def __init__(self): Entity.__init__(self) b = shit.Brick(1, 1, 1) self.cubes = b.gen_list(), b.scale(-1, -1, -1).gen_list() self.orb = shit.Orb(0.1).gen_list() self.p = vec(0, 0, -0.5) self.bfc = False self.inverse = False
def __init__(self, obj): Entity.__init__(self) self.obj = obj v = """ uniform vec3 light_pos; varying vec3 pos, eye, normal, lpos, light_diff; void main(void) { pos = gl_Vertex.xyz; lpos = vec3(gl_ModelViewMatrix * vec4(light_pos, 0.0)); eye = vec3(gl_ModelViewMatrix * gl_Vertex); light_diff = pos - light_pos; normal = gl_NormalMatrix * gl_Normal; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }""" self.toon = Shade(v, """ uniform bool blinn; uniform float shininess, sections; uniform vec4 color, diffuse, ambient, specular; varying vec3 pos, normal, eye, light_diff; void main(void) { vec3 n = normalize(normal); vec3 ldir = normalize(-light_diff); vec3 vdir = normalize(eye); vec3 lhalf = normalize(ldir - vdir); float intensity = max(dot(n, ldir), 0.0); float foo = max(blinn ? dot(n, lhalf) : dot(vdir, reflect(ldir, n)), 0.0); intensity = floor(intensity * sections) / sections; foo = pow(foo, shininess); foo = foo > 0.1 ? 1.0 : 0.0; vec4 cl = (color * ambient + specular * foo) * diffuse; gl_FragColor = vec4(cl.rgb * intensity, cl.a); }""") self.phong = Shade(v, """ uniform bool blinn; uniform float shininess; uniform vec4 color, diffuse, ambient, specular; varying vec3 pos, normal, eye, light_diff; void main(void) { vec3 n = normalize(normal); vec3 ldir = normalize(-light_diff); vec3 vdir = normalize(eye); vec3 lhalf = normalize(ldir - vdir); float intensity = max(dot(n, ldir), 0.0); float foo = max(blinn ? dot(n, lhalf) : dot(vdir, reflect(ldir, n)), 0.0); foo = pow(foo, shininess); vec4 cl = (color * ambient + specular * foo) * diffuse; gl_FragColor = vec4(cl.rgb * intensity, cl.a); }""") self.switch = 0 self.blinn = 0 self.sections = 5 self.shininess = 30
def __init__(self, obj_name): Entity.__init__(self) self.obj = ObjObject(obj_name) self.surface = 0 self.volume = 0 self.sigma = 0.01 self.alpha = 0.3 self.silhouette = True
def __init__(self, obj): Entity.__init__(self) self.obj = obj self.shade = Shade(""" varying vec3 normal; void main(void) { normal = gl_Normal; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; }""", """ varying vec3 normal; void main(void) { vec3 h = vec3(0.5, 0.5, 0.5); gl_FragColor = vec4(normalize(normal.xyz) * h + h, 1); }""")
def __init__(self): Entity.__init__(self) img = pygame.image.load('gorilla.bmp') data = pygame.image.tostring(img, "RGBA", 1) self.tex = glGenTextures(1) glBindTexture(GL_TEXTURE_2D, self.tex) glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, img.get_width(), img.get_height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, data) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER) glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, (1, 1, 1, 1)) self.orb = shit.Orb(5, 3).gen_list() self.dot = shit.Orb(0.1).gen_list() self.eye = vec(0, 0, 7) self.target = vec(0, 0, 0) self.up = vec(0, 1, 0) self.q = 0