Esempio n. 1
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def model():
    """
    Draws a cube at an angle so it is more interesting
    """
    r = Render(800, 600)
    t = Texture('./models/model.bmp')
    r.load('./models/model.obj', (1, 1, 1), (300, 300, 300), texture=t)
    r.display('out.bmp')
Esempio n. 2
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def earth():
    """
    Draws planet earth, racism free
    """
    r = Render(800, 600)
    t = Texture('./models/earth.bmp')
    r.load('./models/earth.obj', (800, 600, 0), (0.5, 0.5, 1), texture=t)
    r.display('out.bmp')
Esempio n. 3
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def model_high_angle():
    render = Render(2000, 2000)
    render.light = render.vector(0, 0, 1)
    render.active_texture = Texture('./models/Face/model.bmp')
    render.active_shader = shaders.randomPattern
    render.load_model_3D('./models/Face/model.obj',
                         scale=render.vector(200, 200, 200),
                         rotate=render.vector(35, 350, 0))
    render.glFinish('output/high_angle.bmp')
Esempio n. 4
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def model_dutch_angle():
    render = Render(2000, 2000)
    render.light = render.vector(0, 0, 1)
    render.active_texture = Texture('./models/Face/model.bmp')
    render.active_shader = shaders.grayscale
    render.load_model_3D('./models/Face/model.obj',
                         scale=render.vector(200, 200, 200),
                         rotate=render.vector(35, 25, 0))
    render.glFinish('output/dutch_angle.bmp')
Esempio n. 5
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def model_texture():
    render = Render(2000, 2000)
    render.light = render.vector(0, 0, 1)
    render.active_texture = Texture('./models/Face/model.bmp')
    render.active_shader = shaders.randomPattern
    render.load_model_3D('./models/Face/model.obj',
                         scale=render.vector(200, 200, 200),
                         rotate=render.vector(0, 0, 0))
    render.glFinish()
    render.glZBuffer()
def model():
    """
    Draws a cube at an angle so it is more interesting
    """
    r = Render(800, 600)
    t = Texture('./models/model.bmp')
    r.active_texture = t
    r.load('./models/model.obj', (1, 1, 1), (300, 300, 300))
    r.draw_arrays('TRIANGLES')
    r.display('out.bmp')
Esempio n. 7
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def proyecto1():
    render = Render(1080, 1080)
    background = Texture('./models/fondos/fondo.bmp')
    render.viewPort = background.pixels
    render.lookAt(render.vector(1, 1, 1), render.vector(0, 0, 0))

    render.light = render.vector(0, 0, 1)

    render.active_shader = shaders.underwater
    render.load_model_3D('./models/Biplane/OBJ/HiPoly/Biplane.obj',
                         scale=render.vector(18, 18, 18),
                         rotate=render.vector(20, 225, 0),
                         translate=render.vector(-0.5, -0.15, 0))

    render.active_shader = shaders.grayscale
    render.active_texture = Texture('./models/beriev/Beriev_2048.bmp')
    render.load_model_3D('./models/beriev/BerievA50.obj',
                         scale=render.vector(2, 2, 2),
                         rotate=render.vector(340, 90, 0),
                         translate=render.vector(0.25, 0.8, 0))

    render.active_shader = shaders.toon
    render.active_texture = Texture('./models/f104/Albedo.bmp')
    render.load_model_3D('./models/f104/F-104.obj',
                         scale=render.vector(7.5, 7.5, 7.5),
                         rotate=render.vector(340, 90, 0),
                         translate=render.vector(-0.1, 0.7, -0.25))

    render.active_shader = shaders.randomPattern
    render.active_texture = Texture('./models/f16/Albedo.bmp')
    render.load_model_3D('./models/f16/F-16D.obj',
                         scale=render.vector(20, 20, 20),
                         rotate=render.vector(0, 340, 320),
                         translate=render.vector(0.5, 0, -0.75))

    render.active_shader = shaders.randomPattern
    render.active_texture = Texture('./models/dilophosaurus/skin.bmp')
    render.load_model_3D('./models/dilophosaurus/dilophosaurus.obj',
                         scale=render.vector(100, 100, 100),
                         rotate=render.vector(35, 25, 0),
                         translate=render.vector(0.25, -0.6, -0.25))

    render.active_shader = shaders.heat
    render.active_texture = Texture('./models/dilophosaurus/skin.bmp')
    render.load_model_3D('./models/dilophosaurus/dilophosaurus.obj',
                         scale=render.vector(25, 25, 25),
                         rotate=render.vector(10, 90, 0),
                         translate=render.vector(0, -0.6, -0.5))

    render.glFinish('output/proyecto1.bmp')
Esempio n. 8
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def goomba():
    """
    Draws a cube at an angle so it is more interesting
    """
    t = Texture("./goomba_grp.bmp")
    r.load("./goomba.obj", (110, 2, 1), (3.5, 3.5, 3.5), texture=t)
Esempio n. 9
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def bmax():
    t = Texture("./EyesWhite.bmp")
    r.load("./Bigmax_White_OBJ.obj", (150, 2, 1), (5, 5, 5), texture=t)
for x in range(15, 2500 - 2):
    for y in range(15, 1800 - 2):
        size = random.randint(1, 1080)
        if size == 2 and x % 2 != 0 and y % 2 != 0:
            for i in range(1, 15):
                r.glVertex_coord(x, y)
                r.glVertex_coord(x + i, y)
                r.glVertex_coord(x, y + i)
                r.glVertex_coord(x - i, y)
                r.glVertex_coord(x, y - i)

posModel = V3(0, 0, -5)

r.lookAt(posModel, V3(0, 0, 0))

r.active_texture = Texture('./models/earthday.bmp')
r.active_shader = mutedColors
r.loadModel('./models/earth.obj', V3(-4, -2.5, -7), V3(0.003, 0.003, 0.003),
            V3(0, 0, 45))

r.active_texture = Texture('./models/spaceship.bmp')
r.active_shader = phong
r.loadModel('./models/spaceship.obj', V3(2, 1.4, -6), V3(0.003, 0.003, 0.003),
            V3(0, 0, -30))

r.active_texture = Texture('./models/rocket.bmp')
r.active_shader = toon
r.loadModel('./models/rocket.obj', V3(-1.5, -0.7, -4), V3(0.003, 0.003, 0.003),
            V3(-10, 200, -30))

r.active_texture = Texture('./models/mars.bmp')
Esempio n. 11
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def luigi():
    """
    Draws a cube at an angle so it is more interesting
    """
    t = Texture("./luigiD.bmp")
    r.load("./Luigi_obj.obj", (110, 2, 1), (3.5, 3.5, 3.5), texture=t)
Esempio n. 12
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from gl import Render, color, V2, V3
from obj import Obj, Texture

import random

r = Render(1000,1000)

t = Texture('./models/model.bmp')
r.loadModel('./models/model.obj', V3(500,500,0), V3(300,300,300), t)

r.glFinish('output.bmp')
#r.glZBuffer('zbuffer.bmp')




Esempio n. 13
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"""
Maria Ines Vasquez Figueroa
18250
Gráficas
SR5 Textures
Main
"""

from gl import Render
from obj import Obj, Texture

#valores con los que se inicializan la ventana y viewport

width = 1000
height = 1000

#creacion de Window

r = Render(width, height)
#se carga textura y modelo obj con la textura
##para cargar pelota de basketball
t = Texture('./models/ball.bmp')
r.loadModel('./models/earth.obj', (500, 500, 0), (1, 1, 1), t)

#para cargar ejemplo OBJ de Carlos
"""t = Texture('./models/model.bmp')
r.loadModel('./models/model.obj', (500,500,0), (300,300,300), t)"""

r.glFinish('output.bmp')
Esempio n. 14
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# Gian Luca Rivera - 18049

from gl import Render
from obj import Obj, Texture
from shaders import gooch, static, phong, toon, normalMap, sand, moss

# 3840 × 2160
bitmap = Render(3840, 2160)
# bitmap.glViewPort(0, 0, 3840 , 2160)

background = Texture('./background.bmp')
bitmap.pixels = background.pixels

# bitmap.lookAt((0, 0, -5), (2, 2, 0))

bitmap.active_texture = Texture('./Models/Textures/Stormtrooper.bmp')
bitmap.active_normalMap = Texture('./Models/Textures/Stormtrooper_N.bmp')
bitmap.active_shader = normalMap
bitmap.loadObjModel('./Models/stormtrooper2.obj', (2600, 200, 0),
                    (150, 150, 150), (0, -110, 0))

bitmap.active_texture = Texture('./Models/Textures/Body_Diffuse.bmp')
bitmap.active_shader = moss
bitmap.loadObjModel('./Models/bb-unit.obj', (900, 300, 0), (1.5, 1.5, 1.5),
                    (0, 30, 0))

bitmap.active_texture = Texture('./Models/Textures/arc170fighter.bmp')
bitmap.active_shader = gooch
bitmap.loadObjModel('./Models/Arc170.obj', (2300, 1700, 0), (0.5, 0.5, 0.5),
                    (0, 210, 30))
Esempio n. 15
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from gl import Render
from obj import Texture
from usefullFunctions import Matrix, matrixMultiplication, V3, norm
from shaders import unlit, gouradShader

r = Render(1024, 1024)
r.lookAt(V3(0, 0, 100), V3(0, 0, 0), V3(0, 1, 0))
r.light = norm(V3(0, 0, 1))

t = Texture('models/space.bmp')
r.active_texture = t
r.paintBackground()

t = Texture('models/surface.bmp')
r.active_texture = t
r.load('models/earth.obj', [0, 0.2, 0], [0.2, 0.2, 1], [0, 0, 0])
r.draw_arrays('TRIANGLE')
t = Texture('models/moon.bmp')
r.active_texture = t
r.active_shader = unlit
r.load('models/sphere.obj', [0, -0.8, 50], [2, 1, 1], [0, 0, 0])
r.draw_arrays('TRIANGLE')
r.light = norm(V3(1, 1, 1))
t = Texture('models/saturnmap.bmp')
r.active_texture = t
r.active_shader = gouradShader
r.load('models/saturn.obj', [-1.5, 1, -50], [1, 1, 1], [0, 0, 0])
r.draw_arrays('TRIANGLE')
t = Texture('models/satelite.bmp')
r.active_texture = t
r.load('models/satelite.obj', [-0.4, 0, 30], [0.025, 0.025, 1], [0, 0, 0.2])
from gl import Render, color, V2, V3
from obj import Obj, Texture
from shaders import *

r = Render()
r.glCreateWindow(1280, 720)

#
# Se carga el fondo de pantalla
# imagen: fondo.bmp
#
print(
    'Se va a cargar una escena, esta operación puede tardar unos minutos...\n')
print('Cargando fondo de la escena...')
fondo = Texture('./models/fondo.bmp')
r.pixels = fondo.pixels
print('Fondo cargado...')

#
# se agrega la camara
# se setea la posición inicial de los modelos respecto a la cámara
#
posModel = V3(0, 0, 200)
r.lookAt(posModel, V3(0, 0, 5))  #5,5,0

#
# Se agrega el modelo de la torre de agua con textura y shader.
# obj:      water_tower.bmp
# textura:  water_tower.obj
# shader:   static_matix
Esempio n. 17
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def face():
    r = Render(800, 600)
    t = Texture('./models/earth.bmp')
    r.load('./face.obj', (25, 5, 0), (15, 15, 15))
    r.display('out.bmp')
Esempio n. 18
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from gr import Render, color
from obj import Obj, Texture
from shaders import *

r = Render(512, 384)
print("renderizando fondo")
r.BgImage("./models/room.bmp")

print("renderizando modelo 1/5")
r.active_texture = Texture('./models/tv.bmp')
r.active_shader = gourad
#translate scale rotate
r.loadModel('./models/tv.obj', (250, 60, -140), (60, 60, 60), (0, 0, 0))

print("renderizando modelo 2/5")
r.active_texture = Texture('./models/woodtex.bmp')
r.active_shader = gourad
#translate scale rotate
r.loadModel('./models/meja.obj', (250, 165, 20), (25, 25, 35), (10, 90, 0))

print("renderizando modelo 3/5")
r.active_texture = Texture('./models/pandas.bmp')
r.active_shader = gourad
#translate scale rotate
r.loadModel('./models/Panda.obj', (200, 200, 0), (8, 8, 8), (10, 90, 0))

print("renderizando modelo 4/5")
r.active_texture = Texture('./models/bearskin.bmp')
r.active_shader = gourad
#translate scale rotate
r.loadModel('./models/bear.obj', (310, 170, 0), (25, 25, 25), (10, -90, 0))
Esempio n. 19
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# -*- coding: utf-8 -*-
"""
Created on Sat Mar 16 12:45:21 2019

@author: Cristian
"""

import gl
from obj import Texture

gl.glCreateWindow(1000, 1000)
tex = Texture('./sky.bmp')
gl.glLoad('./earth.obj', (1000, 800, 0), (0.5, 0.5, 1), texture=tex)
gl.glFinish('sr5')
Esempio n. 20
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from gl import Render, color, V2, V3
from obj import Obj, Texture
from shaders import *

r = Render()
r.glCreateWindow(500, 500)

r.active_texture = Texture('./models/model.bmp')
r.active_shader = gourad

posModel = V3(0, 3, 0)
r.lookAt(posModel, V3(0, 0, -5))
r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0))
r.glFinish('high_angle.bmp')

r.glClear()

posModel = V3(0, -3, 0)
r.lookAt(posModel, V3(0, 0, -5))
r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0))
r.glFinish('low_angle.bmp')

r.glClear()

posModel = V3(0, 0, 0)
r.lookAt(posModel, V3(0, 0, -5))
r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0))
r.glFinish('medium_angle.bmp')

r.glClear()
Esempio n. 21
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def mario():
    """
    Draws a cube at an angle so it is more interesting
    """
    t = Texture("./marioD1.bmp")
    r.load("./mario_obj.obj", (120, 2, 1), (3.5, 3.5, 3.5), texture=t)
Esempio n. 22
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from gl import Render, color, V2, V3
from obj import Obj, Texture
from shaders import *

r = Render(1920, 1080)

#usamos la textura de dojo para hacer el fondo

texture = Texture('./models/dojo.bmp')

r.glBackground(texture)

#katana (phong)
r.active_shader = phong
posModel = V3(2, 0, -5)

r.active_texture = Texture('./models/Albedo.bmp')

r.loadModel('./models/katana.obj', posModel, V3(4, 4, 4), V3(0, 0, 270))

#cleaver (freedom)

r.active_shader = freedom
posModel = V3(-3, 0, -5)

r.active_texture = Texture('./models/cleaver.bmp')

r.loadModel('./models/cleaver.obj', posModel, V3(10, 10, 10), V3(90, 0, -30))

#dagger (infrarojo)
Esempio n. 23
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def proyecto():
    wood = Material(texture=Texture('assets/wood.bmp'))
    white_snow = Material(diffuse=Color.color(1, 0.98, 0.98), spec=96)
    grass = Material(diffuse=Color.color(0.26, 0.42, 0.18), spec=96)
    water = Material(diffuse=Color.color(0.031, 0.255, 0.361),
                     spec=50,
                     ior=1.5,
                     matType=REFLECTIVE)
    darkblue = Material(diffuse=Color.color(0.031, 0.255, 0.361), spec=64)
    playera = Material(diffuse=Color.color(0.2, 0.86, 0.85), spec=64)
    piel = Material(diffuse=Color.color(0.85, 0.71, 0.45), spec=64)
    cafe = Material(diffuse=Color.color(0.32, 0.24, 0.08), spec=64)
    window = Material(spec=40, ior=1.5, matType=TRANSPARENT)

    rayTracer = Raytracer(500, 500)
    rayTracer.pointLight = PointLight(position=Raytracer.vector(0, 0, 0),
                                      intensity=1)
    rayTracer.pointLight = PointLight(position=Raytracer.vector(0, 1, 0),
                                      intensity=1)
    rayTracer.ambientLight = AmbientLight(strength=0.1)
    rayTracer.dirLight = DirectionalLight(direction=rayTracer.vector(
        1, -1, -2),
                                          intensity=0.5)
    rayTracer.envmap = Envmap('assets/unnamed.bmp')

    # Suelo
    rayTracer.scene.append(
        Plane(Raytracer.vector(0, -5, 0), Raytracer.vector(0, 1, 0), grass))

    # Agua
    rayTracer.scene.append(
        AABB(Raytracer.vector(-5, -5, -10), Raytracer.vector(7, 0.2, 5),
             water))
    # Suelo
    rayTracer.scene.append(
        AABB(Raytracer.vector(-1, -4, -19), Raytracer.vector(20, 1, 10),
             grass))
    rayTracer.scene.append(
        AABB(Raytracer.vector(3, -3, -21), Raytracer.vector(17, 1, 10), grass))
    rayTracer.scene.append(
        AABB(Raytracer.vector(6, -2, -23), Raytracer.vector(15, 1, 10), grass))
    # Casa
    rayTracer.scene.append(
        AABB(Raytracer.vector(9, 0, -25), Raytracer.vector(10, 10, 10), wood))
    # Ventana
    rayTracer.scene.append(
        AABB(Raytracer.vector(8, 2, -25), Raytracer.vector(5, 3, 11), window))

    # Steve
    # =======================
    # Piernas
    rayTracer.scene.append(
        AABB(Raytracer.vector(2, -4, -10), Raytracer.vector(0.5, 1.5, 0.5),
             darkblue))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.6, -4, -10), Raytracer.vector(0.5, 1.5, 0.5),
             darkblue))
    # Playera
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.3, -2.5, -10), Raytracer.vector(1.1, 1.5, 0.5),
             playera))
    rayTracer.scene.append(
        AABB(Raytracer.vector(1.5, -2, -10), Raytracer.vector(0.5, 0.5, 0.5),
             playera))
    rayTracer.scene.append(
        AABB(Raytracer.vector(3.1, -2, -10), Raytracer.vector(0.5, 0.5, 0.5),
             playera))
    # Brazos
    rayTracer.scene.append(
        AABB(Raytracer.vector(1.5, -2.75, -10), Raytracer.vector(0.5, 1, 0.5),
             piel))
    rayTracer.scene.append(
        AABB(Raytracer.vector(3.1, -2.75, -10), Raytracer.vector(0.5, 1, 0.5),
             piel))
    # Cabeza
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.3, -1.3, -10), Raytracer.vector(1.1, 0.9, 1),
             piel))
    # Pelo
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.3, -0.75, -10), Raytracer.vector(1.1, 0.2, 1),
             cafe))
    # Ojos
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.1, -1.2, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2, -1.2, -9.5), Raytracer.vector(0.1, 0.1, 0.2),
             white_snow))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.5, -1.2, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.6, -1.2, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), white_snow))
    # Boca
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.1, -1.4, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.1, -1.5, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.5, -1.4, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.5, -1.5, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.2, -1.5, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.3, -1.5, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))
    rayTracer.scene.append(
        AABB(Raytracer.vector(2.4, -1.5, -9.5),
             Raytracer.vector(0.1, 0.1, 0.2), cafe))

    rayTracer.rtRender()
    rayTracer.glFinish('output/dr3.bmp')
Esempio n. 24
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def model():
    r = Render(800, 600)
    t = Texture('./models/model.bmp')
    r.load('./models/model.obj', (1, 1, 1), (300, 300, 300), texture=t)
    r.display('out.bmp')
Esempio n. 25
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        elif size==3:
            r.glVertex_coord(x,y)
            r.glVertex_coord(x+1,y)
            r.glVertex_coord(x,y+1)
            r.glVertex_coord(x-1,y)

#r.glColor(1,1,1)

#r.glVertex_coord(960,540)

posModel = ( 0, 0, -5)
r.lookAt(posModel, (0,0,0))


#rocketModel Texture
r.active_texture = Texture('./models/planespace.bmp')
r.active_shader = toon

#rocketModel
r.loadModel('./models/space-shuttle-orbiter.obj', (3,-1,-4), (0.002,0.002,0.002),(0,130,0))

#astro texture
r.active_texture = Texture('./models/suit.bmp')
r.active_normalMap = Texture('./models/normal_suit.bmp')
r.active_shader = normalMap

#Astro
r.loadModel('./models/astronaute.obj', (-1,1,-5), (0.5,0.5,0.5),(0,0,0))

#mars
r.active_texture = Texture('./models/metal.bmp')
r.load('./sphere.obj', translate=(5,0,6), scale=(0.1,0.1,0.1), rotate=(0,0,0))
r.drawArrays('SHADER')

r.load('./sphere.obj', translate=(4,-1,2), scale=(0.038,0.038,0.038), rotate=(0,0,0))
r.drawArrays('SHADER')

r.load('./sphere.obj', translate=(3,-1,2), scale=(0.03,0.03,0.03), rotate=(0,0,0))
r.drawArrays('SHADER')

r.load('./sphere.obj', translate=(4,-1,6), scale=(0.085,0.085,0.085), rotate=(0,0,0))
r.drawArrays('SHADER')

r.load('./sphere.obj', translate=(4,0,8), scale=(0.1,0.1,0.1), rotate=(0,0,0))
r.drawArrays('SHADER')

t = Texture('./sun2.bmp')
r.texture = t
r.light = V3(0,0,1)
r.lookAt(V3(1, 0, 1), V3(0, 0, 0), V3(0, 1, 0))
r.load('./Dark Knight.obj', translate=(9, 10, 20), scale=(0.045, 0.045, 0.045), rotate=(0,4*pi/5,pi))
r.drawArrays('GREYSHADER')

r.load('./cube.obj', translate=(0.5, 18, 20), scale=(3, 3.5, 1), rotate=(0,0,pi/2))
r.drawArrays('GREYSHADER')

t = Texture('./fur.bmp')
r.texture = t
r.load('./Alien Animal.obj', translate=(250, 0, 135), scale=(3, 3, 4), rotate=(pi, pi, 0))
r.drawArrays('TRIANGLE')

r.glFinish('proyectoScene.bmp')
Esempio n. 27
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def earth():
    r = Render(800, 600)
    t = Texture('./models/earth.bmp')
    r.load('./models/earth.obj', (800, 600, 0), (0.5, 0.5, 1), texture=t)
    r.display('out.bmp')
Esempio n. 28
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from gl import Raytracer, color, V2, V3
from obj import Obj, Texture, Envmap
from sphere import *
import random

brick = Material(diffuse=color(0.8, 0.25, 0.25), spec=16)
stone = Material(diffuse=color(0.4, 0.4, 0.4), spec=32)
mirror = Material(spec=64, matType=REFLECTIVE)
glass = Material(spec=64, ior=1.5, matType=TRANSPARENT)

boxMat = Material(texture=Texture('box.bmp'))

earthMat = Material(texture=Texture('earthDay.bmp'))

width = 512
height = 512
r = Raytracer(width, height)
r.glClearColor(0.2, 0.6, 0.8)
r.glClear()

r.envmap = Envmap('envmap.bmp')

# Lights
#r.pointLights.append( PointLight(position = V3(-4,4,0), intensity = 0.5))
#r.pointLights.append( PointLight(position = V3( 4,0,0), intensity = 0.5))
r.dirLight = DirectionalLight(direction=V3(1, -1, -2), intensity=0.5)
r.ambientLight = AmbientLight(strength=0.1)

# Objects
#r.scene.append( Sphere(V3( 0, 0, -8), 2, brick) )
#r.scene.append( Sphere(V3( -0.5, 0.5, -5), 0.25, stone))
Esempio n. 29
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def car():
    r = Render(800, 600)
    t = Texture('./models/car.bmp')
    r.load('./models/car.obj', (60, 20, 1), (5, 5, 5), texture=t)
    r.display('out.bmp')
Esempio n. 30
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from gl import Render, color, V2, V3
from obj import Obj, Texture
import glMath

from shaders import *

import random

r = Render(1000, 1000)

r.active_texture = Texture('./models/earthDay.bmp')
r.active_texture2 = Texture('./models/earthNight.bmp')

r.active_shader = toon

luz = V3(0, 0, 1)
r.light = glMath.normalize(luz)

r.loadModel('./models/earth.obj', V3(500, 500, 0), V3(1, 1, 1))

r.glFinish('toon.bmp')