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)
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()
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)
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)
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, }
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)
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)
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)
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))
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()
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)