Esempio n. 1
0
class SkyBox(RendererObjectManager):
    '''
    Provides the background that goes behind everything
    '''
    NUM_VERTEX_BANDS = 8
    # This number MUST be even
    NUM_STEPS_IN_BAND = 10
    
    # Used to make sure rounding error doesn't make us have off-by-one errors in our iterations.
    EPSILON = 1e-3
    
    def reload(self, gl, full_reload):
        self.vertex_buffer.reload()
        self.color_buffer.reload()
        self.index_buffer.reload()
        
    def set_sun_position(self, new_pos):
        self.sun_pos = new_pos.copy()
        
    def draw_internal(self, gl):
        if self.render_state.night_vision_mode:
            return
    
        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)
        
        gl.glEnable(gl.GL_CULL_FACE)
        gl.glFrontFace(gl.GL_CW)
        gl.glCullFace(gl.GL_BACK)
        
        gl.glShadeModel(gl.GL_SMOOTH)
        
        gl.glPushMatrix()
    
        # Rotate the sky box to the position of the sun.
        cp = cross_product(Vector3(0, 1, 0), self.sun_pos)
        cp = normalized(cp)
        angle = 180.0 / math.pi * math.acos(self.sun_pos.y)
        gl.glRotatef(angle, cp.x, cp.y, cp.z)
        
        self.vertex_buffer.set(gl)
        self.color_buffer.set(gl)
        
        self.index_buffer.draw(gl, gl.GL_TRIANGLES)
        
        gl.glPopMatrix()

    def __init__(self, layer_id, texture_manager):
        '''
        Constructor
        '''
        RendererObjectManager.__init__(self, layer_id, texture_manager)
        
        self.vertex_buffer = VertexBuffer(0, True)
        self.color_buffer = ColorBuffer(0, True)
        self.index_buffer = IndexBuffer(0, True)
        self.sun_pos = GeocentricCoordinates(0, 1, 0)
        
        num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
        num_indices = (self.NUM_VERTEX_BANDS-1) * self.NUM_STEPS_IN_BAND * 6
        self.vertex_buffer.reset(num_vertices)
        self.color_buffer.reset(num_vertices)
        self.index_buffer.reset(num_indices)
        
        sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
        cos_angles = [0.0] * self.NUM_STEPS_IN_BAND
        
        angle_in_band = 0
        d_angle = 2* math.pi / float(self.NUM_STEPS_IN_BAND - 1)
        for i in range(0, self.NUM_STEPS_IN_BAND):
            sin_angles[i] = math.sin(angle_in_band)
            cos_angles[i] = math.cos(angle_in_band)
            angle_in_band += d_angle
            
        band_step = 2.0 / float((self.NUM_VERTEX_BANDS-1) + self.EPSILON)
        
        vb = self.vertex_buffer
        cb = self.color_buffer
        band_pos = 1
        for band in range(0, self.NUM_VERTEX_BANDS):
            a, r, g, b = 0, 0, 0, 0
            
            if band_pos > 0:
                intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
                a = 0xFF
                r = (intensity << 16) & 0x00FF0000
                g = (intensity << 16) & 0x0000FF00
                b = (intensity << 16) & 0x000000FF
            else:
                intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
                color = (intensity << 16) | (intensity << 8) | (intensity)
                a = 0xFF
                r = color & 0x00FF0000
                g = color & 0x0000FF00
                b = color & 0x000000FF
            
            band_pos -= band_step
        
            sin_phi = math.sqrt(1 - band_pos*band_pos) if band_pos > -1 else 0
            for i in range(0, self.NUM_STEPS_IN_BAND):
                vb.add_point(Vector3(cos_angles[i] * sin_phi, band_pos, sin_angles[i] * sin_phi))
                cb.add_color(a, r, g, b)
        
        ib = self.index_buffer
        
        # Set the indices for the first band.
        top_band_start = 0
        bottom_band_start = self.NUM_STEPS_IN_BAND
        for triangle_band in range(0, self.NUM_VERTEX_BANDS-1):
            for offset_from_start in range(0, self.NUM_STEPS_IN_BAND-1):
                # Draw one quad as two triangles.
                top_left = (top_band_start + offset_from_start)
                top_right = (top_left + 1)
                
                bottom_left = (bottom_band_start + offset_from_start)
                bottom_right = (bottom_left + 1)
                
                # First triangle
                ib.add_index(top_left)
                ib.add_index(bottom_right)
                ib.add_index(bottom_left)
                
                # Second triangle
                ib.add_index(top_right)
                ib.add_index(bottom_right)
                ib.add_index(top_left)
                
            # Last quad: connect the end with the beginning.
                
            # Top left, bottom right, bottom left
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            ib.add_index(bottom_band_start)
            ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))
            
            # Top right, bottom right, top left
            ib.add_index(top_band_start)
            ib.add_index(bottom_band_start)
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            
            
            top_band_start += self.NUM_STEPS_IN_BAND
            bottom_band_start += self.NUM_STEPS_IN_BAND
            
            
Esempio n. 2
0
class SkyBox(RendererObjectManager):
    '''
    Provides the background that goes behind everything
    '''
    NUM_VERTEX_BANDS = 8
    # This number MUST be even
    NUM_STEPS_IN_BAND = 10

    # Used to make sure rounding error doesn't make us have off-by-one errors in our iterations.
    EPSILON = 1e-3

    def reload(self, gl, full_reload):
        self.vertex_buffer.reload()
        self.color_buffer.reload()
        self.index_buffer.reload()

    def set_sun_position(self, new_pos):
        self.sun_pos = new_pos.copy()

    def draw_internal(self, gl):
        if self.render_state.night_vision_mode:
            return

        gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
        gl.glEnableClientState(gl.GL_COLOR_ARRAY)
        gl.glDisableClientState(gl.GL_TEXTURE_COORD_ARRAY)

        gl.glEnable(gl.GL_CULL_FACE)
        gl.glFrontFace(gl.GL_CW)
        gl.glCullFace(gl.GL_BACK)

        gl.glShadeModel(gl.GL_SMOOTH)

        gl.glPushMatrix()

        # Rotate the sky box to the position of the sun.
        cp = cross_product(Vector3(0, 1, 0), self.sun_pos)
        cp = normalized(cp)
        angle = 180.0 / math.pi * math.acos(self.sun_pos.y)
        gl.glRotatef(angle, cp.x, cp.y, cp.z)

        self.vertex_buffer.set(gl)
        self.color_buffer.set(gl)

        self.index_buffer.draw(gl, gl.GL_TRIANGLES)

        gl.glPopMatrix()

    def __init__(self, layer_id, texture_manager):
        '''
        Constructor
        '''
        RendererObjectManager.__init__(self, layer_id, texture_manager)

        self.vertex_buffer = VertexBuffer(0, True)
        self.color_buffer = ColorBuffer(0, True)
        self.index_buffer = IndexBuffer(0, True)
        self.sun_pos = GeocentricCoordinates(0, 1, 0)

        num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
        num_indices = (self.NUM_VERTEX_BANDS - 1) * self.NUM_STEPS_IN_BAND * 6
        self.vertex_buffer.reset(num_vertices)
        self.color_buffer.reset(num_vertices)
        self.index_buffer.reset(num_indices)

        sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
        cos_angles = [0.0] * self.NUM_STEPS_IN_BAND

        angle_in_band = 0
        d_angle = 2 * math.pi / float(self.NUM_STEPS_IN_BAND - 1)
        for i in range(0, self.NUM_STEPS_IN_BAND):
            sin_angles[i] = math.sin(angle_in_band)
            cos_angles[i] = math.cos(angle_in_band)
            angle_in_band += d_angle

        band_step = 2.0 / float((self.NUM_VERTEX_BANDS - 1) + self.EPSILON)

        vb = self.vertex_buffer
        cb = self.color_buffer
        band_pos = 1
        for band in range(0, self.NUM_VERTEX_BANDS):
            a, r, g, b = 0, 0, 0, 0

            if band_pos > 0:
                intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
                a = 0xFF
                r = (intensity << 16) & 0x00FF0000
                g = (intensity << 16) & 0x0000FF00
                b = (intensity << 16) & 0x000000FF
            else:
                intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
                color = (intensity << 16) | (intensity << 8) | (intensity)
                a = 0xFF
                r = color & 0x00FF0000
                g = color & 0x0000FF00
                b = color & 0x000000FF

            band_pos -= band_step

            sin_phi = math.sqrt(1 -
                                band_pos * band_pos) if band_pos > -1 else 0
            for i in range(0, self.NUM_STEPS_IN_BAND):
                vb.add_point(
                    Vector3(cos_angles[i] * sin_phi, band_pos,
                            sin_angles[i] * sin_phi))
                cb.add_color(a, r, g, b)

        ib = self.index_buffer

        # Set the indices for the first band.
        top_band_start = 0
        bottom_band_start = self.NUM_STEPS_IN_BAND
        for triangle_band in range(0, self.NUM_VERTEX_BANDS - 1):
            for offset_from_start in range(0, self.NUM_STEPS_IN_BAND - 1):
                # Draw one quad as two triangles.
                top_left = (top_band_start + offset_from_start)
                top_right = (top_left + 1)

                bottom_left = (bottom_band_start + offset_from_start)
                bottom_right = (bottom_left + 1)

                # First triangle
                ib.add_index(top_left)
                ib.add_index(bottom_right)
                ib.add_index(bottom_left)

                # Second triangle
                ib.add_index(top_right)
                ib.add_index(bottom_right)
                ib.add_index(top_left)

            # Last quad: connect the end with the beginning.

            # Top left, bottom right, bottom left
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            ib.add_index(bottom_band_start)
            ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))

            # Top right, bottom right, top left
            ib.add_index(top_band_start)
            ib.add_index(bottom_band_start)
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))

            top_band_start += self.NUM_STEPS_IN_BAND
            bottom_band_start += self.NUM_STEPS_IN_BAND
Esempio n. 3
0
 def __init__(self, layer_id, texture_manager):
     '''
     Constructor
     '''
     RendererObjectManager.__init__(self, layer_id, texture_manager)
     
     self.vertex_buffer = VertexBuffer(0, True)
     self.color_buffer = ColorBuffer(0, True)
     self.index_buffer = IndexBuffer(0, True)
     self.sun_pos = GeocentricCoordinates(0, 1, 0)
     
     num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
     num_indices = (self.NUM_VERTEX_BANDS-1) * self.NUM_STEPS_IN_BAND * 6
     self.vertex_buffer.reset(num_vertices)
     self.color_buffer.reset(num_vertices)
     self.index_buffer.reset(num_indices)
     
     sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
     cos_angles = [0.0] * self.NUM_STEPS_IN_BAND
     
     angle_in_band = 0
     d_angle = 2* math.pi / float(self.NUM_STEPS_IN_BAND - 1)
     for i in range(0, self.NUM_STEPS_IN_BAND):
         sin_angles[i] = math.sin(angle_in_band)
         cos_angles[i] = math.cos(angle_in_band)
         angle_in_band += d_angle
         
     band_step = 2.0 / float((self.NUM_VERTEX_BANDS-1) + self.EPSILON)
     
     vb = self.vertex_buffer
     cb = self.color_buffer
     band_pos = 1
     for band in range(0, self.NUM_VERTEX_BANDS):
         a, r, g, b = 0, 0, 0, 0
         
         if band_pos > 0:
             intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
             a = 0xFF
             r = (intensity << 16) & 0x00FF0000
             g = (intensity << 16) & 0x0000FF00
             b = (intensity << 16) & 0x000000FF
         else:
             intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
             color = (intensity << 16) | (intensity << 8) | (intensity)
             a = 0xFF
             r = color & 0x00FF0000
             g = color & 0x0000FF00
             b = color & 0x000000FF
         
         band_pos -= band_step
     
         sin_phi = math.sqrt(1 - band_pos*band_pos) if band_pos > -1 else 0
         for i in range(0, self.NUM_STEPS_IN_BAND):
             vb.add_point(Vector3(cos_angles[i] * sin_phi, band_pos, sin_angles[i] * sin_phi))
             cb.add_color(a, r, g, b)
     
     ib = self.index_buffer
     
     # Set the indices for the first band.
     top_band_start = 0
     bottom_band_start = self.NUM_STEPS_IN_BAND
     for triangle_band in range(0, self.NUM_VERTEX_BANDS-1):
         for offset_from_start in range(0, self.NUM_STEPS_IN_BAND-1):
             # Draw one quad as two triangles.
             top_left = (top_band_start + offset_from_start)
             top_right = (top_left + 1)
             
             bottom_left = (bottom_band_start + offset_from_start)
             bottom_right = (bottom_left + 1)
             
             # First triangle
             ib.add_index(top_left)
             ib.add_index(bottom_right)
             ib.add_index(bottom_left)
             
             # Second triangle
             ib.add_index(top_right)
             ib.add_index(bottom_right)
             ib.add_index(top_left)
             
         # Last quad: connect the end with the beginning.
             
         # Top left, bottom right, bottom left
         ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
         ib.add_index(bottom_band_start)
         ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))
         
         # Top right, bottom right, top left
         ib.add_index(top_band_start)
         ib.add_index(bottom_band_start)
         ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
         
         
         top_band_start += self.NUM_STEPS_IN_BAND
         bottom_band_start += self.NUM_STEPS_IN_BAND
         
         
Esempio n. 4
0
    def __init__(self, layer_id, texture_manager):
        '''
        Constructor
        '''
        RendererObjectManager.__init__(self, layer_id, texture_manager)

        self.vertex_buffer = VertexBuffer(0, True)
        self.color_buffer = ColorBuffer(0, True)
        self.index_buffer = IndexBuffer(0, True)
        self.sun_pos = GeocentricCoordinates(0, 1, 0)

        num_vertices = self.NUM_VERTEX_BANDS * self.NUM_STEPS_IN_BAND
        num_indices = (self.NUM_VERTEX_BANDS - 1) * self.NUM_STEPS_IN_BAND * 6
        self.vertex_buffer.reset(num_vertices)
        self.color_buffer.reset(num_vertices)
        self.index_buffer.reset(num_indices)

        sin_angles = [0.0] * self.NUM_STEPS_IN_BAND
        cos_angles = [0.0] * self.NUM_STEPS_IN_BAND

        angle_in_band = 0
        d_angle = 2 * math.pi / float(self.NUM_STEPS_IN_BAND - 1)
        for i in range(0, self.NUM_STEPS_IN_BAND):
            sin_angles[i] = math.sin(angle_in_band)
            cos_angles[i] = math.cos(angle_in_band)
            angle_in_band += d_angle

        band_step = 2.0 / float((self.NUM_VERTEX_BANDS - 1) + self.EPSILON)

        vb = self.vertex_buffer
        cb = self.color_buffer
        band_pos = 1
        for band in range(0, self.NUM_VERTEX_BANDS):
            a, r, g, b = 0, 0, 0, 0

            if band_pos > 0:
                intensity = long(band_pos * 20 + 50) & 0xFFFFFFFF
                a = 0xFF
                r = (intensity << 16) & 0x00FF0000
                g = (intensity << 16) & 0x0000FF00
                b = (intensity << 16) & 0x000000FF
            else:
                intensity = long(band_pos * 40 + 40) & 0xFFFFFFFF
                color = (intensity << 16) | (intensity << 8) | (intensity)
                a = 0xFF
                r = color & 0x00FF0000
                g = color & 0x0000FF00
                b = color & 0x000000FF

            band_pos -= band_step

            sin_phi = math.sqrt(1 -
                                band_pos * band_pos) if band_pos > -1 else 0
            for i in range(0, self.NUM_STEPS_IN_BAND):
                vb.add_point(
                    Vector3(cos_angles[i] * sin_phi, band_pos,
                            sin_angles[i] * sin_phi))
                cb.add_color(a, r, g, b)

        ib = self.index_buffer

        # Set the indices for the first band.
        top_band_start = 0
        bottom_band_start = self.NUM_STEPS_IN_BAND
        for triangle_band in range(0, self.NUM_VERTEX_BANDS - 1):
            for offset_from_start in range(0, self.NUM_STEPS_IN_BAND - 1):
                # Draw one quad as two triangles.
                top_left = (top_band_start + offset_from_start)
                top_right = (top_left + 1)

                bottom_left = (bottom_band_start + offset_from_start)
                bottom_right = (bottom_left + 1)

                # First triangle
                ib.add_index(top_left)
                ib.add_index(bottom_right)
                ib.add_index(bottom_left)

                # Second triangle
                ib.add_index(top_right)
                ib.add_index(bottom_right)
                ib.add_index(top_left)

            # Last quad: connect the end with the beginning.

            # Top left, bottom right, bottom left
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))
            ib.add_index(bottom_band_start)
            ib.add_index((bottom_band_start + self.NUM_STEPS_IN_BAND - 1))

            # Top right, bottom right, top left
            ib.add_index(top_band_start)
            ib.add_index(bottom_band_start)
            ib.add_index((top_band_start + self.NUM_STEPS_IN_BAND - 1))

            top_band_start += self.NUM_STEPS_IN_BAND
            bottom_band_start += self.NUM_STEPS_IN_BAND