Example #1
0
def generate_color(x, z):
    m = 0.005
    h = (pg.simplex2(x * m, z * m, 4) + 1) / 2
    s = (pg.simplex2(-x * m, z * m, 4) + 1) / 2
    v = (pg.simplex2(x * m, -z * m, 4) + 1) / 2
    v = v * 0.5 + 0.5
    return colorsys.hsv_to_rgb(h, s, v)
Example #2
0
File: terrain.py Project: ssebs/pg
def generate_color(x, z):
    m = 0.005
    h = (pg.simplex2(x * m, z * m, 4) + 1) / 2
    s = (pg.simplex2(-x * m, z * m, 4) + 1) / 2
    v = (pg.simplex2(x * m, -z * m, 4) + 1) / 2
    v = v * 0.5 + 0.5
    return colorsys.hsv_to_rgb(h, s, v)
Example #3
0
 def setup(self):
     self.wasd = pg.WASD(self, speed=3)
     self.wasd.look_at((-5, 4, 5), (0, 0, 0))
     self.context = pg.Context(pg.DirectionalLightProgram())
     data = []
     points = pg.poisson_disc(-4, -4, 4, 4, 1, 32)
     for x, z in points:
         noise = pg.simplex2(10 + x * 0.25, 10 + z * 0.25, 4)
         y = (noise + 1) / 1
         shape = pg.Cone((x, 0, z), (x, y, z), 0.4, 36)
         data.extend(pg.interleave(shape.positions, shape.normals))
         shape = pg.Sphere(3, 0.3, (x, y, z))
         data.extend(pg.interleave(shape.positions, shape.normals))
     self.context.position, self.context.normal = (
         pg.VertexBuffer(data).slices(3, 3))
     self.plane = pg.Context(pg.DirectionalLightProgram())
     self.plane.object_color = (1, 1, 1)
     shape = pg.Plane((0, -0.1, 0), (0, 1, 0), 5)
     data = pg.interleave(shape.positions, shape.normals)
     self.plane.position, self.plane.normal = (pg.VertexBuffer(data).slices(
         3, 3))
     self.axes = pg.Context(pg.SolidColorProgram())
     self.axes.color = (0.3, 0.3, 0.3)
     self.axes.position = pg.VertexBuffer(pg.Axes(100).positions)
Example #4
0
 def setup(self):
     self.wasd = pg.WASD(self, speed=3)
     self.wasd.look_at((-5, 4, 5), (0, 0, 0))
     self.context = pg.Context(pg.DirectionalLightProgram())
     data = []
     points = pg.poisson_disc(-4, -4, 4, 4, 1, 32)
     for x, z in points:
         noise = pg.simplex2(10 + x * 0.25, 10 + z * 0.25, 4)
         y = (noise + 1) / 1
         shape = pg.Cone((x, 0, z), (x, y, z), 0.4, 36)
         data.extend(pg.interleave(shape.positions, shape.normals))
         shape = pg.Sphere(3, 0.3, (x, y, z))
         data.extend(pg.interleave(shape.positions, shape.normals))
     self.context.position, self.context.normal = (
         pg.VertexBuffer(data).slices(3, 3))
     self.plane = pg.Context(pg.DirectionalLightProgram())
     self.plane.object_color = (1, 1, 1)
     shape = pg.Plane((0, -0.1, 0), (0, 1, 0), 5)
     data = pg.interleave(shape.positions, shape.normals)
     self.plane.position, self.plane.normal = (
         pg.VertexBuffer(data).slices(3, 3))
     self.axes = pg.Context(pg.SolidColorProgram())
     self.axes.color = (0.3, 0.3, 0.3)
     self.axes.position = pg.VertexBuffer(pg.Axes(100).positions)
Example #5
0
def noise(x, z):
    a = pg.simplex2(-x * 0.01, -z * 0.01, 4)
    b = pg.simplex2(x * 0.1, z * 0.1, 4)
    return (a + 1) * 16 + b / 10
Example #6
0
File: terrain.py Project: ssebs/pg
def noise(x, z):
    a = pg.simplex2(-x * 0.01, -z * 0.01, 4)
    b = pg.simplex2(x * 0.1, z * 0.1, 4)
    return (a + 1) * 16 + b / 10