Example #1
0
File: scene.py Project: jkotur/duck
class Scene :
	def __init__( self , fov , ratio , near , far  , skybox_img , duck_img ) :
		self.fov = fov
		self.far = far
		self.near = near 
		self.ratio = ratio

		self.last_time = timer()

		self.water = Water( 128 )
		self.box   = Skybox( skybox_img )
		self.duck  = Mesh( 'data/duck.gpt' , duck_img , 'shad/anisotropic' )
		self.path  = BSpline( (-1,1) , (-1,1) )

		self.light = np.array( (0,2,0) )

		self.water.drop_rnd()

	def gfx_init( self ) :
		self.camera = Camera( ( 0 , 5 ,  0 ) , ( 1 , 1 , 0 ) , ( 1 , 0 , 0 ) )
		self._update_proj()

		self.water.gfx_init()
		self.box  .gfx_init()
		self.duck .gfx_init()

	def draw( self ) :
		self.time = timer()
		dt = self.time - self.last_time

		glMatrixMode(GL_MODELVIEW)
		glLoadIdentity()
			   
		self.camera.look()

		self.box.draw()

		self.path.next( dt )
		self.water.drop( *((self.path.value+1.0)*self.water.n/2.0) ,
				force = np.linalg.norm(self.path.tangent)*25 )
		self.water.step( dt * .5 )
		self.water.draw( self.box.texture , self.camera.matrix )

		self.duck.draw( self.path.value , self.path.tangent , self.light )

		self.last_time = self.time

	def set_fov( self , fov ) :
		self.fov = fov
		self._update_proj()

	def set_near( self , near ) :
		self.near = near
		self._update_proj()

	def set_ratio( self , ratio ) :
		self.ratio = ratio
		self._update_proj()

	def set_screen_size( self , w , h ) :
		self.width  = w 
		self.height = h
		self.set_ratio( float(w)/float(h) )

	def set_fov( self , fov ) :
		self.fov = fov
		self._update_proj()

	def set_near( self , near ) :
		self.near = near
		self._update_proj()

	def set_ratio( self , ratio ) :
		self.ratio = ratio
		self._update_proj()

	def set_screen_size( self , w , h ) :
		self.width  = w
		self.height = h
		self.set_ratio( float(w)/float(h) )

	def mouse_move( self , df ) :
		self.camera.rot( *map( lambda x : -x*.2 , df ) )

	def key_pressed( self , mv ) :
		self.camera.move( *map( lambda x : x*.05 , mv ) )

	def _update_proj( self ) :                                         
		glMatrixMode(GL_PROJECTION)
		glLoadIdentity()
		gluPerspective( self.fov , self.ratio , self.near , self.far )
		glMatrixMode(GL_MODELVIEW)
Example #2
0
class Scene :
	def __init__( self , fovy , ratio , near , far ) :
		self.fovy = fovy
		self.near = near 
		self.far = far
		self.ratio = ratio

		self.camera = None

		self.water = Water()
		self.water.set_borders( (-10,10,-10,10,-10,10) )
#        self.water.set_borders( (-100,100,-10,1000,-100,100) )

		self.mode = 0

		def mkpln( s , p , r , a , c ) :
			p = Plane((s,s),np.dot(tr.translation_matrix(p),tr.rotation_matrix(r*m.pi/180.0,a)))
			p.c = c
			return p

#        self.borders = [
#                mkpln(200,(-100,0,0),-90,(0,0,1),(.4,1,0)) ,
#                mkpln(200,( 100,0,0), 90,(0,0,1),(.4,1,0)) ,
#                mkpln(200,(0,0,-100), 90,(1,0,0),(.4,1,0)) ,
#                mkpln(200,(0,0, 100),-90,(1,0,0),(.4,1,0)) ,
#                mkpln(200,(0,-10,0),  0,(1,0,0),(.4,1,0)) ]

		self.borders = [
				mkpln(20,(-10,0,0),-90,(0,0,1),(.4,1,0)) ,
				mkpln(20,( 10,0,0), 90,(0,0,1),(.4,1,0)) ,
				mkpln(20,(0,0,-10), 90,(1,0,0),(.4,1,0)) ,
				mkpln(20,(0,0, 10),-90,(1,0,0),(.4,1,0)) ,
				mkpln(20,(0,-10,0),  0,(1,0,0),(.4,1,0)) ,
				mkpln(20,(0, 10,0),180,(1,0,0),(.4,1,0)) ]

		self.x = 0.0

		self.last_time = timer()

		self.plane_alpha = 65.0 / 180.0 * m.pi

		self.lpos = [ 1 ,-1 , 0 ]

	def gfx_init( self ) :
		self.camera = Camera( ( 0 , 20 ,50 ) , ( 0 , 0 , 0 ) , ( 0 , 1 , 0 ) )

		self.water.gfx_init()

		self._update_proj()

		glEnable( GL_DEPTH_TEST )
		glEnable( GL_NORMALIZE )
		glEnable( GL_CULL_FACE )
		glEnable( GL_COLOR_MATERIAL )
		glColorMaterial( GL_FRONT , GL_AMBIENT_AND_DIFFUSE )

	def draw( self ) :
		self.time = timer()

		dt = self.time - self.last_time

		self._step( dt )

		glMatrixMode(GL_MODELVIEW)
		glLoadIdentity()

		self.camera.look()

		self.lpos = [ 3,2,1 ]

		self._set_lights()

		self._draw_scene()

		self.x+=dt*.3

		self.last_time = self.time

	def _step( self , dt ) :
		self.water.wave( dt )

	def _draw_scene( self ) :
		glTranslatef( -1.5 , - 1.5 , -1.5 )
		glCullFace( GL_BACK )
		self.water.draw()
		glCullFace( GL_FRONT )
		for b in self.borders :
			glColor3f( *b.c )
			b.draw()

	def _update_proj( self ) :
		glMatrixMode(GL_PROJECTION)
		glLoadIdentity()
		gluPerspective( self.fovy , self.ratio , self.near , self.far )
		glMatrixMode(GL_MODELVIEW)

	def _set_lights( self ) :
		glEnable(GL_LIGHTING);
		glLightfv(GL_LIGHT0, GL_AMBIENT, [ 0.2 , 0.2 , 0.2 ] );
		glLightfv(GL_LIGHT0, GL_DIFFUSE, [ 0.5 , 0.5 , 0.5 ] );
		glLightfv(GL_LIGHT0, GL_SPECULAR,[ 0.0 , 0.0 , 0.0 ] );
		glLightfv(GL_LIGHT0, GL_POSITION, self.lpos );
		glEnable(GL_LIGHT0); 

	def set_fov( self , fov ) :
		self.fov = fov
		self._update_proj()

	def set_near( self , near ) :
		self.near = near
		self._update_proj()

	def set_ratio( self , ratio ) :
		self.ratio = ratio
		self._update_proj()

	def set_screen_size( self , w , h ) :
		self.width  = w 
		self.height = h
		self.set_ratio( float(w)/float(h) )

	def mouse_move( self , df , buts ) :
		if 3 in buts and buts[3] :
			self.camera.rot( *map( lambda x : -x*.2 , df ) )

	def key_pressed( self , mv ) :
		self.camera.move( *map( lambda x : x*.25 , mv ) )

	def toggle_control( self ) :
		self.mode = not self.mode

	def set_model( self , mtype ) :
		if mtype == 0 :
			self.water.set( Water.SPH_T )
		elif mtype == 1 :
			self.water.set( Water.LBM_T )