def __init__(self, width, height): self.width = width self.height = height # init SDL sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) self.window = sdl2.SDL_CreateWindow( b"SPARK(&pyspk) Fireworks Demo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, width, height, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL) sdl2.SDL_CaptureMouse(True) # init OpenGL self.context = sdl2.SDL_GL_CreateContext(self.window) sdl2.SDL_GL_SetSwapInterval(0) gl.glClearColor(0.0, 0.0, 0.0, 1.0) surface = sdl2.SDL_GetWindowSurface(self.window) gl.glViewport(0, 0, surface.contents.w, surface.contents.h) # load Textures texture = loadTexture(b'res/flare.bmp', gl.GL_ALPHA, gl.GL_REPEAT) # init FTGL if not notext: font = FTGL.TextureFont('res/font.ttf') font.FaceSize(24) self.font = font # init SPARK(pyspk) # random seed initialization spk.setRandomSeed(int(time.time())) # step configuration spk.System.setClampStep(True, 0.1) # clamp the step to 100 ms spk.System.useAdaptiveStep(0.001, 0.01) # use an adaptive step from 1ms to 10ms (1000fps to 100fps) # the base system self.basesystem = BaseSystem(self.height, texture) print('SPARK FACTORY AFTER INIT :') spk.Factory.getInstance().traceAll() # init Variables self.running = True self.paused = False self.deltaTime = 0 self.step = 0 self.text = 2 self.renderValue = 0 self.angleY = 0.0 self.camPosZ = 5.0 self.spacePressed = -1.0 self.systems = [] self.nbParticles = '' self.fps = '' self.frames = [sdl2.SDL_GetTicks()-1] self.lasttime = self.frames[-1]
def __init__(self, width, height): self.width = width self.height = height # init SDL sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) self.window = sdl2.SDL_CreateWindow( b"SPARK(&pyspk) Rain Demo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, width, height, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL) sdl2.SDL_CaptureMouse(True) # init OpenGL self.context = sdl2.SDL_GL_CreateContext(self.window) sdl2.SDL_GL_SetSwapInterval(0) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLEBUFFERS, 1) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLESAMPLES, 4) gl.glClearColor(0.8, 0.8, 0.8, 0.0) surface = sdl2.SDL_GetWindowSurface(self.window) gl.glViewport(0, 0, surface.contents.w, surface.contents.h) # gl.glDisable(gl.GL_DEPTH) gl.glDisable(gl.GL_DEPTH_TEST) # load Textures self.txPaving = loadTexture(b'res/paving.bmp', gl.GL_RGB, gl.GL_REPEAT, mipmap=True) txSplash = loadTexture(b'res/waterdrops.bmp', gl.GL_ALPHA, gl.GL_CLAMP) # init fog gl.glEnable(gl.GL_FOG) gl.glFogi(gl.GL_FOG_MODE, gl.GL_EXP2) # init FTGL if not notext: font = FTGL.TextureFont('res/font.ttf') font.FaceSize(24) self.font = font # init SPARK(pyspk) # random seed initialization spk.setRandomSeed(int(time.time())) # step configuration spk.System.setClampStep(True, 0.1) # clamp the step to 100 ms spk.System.useAdaptiveStep( 0.001, 0.01) # use an adaptive step from 1ms to 10ms (1000fps to 100fps) # create Renderer self.sizeRatio = self.width / 1440 self.basicRenderer = GLPointRenderer.create( 1.0) # bare renderer for comparison(F4) dropRenderer = GLPointRenderer.create() dropRenderer.setType(spk.POINT_CIRCLE) dropRenderer.setSize(2.0 * self.sizeRatio) dropRenderer.enableBlending(True) self.dropRenderer = dropRenderer rainRenderer = GLLineRenderer.create() rainRenderer.setLength(-0.1) rainRenderer.enableBlending(True) self.rainRenderer = rainRenderer splashRenderer = GLQuadRenderer.create() splashRenderer.setScale(0.05, 0.05) splashRenderer.setTexturingMode(spk.TEXTURE_2D) splashRenderer.setTexture(txSplash) splashRenderer.enableBlending(True) splashRenderer.enableRenderingHint(spk.DEPTH_WRITE, False) self.splashRenderer = splashRenderer # create Model rain_enable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_BLUE | spk.FLAG_ALPHA | spk.FLAG_MASS rain_mutable = spk.FLAG_NONE rain_random = spk.FLAG_MASS rainModel = spk.Model.create(rain_enable, rain_mutable, rain_random) rainModel.setParam(spk.PARAM_ALPHA, 0.2) rainModel.setImmortal(True) self.rainModel = rainModel dropModel = spk.Model.create(rain_enable, rain_mutable, rain_random) # same as rain dropModel.setParam(spk.PARAM_ALPHA, 0.6) self.dropModel = dropModel splash_enable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_BLUE | spk.FLAG_ALPHA | spk.FLAG_SIZE | spk.FLAG_ANGLE splash_mutable = spk.FLAG_SIZE | spk.FLAG_ALPHA splash_random = spk.FLAG_SIZE | spk.FLAG_ANGLE splashModel = spk.Model.create(splash_enable, splash_mutable, splash_random) splashModel.setParam(spk.PARAM_ANGLE, 0.0, 2.0 * math.pi) splashModel.setParam(spk.PARAM_ALPHA, 1.0, 0.0) self.splashModel = splashModel # create Emitter rainZone = spk.Ring.create(spk.Vector3D(0.0, 5.0, 0.0)) self.rainZone = rainZone rainEmitter = spk.SphericEmitter.create(spk.Vector3D(0.0, -1.0, 0.0), 0.0, 0.03 * math.pi) rainEmitter.setZone(rainZone) self.rainEmitter = rainEmitter self.dropEmitter = spk.SphericEmitter.create( spk.Vector3D(0.0, 1.0, 0.0), 0.0, 0.2 * math.pi) # create Group gravity = spk.Vector3D(0.0, -2.0, 0.0) rainGroup = spk.Group.create(rainModel, 8000) rainGroup.setCustomUpdate(lambda p, t: self.killRain(p, t)) rainGroup.setRenderer(rainRenderer) rainGroup.addEmitter(rainEmitter) rainGroup.setFriction(0.7) rainGroup.setGravity(gravity) self.rainGroup = rainGroup dropGroup = spk.Group.create(dropModel, 16000) dropGroup.setRenderer(dropRenderer) dropGroup.setFriction(0.7) dropGroup.setGravity(gravity) self.dropGroup = dropGroup splashGroup = spk.Group.create(splashModel, 2400) splashGroup.setRenderer(splashRenderer) self.splashGroup = splashGroup # create System system = spk.System.create() system.addGroup(splashGroup) system.addGroup(dropGroup) system.addGroup(rainGroup) self.system = system print('SPARK FACTORY AFTER INIT :') spk.Factory.getInstance().traceAll() # init Variables self.running = True self.paused = False self.deltaTime = 0 self.step = 0 self.text = 2 self.renderValue = 0 self.renderEnv = True self.angleY = 0.0 self.angleX = 12.0 self.posX = 0.0 self.posZ = 0.0 self.rainRatio = 0.5 self.recompute = True self.nbParticles = '' self.fps = '' self.strRainRate = '' self.frames = [sdl2.SDL_GetTicks() - 1] self.lasttime = self.frames[-1]
def __init__(self, width, height): self.width = width self.height = height # init SDL sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) self.window = sdl2.SDL_CreateWindow( b"SPARK(&pyspk) Flakes Demo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, width, height, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL) sdl2.SDL_CaptureMouse(True) # init OpenGL self.context = sdl2.SDL_GL_CreateContext(self.window) sdl2.SDL_GL_SetSwapInterval(0) gl.glClearColor(0.0, 0.0, 0.0, 1.0) surface = sdl2.SDL_GetWindowSurface(self.window) gl.glViewport(0, 0, surface.contents.w, surface.contents.h) # init FTGL if not notext: font = FTGL.TextureFont('res/font.ttf') font.FaceSize(24) self.font = font # init SPARK(pyspk) # random seed initialization spk.setRandomSeed(int(time.time())) # step configuration spk.System.setClampStep(True, 0.1) # clamp the step to 100 ms spk.System.useAdaptiveStep( 0.001, 0.01) # use an adaptive step from 1ms to 10ms (1000fps to 100fps) # create Renderer renderer = GLPointRenderer.create(1.0) # type: GLPointRenderer renderer.setBlending( spk.BLENDING_ADD ) # blending method between particles(additive blending) renderer.enableRenderingHint(spk.DEPTH_TEST, False) # notifying not to use depth info renderer.setAlphaTestThreshold(0.8) self.renderer = renderer self.basicRenderer = GLPointRenderer.create( 1.0) # bare renderer for comparison(F4) # create Model model_enable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_BLUE | spk.FLAG_ALPHA # use color channels(RGBA) model = spk.Model.create(model_enable) # type: spk.Model model.setParam(spk.PARAM_RED, 1.0) model.setParam(spk.PARAM_GREEN, 0.8) model.setParam(spk.PARAM_BLUE, 0.3) model.setParam(spk.PARAM_ALPHA, 0.4) model.setImmortal(True) # particle is immortal self.model = model # no Emitter # create Modifier self.sphere = spk.Sphere.create(spk.Vector3D(), 1.0) obstacle = spk.Obstacle.create(self.sphere) # type: spk.Obstacle obstacle.setFriction(0.9) obstacle.setBouncingRatio(0.9) self.obstacle = obstacle # create Group self.NB_PARTICLES = [10000, 25000, 50000, 100000, 200000, 500000] group = spk.Group.create(model, self.NB_PARTICLES[-1]) # type: spk.Group group.addModifier(obstacle) group.setRenderer(renderer) group.setGravity(spk.Vector3D(0.0, -0.5, 0.0)) group.setFriction(0.2) self.group = group # create System system = spk.System.create() # type: spk.System system.addGroup(group) self.system = system print('SPARK FACTORY AFTER INIT :') spk.Factory.getInstance().traceAll() # init Variables self.running = True self.paused = False self.deltaTime = 0 self.step = 0 self.text = 2 self.renderValue = 0 self.angleX = 0.0 self.angleZ = 0.0 self.camPosZ = 2.75 self.particleIndex = 2 self.nbParticles = '' self.fps = '' self.frames = [sdl2.SDL_GetTicks() - 1] self.lasttime = self.frames[-1]
def __init__(self, width, height): self.width = width self.height = height # init SDL sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) self.window = sdl2.SDL_CreateWindow( b"SPARK(&pyspk) Fire Demo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, width, height, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL) sdl2.SDL_CaptureMouse(True) # init OpenGL self.context = sdl2.SDL_GL_CreateContext(self.window) sdl2.SDL_GL_SetSwapInterval(0) gl.glClearColor(0.0, 0.0, 0.0, 1.0) surface = sdl2.SDL_GetWindowSurface(self.window) gl.glViewport(0, 0, surface.contents.w, surface.contents.h) # load textures txFire = loadTexture(b'res/fire2.bmp', gl.GL_ALPHA, gl.GL_CLAMP, mipmap=True) txSmoke = loadTexture(b'res/explosion.bmp', gl.GL_ALPHA, gl.GL_CLAMP) # lighting light_ambient = [0.15, 0.15, 0.25, 1.0] light_diffuse = [1.0, 0.75, 0.25, 1.0] gl.glLightfv(gl.GL_LIGHT0, gl.GL_AMBIENT, light_ambient) gl.glLightfv(gl.GL_LIGHT0, gl.GL_DIFFUSE, light_diffuse) gl.glLightf(gl.GL_LIGHT0, gl.GL_QUADRATIC_ATTENUATION, 20.0) mat_ambient = [0.2, 0.2, 0.2, 1.0] mat_diffuse = [1.0, 1.0, 1.0, 1.0] gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_AMBIENT, mat_ambient) gl.glMaterialfv(gl.GL_FRONT_AND_BACK, gl.GL_DIFFUSE, mat_diffuse) gl.glLightModelfv(gl.GL_LIGHT_MODEL_AMBIENT, light_ambient) gl.glLightModelf(gl.GL_LIGHT_MODEL_LOCAL_VIEWER, 1.0) # init FTGL if not notext: font = FTGL.TextureFont('res/font.ttf') font.FaceSize(24) self.font = font # init PyWavefront self.scene = pywavefront.Wavefront('./res/SceneFireCamp.obj') # init SPARK(pyspk) # random seed initialization spk.setRandomSeed(int(time.time())) # step configuration spk.System.setClampStep(True, 0.1) # clamp the step to 100 ms spk.System.useAdaptiveStep( 0.001, 0.01) # use an adaptive step from 1ms to 10ms (1000fps to 100fps) # create Renderer fireRenderer = GLQuadRenderer.create() # type: GLQuadRenderer fireRenderer.setScale(0.3, 0.3) fireRenderer.setTexturingMode(spk.TEXTURE_2D) fireRenderer.setTexture(txFire) fireRenderer.setTextureBlending(gl.GL_MODULATE) fireRenderer.setBlending(spk.BLENDING_ADD) fireRenderer.enableRenderingHint(spk.DEPTH_WRITE, False) fireRenderer.setAtlasDimensions(2, 2) self.fireRenderer = fireRenderer smokeRenderer = GLQuadRenderer.create() # type: GLQuadRenderer smokeRenderer.setScale(0.3, 0.3) smokeRenderer.setTexturingMode(spk.TEXTURE_2D) smokeRenderer.setTexture(txSmoke) smokeRenderer.setTextureBlending(gl.GL_MODULATE) smokeRenderer.setBlending(spk.BLENDING_ALPHA) smokeRenderer.enableRenderingHint(spk.DEPTH_WRITE, False) smokeRenderer.setAtlasDimensions(2, 2) self.smokeRenderer = smokeRenderer self.basicRenderer = GLPointRenderer.create( 1.0) # bare renderer for comparison(F4) # create Model fire_enable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_BLUE | spk.FLAG_ALPHA | \ spk.FLAG_SIZE | spk.FLAG_ANGLE | spk.FLAG_TEXTURE_INDEX fire_mutable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_ALPHA | spk.FLAG_ANGLE fire_random = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_TEXTURE_INDEX | spk.FLAG_ANGLE fire_interpolated = spk.FLAG_SIZE fireModel = spk.Model.create(fire_enable, fire_mutable, fire_random, fire_interpolated) # type: spk.Model fireModel.setParam(spk.PARAM_RED, 0.8, 0.9, 0.8, 0.9) # [min,max]on birth, [min,max]on death fireModel.setParam(spk.PARAM_GREEN, 0.5, 0.6, 0.5, 0.6) fireModel.setParam(spk.PARAM_BLUE, 0.3) fireModel.setParam(spk.PARAM_ALPHA, 0.4, 0.0) # on birth, on death minAngle, maxAngle = 0.0, 2.0 * math.pi fireModel.setParam(spk.PARAM_ANGLE, minAngle, maxAngle, minAngle, maxAngle) fireModel.setParam(spk.PARAM_TEXTURE_INDEX, 0.0, 4.0) fireModel.setLifeTime(1.0, 1.5) ip_size = fireModel.getInterpolator(spk.PARAM_SIZE) ip_size.addEntry(0.5, 2.0, 5.0) ip_size.addEntry(1.0, 0.0) self.fireModel = fireModel smoke_enable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_BLUE | spk.FLAG_ALPHA | \ spk.FLAG_SIZE | spk.FLAG_ANGLE | spk.FLAG_TEXTURE_INDEX smoke_mutable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_SIZE | spk.FLAG_ANGLE smoke_random = spk.FLAG_TEXTURE_INDEX | spk.FLAG_ANGLE smoke_interpolated = spk.FLAG_ALPHA smokeModel = spk.Model.create(smoke_enable, smoke_mutable, smoke_random, smoke_interpolated) # type: spk.Model smokeModel.setParam(spk.PARAM_RED, 0.3, 0.2) smokeModel.setParam(spk.PARAM_GREEN, 0.25, 0.2) smokeModel.setParam(spk.PARAM_BLUE, 0.2) smokeModel.setParam(spk.PARAM_ALPHA, 0.2, 0.0) smokeModel.setParam(spk.PARAM_SIZE, 5.0, 10.0) smokeModel.setParam(spk.PARAM_TEXTURE_INDEX, 0.0, 4.0) smokeModel.setParam(spk.PARAM_ANGLE, 0.0, 2.0 * math.pi, 0.0, 2.0 * math.pi) smokeModel.setLifeTime(5.0, 5.0) ip_alpha = smokeModel.getInterpolator(spk.PARAM_ALPHA) ip_alpha.addEntry(0.0, 0.0) ip_alpha.addEntry(0.2, 0.2) ip_alpha.addEntry(1.0, 0.0) self.smokeModel = smokeModel # create Emitter fireEmitter1 = spk.StraightEmitter.create(spk.Vector3D(0.0, 1.0, 0.0)) fireEmitter1.setZone( spk.Sphere.create(spk.Vector3D(0.0, -1.0, 0.0), 0.5)) fireEmitter1.setFlow(40) fireEmitter1.setForce(1.0, 2.5) fireEmitter2 = spk.StraightEmitter.create(spk.Vector3D(1.0, 0.6, 0.0)) fireEmitter2.setZone( spk.Sphere.create(spk.Vector3D(0.15, -1.2, 0.075), 0.1)) fireEmitter2.setFlow(15) fireEmitter2.setForce(0.5, 1.5) fireEmitter3 = spk.StraightEmitter.create(spk.Vector3D( -0.6, 0.8, -0.8)) fireEmitter3.setZone( spk.Sphere.create(spk.Vector3D(-0.375, -1.15, -0.375), 0.3)) fireEmitter3.setFlow(15) fireEmitter3.setForce(0.5, 1.5) fireEmitter4 = spk.StraightEmitter.create(spk.Vector3D(-0.8, 0.5, 0.2)) fireEmitter4.setZone( spk.Sphere.create(spk.Vector3D(-0.255, -1.2, 0.225), 0.2)) fireEmitter4.setFlow(10) fireEmitter4.setForce(0.5, 1.5) fireEmitter5 = spk.StraightEmitter.create(spk.Vector3D(0.1, 0.8, -1.0)) fireEmitter5.setZone( spk.Sphere.create(spk.Vector3D(-0.075, -1.2, -0.3), 0.2)) fireEmitter5.setFlow(10) fireEmitter5.setForce(0.5, 1.5) smokeEmitter = spk.SphericEmitter.create(spk.Vector3D(0.0, 1.0, 0.0), 0.0, 0.5 * math.pi) smokeEmitter.setZone(spk.Sphere.create(spk.Vector3D(), 1.2)) smokeEmitter.setFlow(25) smokeEmitter.setForce(0.5, 1.0) # no Modifier # create Group fireGroup = spk.Group.create(fireModel, 135) # type: spk.Group fireGroup.addEmitter(fireEmitter1) fireGroup.addEmitter(fireEmitter2) fireGroup.addEmitter(fireEmitter3) fireGroup.addEmitter(fireEmitter4) fireGroup.addEmitter(fireEmitter5) fireGroup.setRenderer(fireRenderer) fireGroup.setGravity(spk.Vector3D(0.0, 3.0, 0.0)) self.fireGroup = fireGroup smokeGroup = spk.Group.create(smokeModel, 135) # type: spk.Group smokeGroup.addEmitter(smokeEmitter) smokeGroup.setRenderer(smokeRenderer) smokeGroup.setGravity(spk.Vector3D(0.0, 0.4, 0.0)) self.smokeGroup = smokeGroup # create System system = spk.System.create() # type: spk.System system.addGroup(fireGroup) system.addGroup(smokeGroup) self.system = system print('SPARK FACTORY AFTER INIT :') spk.Factory.getInstance().traceAll() # init Variables self.running = True self.paused = False self.deltaTime = 0 self.step = 0 self.text = 2 self.renderValue = 0 self.renderEnv = True self.angleY = 30.0 self.angleX = 25.0 self.camPosZ = 12.0 self.smoke = True self.lightTime = 0 self.nbParticles = '' self.fps = '' self.strSmoke = 'SMOKE: ON' self.frames = [sdl2.SDL_GetTicks() - 1] self.lasttime = self.frames[-1]
def __init__(self, width, height): self.width = width self.height = height # init SDL sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) self.window = sdl2.SDL_CreateWindow( b"SPARK(&pyspk) Fountain Demo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, width, height, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL) sdl2.SDL_CaptureMouse(True) # init OpenGL self.context = sdl2.SDL_GL_CreateContext(self.window) sdl2.SDL_GL_SetSwapInterval(0) gl.glClearColor(0.0, 0.68, 0.85, 1.0) surface = sdl2.SDL_GetWindowSurface(self.window) gl.glViewport(0, 0, surface.contents.w, surface.contents.h) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) # init fog gl.glEnable(gl.GL_FOG) gl.glFogi(gl.GL_FOG_MODE, gl.GL_EXP2) gl.glFogfv(gl.GL_FOG_COLOR, [0.0, 0.68, 0.85, 1.0]) gl.glFogf(gl.GL_FOG_DENSITY, 0.04) gl.glHint(gl.GL_PERSPECTIVE_CORRECTION_HINT, gl.GL_NICEST) # load Textures self.txGrass = loadTexture(b'res/grass.bmp', gl.GL_RGB, gl.GL_REPEAT, mipmap=True) self.txFountain = loadTexture(b'res/tile.bmp', gl.GL_RGB, gl.GL_REPEAT, mipmap=True) self.txWater = loadTexture(b'res/water.bmp', gl.GL_RGB, gl.GL_REPEAT, mipmap=True) txSplash = loadTexture(b'res/waterdrops.bmp', gl.GL_ALPHA, gl.GL_CLAMP) # create display lists self.createDisplayLists() # init FTGL if not notext: font = FTGL.TextureFont('res/font.ttf') font.FaceSize(24) self.font = font # init SPARK(pyspk) # random seed initialization spk.setRandomSeed(int(time.time())) # step configuration spk.System.setClampStep(True, 0.1) # clamp the step to 100 ms spk.System.useAdaptiveStep( 0.001, 0.01) # use an adaptive step from 1ms to 10ms (1000fps to 100fps) # create Renderer renderer = GLQuadRenderer.create(1.0) # type: GLQuadRenderer renderer.setScale(0.06, 0.06) renderer.setTexturingMode(spk.TEXTURE_2D) renderer.setTexture(txSplash) renderer.setBlending(spk.BLENDING_ALPHA) renderer.enableRenderingHint(spk.DEPTH_WRITE, False) self.renderer = renderer self.basicRenderer = GLPointRenderer.create( 1.0) # bare renderer for comparison(F4) # create Model model_enable = spk.FLAG_ALPHA | spk.FLAG_SIZE | spk.FLAG_ANGLE model_mutable = spk.FLAG_ALPHA | spk.FLAG_SIZE | spk.FLAG_ANGLE model_random = spk.FLAG_SIZE | spk.FLAG_ANGLE model = spk.Model.create(model_enable, model_mutable, model_random) # type: spk.Model model.setParam(spk.PARAM_ALPHA, 0.2, 0.0) model.setParam(spk.PARAM_SIZE, 1.0, 1.0, 2.0, 8.0) model.setParam(spk.PARAM_ANGLE, 0.0, 4.0 * math.pi, 0.0, 4.0 * math.pi) model.setLifeTime(1.6, 2.2) self.model = model # create Emitter self.emitterZones = [] self.emitters = [] # splash to just above(x1) self.emitterZones.append(spk.Point.create(spk.Vector3D(0.0, 0.1, 0.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(0.0, 1.0, 0.0))) # splash from center of fountain(x4) self.emitterZones.append(spk.Point.create(spk.Vector3D(0.0, 0.1, 0.0))) self.emitterZones.append(spk.Point.create(spk.Vector3D(0.0, 0.1, 0.0))) self.emitterZones.append(spk.Point.create(spk.Vector3D(0.0, 0.1, 0.0))) self.emitterZones.append(spk.Point.create(spk.Vector3D(0.0, 0.1, 0.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(1.0, 3.0, 1.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(-1.0, 3.0, -1.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(-1.0, 3.0, 1.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(1.0, 3.0, -1.0))) # splash from the side of fountain(x8) self.emitterZones.append( spk.Point.create(spk.Vector3D(-1.6, 0.1, -1.6))) self.emitterZones.append(spk.Point.create(spk.Vector3D(1.6, 0.1, 1.6))) self.emitterZones.append(spk.Point.create(spk.Vector3D(1.6, 0.1, -1.6))) self.emitterZones.append(spk.Point.create(spk.Vector3D(-1.6, 0.1, 1.6))) self.emitterZones.append( spk.Point.create(spk.Vector3D(-2.26, 0.1, 0.0))) self.emitterZones.append(spk.Point.create(spk.Vector3D(2.26, 0.1, 0.0))) self.emitterZones.append( spk.Point.create(spk.Vector3D(0.0, 0.1, -2.26))) self.emitterZones.append(spk.Point.create(spk.Vector3D(0.0, 0.1, 2.26))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(1.0, 2.0, 1.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(-1.0, 2.0, -1.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(-1.0, 2.0, 1.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(1.0, 2.0, -1.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(1.41, 2.0, 0.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(-1.41, 2.0, 0.0))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(0.0, 2.0, 1.41))) self.emitters.append( spk.StraightEmitter.create(spk.Vector3D(0.0, 2.0, -1.41))) self.flow = [ 500.0, 600.0, 600.0, 600.0, 600.0, 900.0, 900.0, 900.0, 900.0, 900.0, 900.0, 900.0, 900.0 ] self.flowLow = [ 150.0, 200.0, 200.0, 200.0, 200.0, 250.0, 250.0, 250.0, 250.0, 250.0, 250.0, 250.0, 250.0 ] for i in range(len(self.emitters)): self.emitters[i].setZone(self.emitterZones[i]) self.emitters[i].setFlow(self.flow[i]) self.emitters[i].setForce(2.5, 4.0) self.emitters[0].setForce(3.0, 3.5) # no Modifier # create Group group = spk.Group.create(model, 20000) # type: spk.Group for emitter in self.emitters: group.addEmitter(emitter) group.setRenderer(renderer) group.setCustomUpdate(self.splash) group.setGravity(spk.Vector3D(0.0, -2.2, 0.0)) group.setFriction(0.7) self.group = group # create System system = spk.System.create() # type: spk.System system.addGroup(group) self.system = system print('SPARK FACTORY AFTER INIT :') spk.Factory.getInstance().traceAll() # init Variables self.running = True self.paused = False self.deltaTime = 0 self.totalTime = 0 self.step = 0 self.text = 2 self.renderValue = 0 self.renderEnv = True self.highGraphics = True self.angleY = 25.0 self.angleX = 25.0 self.camPosZ = 8.0 self.nbParticles = '' self.fps = '' self.frames = [sdl2.SDL_GetTicks() - 1] self.lasttime = self.frames[-1]
def __init__(self, width, height): self.width = width self.height = height # init SDL sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) self.window = sdl2.SDL_CreateWindow( b"SPARK(&pyspk) Collision Demo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, width, height, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL) sdl2.SDL_CaptureMouse(True) # init OpenGL self.context = sdl2.SDL_GL_CreateContext(self.window) sdl2.SDL_GL_SetSwapInterval(0) gl.glClearColor(0.0, 0.0, 0.0, 1.0) surface = sdl2.SDL_GetWindowSurface(self.window) gl.glViewport(0, 0, surface.contents.w, surface.contents.h) # load Texture txParticle = loadTexture(b'res/ball2.bmp', gl.GL_RGBA, gl.GL_CLAMP) self.txCrate = loadTexture(b'res/crate.bmp', gl.GL_RGB, gl.GL_REPEAT) self.txFloor = loadTexture(b'res/floor.bmp', gl.GL_RGB, gl.GL_REPEAT) self.txWall = loadTexture(b'res/wall.bmp', gl.GL_RGB, gl.GL_REPEAT) # init FTGL if not notext: font = FTGL.TextureFont('res/font.ttf') font.FaceSize(24) self.font = font # init SPARK(pyspk) # create Renderer spk.setRandomSeed(int(time.time())) renderer = GLPointRenderer.create(1.0) # type: GLPointRenderer renderer.setType( spk.POINT_SPRITE) # using Point Sprite(require >=OpenGL2.0) renderer.setTexture(txParticle) # use the texture on drawing renderer.enableWorldSize( True ) # true: unit is adjusted with the screen, false: unit is pixel(fixed) GLPointRenderer.setPixelPerUnit(45.0 * math.pi / 180.0, self.height) renderer.setSize(0.05) renderer.setBlending( spk.BLENDING_NONE ) # blending method between particles(no blending) renderer.enableRenderingHint(spk.ALPHA_TEST, True) # notifying not to use depth info renderer.setAlphaTestThreshold(0.8) self.renderer = renderer self.basicRenderer = GLPointRenderer.create( 1.0) # bare renderer for comparison(F4) # create Model model_enable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_BLUE # use color channels(RGB) model = spk.Model.create(model_enable) # type: spk.Model model.setLifeTime(10.0, 10.0) # particle's life time is 10[sec] self.model = model # create Emitter emit_dir = spk.Vector3D(0.0, 0.0, -1.0) emit_center = spk.Vector3D(0.0, 2.0, 4.475) minangle = 0.0 * math.pi # zenith angle(min) maxangle = 0.5 * math.pi # zenith angle(max) emitter = spk.SphericEmitter.create( emit_dir, minangle, maxangle) # type: spk.SphericEmitter emitter.setZone( spk.Point.create(emit_center), True) # particles are randomly placed in the specified zone emitter.setFlow(300) # max number of particles emitter.setForce(1.5, 2.5) # emittion power # create Group maxparticle = 3100 # upper limit number of particles group = spk.Group.create(model, maxparticle) # type: spk.Group group.addEmitter(emitter) group.setRenderer(renderer) group.setCustomBirth(self.assignColor) group.setGravity(spk.Vector3D(0.0, -0.8, 0.0)) group.setFriction(0.2) self.group = group # create Room objects self.ROOM_X = 7.0 self.ROOM_Y = 3.0 self.ROOM_Z = 9.0 self.boxes = [] self.partitions = [] self.initRoom(group) # obstacles self.createDisplayLists() # display list for OpenGL drawing # create System system = spk.System.create() # type: spk.System system.addGroup(group) self.system = system print('SPARK FACTORY AFTER INIT :') spk.Factory.getInstance().traceAll() # init Variables self.running = True self.enableBoxDrawing = False self.paused = False self.deltaTime = 0 self.step = 0 self.text = 2 self.renderValue = 0 self.renderEnv = True self.angleY = 90.0 self.angleX = 45.0 self.camPosZ = 10.0 self.nbParticles = '' self.fps = '' self.frames = [sdl2.SDL_GetTicks() - 1] self.lasttime = self.frames[-1]
def __init__(self, width, height): self.width = width self.height = height # init SDL sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING) sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1) self.window = sdl2.SDL_CreateWindow( b"SPARK(&pyspk) Writing Demo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, width, height, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL) sdl2.SDL_CaptureMouse(True) # init OpenGL self.context = sdl2.SDL_GL_CreateContext(self.window) sdl2.SDL_GL_SetSwapInterval(0) gl.glClearColor(0.0, 0.0, 0.0, 1.0) surface = sdl2.SDL_GetWindowSurface(self.window) gl.glViewport(0, 0, surface.contents.w, surface.contents.h) # load texture texture = loadTexture(b'res/point.bmp', gl.GL_ALPHA, gl.GL_CLAMP) # init FTGL if not notext: font = FTGL.TextureFont('res/font.ttf') font.FaceSize(24) self.font = font # init SPARK(pyspk) # random seed initialization spk.setRandomSeed(int(time.time())) # step configuration spk.System.setClampStep(True, 0.1) # clamp the step to 100 ms spk.System.useAdaptiveStep( 0.001, 0.01) # use an adaptive step from 1ms to 10ms (1000fps to 100fps) # create Renderer renderer = GLQuadRenderer.create(1.0) # type: GLQuadRenderer renderer.enableBlending(True) renderer.setBlendingFunctions(gl.GL_SRC_ALPHA, gl.GL_ONE) renderer.setTexturingMode(spk.TEXTURE_2D) renderer.setTexture(texture) renderer.setTextureBlending(gl.GL_MODULATE) renderer.setScale(0.05, 0.05) renderer.enableRenderingHint(spk.DEPTH_TEST, False) self.renderer = renderer self.basicRenderer = GLPointRenderer.create( 1.0) # bare renderer for comparison(F4) # create Model model_enable = spk.FLAG_RED | spk.FLAG_GREEN | spk.FLAG_BLUE | spk.FLAG_ALPHA | spk.FLAG_SIZE model_mutable = spk.FLAG_ALPHA | spk.FLAG_SIZE model = spk.Model.create(model_enable, model_mutable) # type: spk.Model model.setParam(spk.PARAM_ALPHA, 5.0, 0.0) # the particles will fade as the die model.setParam(spk.PARAM_SIZE, 1.0, 15.0) # the particles will enlarge over time model.setLifeTime(5.0, 6.0) self.model = model # create Emitter # We set up a spheric emitter that emits in all direction with a very small force # in order to slightly displace the particles emitter = spk.RandomEmitter.create() emitter.setForce(0.01, 0.01) self.emitter = emitter # uses it at later directly # create Group group = spk.Group.create(model, 14000) # type: spk.Group group.setRenderer(renderer) group.setFriction( -0.3) # negative friction: The particles will accelerate over time self.group = group # create System system = spk.System.create() # type: spk.System system.addGroup(group) self.system = system print('SPARK FACTORY AFTER INIT :') spk.Factory.getInstance().traceAll() # init Variables self.running = True self.paused = False self.deltaTime = 0 self.step = 0 self.text = 2 self.renderValue = 0 self.angleY = 0.0 self.angleX = 0.0 self.camPosZ = 5.0 self.add = False self.oldX = 0 self.oldY = 0 self.oldZ = 0 self.offset = 0.0 self.nbParticles = '' self.fps = '' self.frames = [sdl2.SDL_GetTicks() - 1] self.lasttime = self.frames[-1] # This computes the ratio to go from screen coordinates to universe coordinates self.screenToUniverse = 2.0 * self.camPosZ * math.tan( 45.0 * 0.5 * math.pi / 180.0) / self.height