Esempio n. 1
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 def setup(self):
     self.wasd = pg.WASD(self, speed=8)
     self.wasd.look_at((-10, 0, 0), (0, 0, 0))
     # cuboids
     self.context = pg.Context(pg.DirectionalLightProgram())
     self.context.use_color = True
     self.context.ambient_color = (0.5, 0.5, 0.5)
     self.context.light_color = (0.5, 0.5, 0.5)
     self.context.light_direction = pg.normalize((-1, 1, 1))
     data = []
     n = 16
     for x in range(256):
         z = random.randint(-n, n)
         y = random.randint(-n, n)
         cuboid = pg.Cuboid(x, x + 1, y - 0.5, y + 0.5, z - 0.5, z + 0.5)
         color = pg.hex_color(random.randint(0, 0xffffff))
         colors = [color] * len(cuboid.positions)
         data.extend(pg.interleave(
             cuboid.positions, cuboid.normals, colors))
     self.context.position, self.context.normal, self.context.color = (
         pg.VertexBuffer(data).slices(3, 3, 3))
     # bullets
     self.bullet = pg.Context(pg.DirectionalLightProgram())
     self.bullet.ambient_color = (0.5, 0.5, 0.5)
     self.bullet.light_color = (0.5, 0.5, 0.5)
     sphere = pg.Sphere(3, 0.05, (0, 0, 0))
     self.bullet.position = pg.VertexBuffer(sphere.positions)
     self.bullet.normal = pg.VertexBuffer(sphere.normals)
     self.bullets = []
     # crosshairs
     self.crosshairs = pg.Context(pg.SolidColorProgram())
     self.crosshairs.position = pg.VertexBuffer(pg.Crosshairs().positions)
Esempio n. 2
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 def __init__(self, occupied):
     self.occupied = occupied
     self.context = pg.Context(pg.DirectionalLightProgram())
     self.context.object_color = pg.hex_color(random.choice(COLORS))
     self.context.position = self.positions = pg.VertexBuffer()
     self.context.normal = self.normals = pg.VertexBuffer()
     self.restart()
Esempio n. 3
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 def setup(self):
     self.wasd = pg.WASD(self)
     self.wasd.look_at((0, 0, 2), (0, 0, 0))
     self.program = pg.DirectionalLightProgram()
     self.context = pg.Context(self.program)
     sphere = pg.Sphere(3, 0.5, (0, 0, 0))
     self.context.position = pg.VertexBuffer(sphere.positions)
     self.context.normal = pg.VertexBuffer(sphere.normals)
Esempio n. 4
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 def setup(self):
     self.font = pg.Font(self, 1, '/Library/Fonts/Arial.ttf', 24)
     self.wasd = pg.WASD(self)
     self.wasd.look_at(pg.normalize((1, 0, 1)), (0, 0, 0))
     self.context = pg.Context(pg.DirectionalLightProgram())
     self.context.sampler = pg.Texture(0, 'examples/earth.png')
     self.context.use_texture = True
     sphere = pg.Sphere(4, 0.5, (0, 0, 0))
     self.context.position = pg.VertexBuffer(sphere.positions)
     self.context.normal = pg.VertexBuffer(sphere.normals)
     self.context.uv = pg.VertexBuffer(sphere.uvs)
Esempio n. 5
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 def run(self):
     context = pg.Context(Program())
     font = pg.Font(self, 2, FONT, 24, (0, 0, 0, 1))
     self.message = 'loading triangle mesh'
     mesh = pg.STL('examples/%s.stl' % NAME).center()
     self.triangles = '%d triangles' % (len(mesh.positions) / 3)
     self.message = 'computing bounding box'
     (x0, y0, z0), (x1, y1, z1) = pg.bounding_box(mesh.positions)
     context.uv0 = (x0, z0)
     context.uv1 = (x1, z1)
     self.message = 'generating vertex buffer'
     context.position = pg.VertexBuffer(mesh.positions)
     self.message = 'generating height map'
     p = mesh.positions
     lookup = defaultdict(list)
     for v1, v2, v3 in zip(p[::3], p[1::3], p[2::3]):
         x, y, z = v1
         x, z = int(round(x / STEP)), int(round(z / STEP))
         lookup[(x, z)].append((v1, v2, v3))
     self.message = 'loading brightness texture'
     context.sampler = pg.Texture(0, 'examples/%s.jpg' % NAME)
     self.message = 'loading normal texture'
     context.normal_sampler = pg.Texture(1, 'examples/%s.png' % NAME)
     self.result = {
         'font': font,
         'context': context,
         'lookup': lookup,
     }
Esempio n. 6
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 def setup(self):
     data = []
     shape = pg.Plane((0, 0, 0), (0, 0, 1), 0.5, False)
     for _ in xrange(COUNT):
         x = (random.random() - 0.5) * FIELD_SIZE
         y = (random.random() - 0.5) * FIELD_SIZE
         z = random.random() * FIELD_DEPTH
         mesh = pg.Matrix().translate((x, y, z)) * shape
         data.extend(mesh.positions)
     self.context = pg.Context(pg.SolidColorProgram())
     self.context.position = pg.VertexBuffer(data)
Esempio n. 7
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 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)
Esempio n. 8
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 def setup(self):
     plane = pg.Plane((0, 0, 0), (0, 0, 1), 1)
     self.context = pg.Context(Program())
     self.context.position = pg.VertexBuffer(plane.positions)
     self.context.matrix = pg.Matrix().orthographic(-1, 1, -1, 1, -1, 1)
     self.positions = []
     n = GRID_SIZE
     m = CIRCLE_SPACING
     for i in range(n):
         for j in range(n):
             x = (i - (n - 1) / 2.0) * m
             y = (j - (n - 1) / 2.0) * m
             d = (x * x + y * y)**0.5
             self.positions.append((x, y, d))
     self.max_distance = max(x[-1] for x in self.positions)
Esempio n. 9
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File: terrain.py Progetto: ssebs/pg
 def setup(self):
     self.wasd = pg.WASD(self, speed=30)
     self.wasd.look_at((-20, 20, -8), (0, 0, 0))
     self.context = pg.Context(pg.DirectionalLightProgram())
     self.context.use_color = True
     self.context.specular_power = 8.0
     self.context.specular_multiplier = 0.3
     normals = defaultdict(list)
     position = []
     normal = []
     color = []
     size = 50
     # generate height map
     height = {}
     colors = {}
     for x in xrange(-size, size + 1):
         for z in xrange(-size, size + 1):
             height[(x, z)] = noise(x, z)
             colors[(x, z)] = generate_color(x, z)
     # generate triangles and track normals for all vertices
     for x in xrange(-size, size):
         for z in xrange(-size, size):
             t1 = [x + 0, z + 0, x + 1, z + 0, x + 0, z + 1]
             t2 = [x + 0, z + 1, x + 1, z + 0, x + 1, z + 1]
             for t in [t1, t2]:
                 x1, z1, x2, z2, x3, z3 = t
                 p1 = (x1, height[(x1, z1)], z1)
                 p2 = (x2, height[(x2, z2)], z2)
                 p3 = (x3, height[(x3, z3)], z3)
                 c1 = colors[(x1, z1)]
                 c2 = colors[(x2, z2)]
                 c3 = colors[(x3, z3)]
                 position.extend([p3, p2, p1])
                 color.extend([c3, c2, c1])
                 n = pg.normalize(pg.cross(pg.sub(p3, p1), pg.sub(p2, p1)))
                 normals[(x1, z1)].append(n)
                 normals[(x2, z2)].append(n)
                 normals[(x3, z3)].append(n)
     # compute average normal for all vertices
     for key, value in normals.items():
         normals[key] = pg.normalize(reduce(pg.add, value))
     for x, y, z in position:
         normal.append(normals[(x, z)])
     # generate vertex buffer
     vb = pg.VertexBuffer(pg.interleave(position, normal, color))
     self.context.position, self.context.normal, self.context.color = (
         vb.slices(3, 3, 3))
Esempio n. 10
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 def draw_lines(self):
     bits = ('0' * 4 + '1' * 4) * 2
     shift = int(self.t * 16) % len(bits)
     bits = bits[shift:] + bits[:shift]
     glLineStipple(1, int(bits, 2))
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
     matrix = self.wasd.get_matrix()
     matrix = matrix.perspective(65, self.aspect, ZNEAR, ZFAR)
     self.lines.matrix = matrix
     data = []
     x1, y1, z1 = self.get_position()
     for x2, y2, z2 in self._positions:
         data.append((x2, y2, z2))
         data.append((x1, y1, z1))
     if data:
         self.lines.position = pg.VertexBuffer(data)
         glEnable(GL_BLEND)
         glEnable(GL_LINE_STIPPLE)
         self.lines.draw(pg.GL_LINES)
         glDisable(GL_LINE_STIPPLE)
         glDisable(GL_BLEND)
         self.lines.position.delete()
Esempio n. 11
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File: field.py Progetto: ssebs/pg
 def setup(self):
     plane = pg.Plane((0, 0, 0), (0, 0, 1), 1)
     self.context = pg.Context(Program())
     self.context.position = pg.VertexBuffer(plane.positions)
     self.context.matrix = pg.Matrix().orthographic(-1, 1, -1, 1, -1, 1)