

        # Set up texture maps
        glEnable(GL_TEXTURE_2D)
        for name in self.szTextureFiles:
            image = pyglet.image.load(name)
            texid = image.get_mipmapped_texture().id
            self.images.append(image)
            self.textureObjects.append(texid)

        # Set up display lists for faster rendering
        self._make_display_list('ground', self._draw_ground)
        self._make_display_list('torus', self._draw_torus)
        self._make_display_list('big sphere', self._draw_big_sphere)
        self._make_display_list('small sphere', self._draw_small_sphere)

        pyglet.clock.schedule_interval(self._update, 1.0 / 60.0)
        pyglet.clock.schedule_interval(self.fps, 2.0)