Esempio n. 1
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    def convert(self):
        if self._converted: return
        self._converted = True
        self.ambient = utils.convert_ctypes(self.ambient, ctypes.c_float,
                                            (3, ))
        self.diffuse = utils.convert_ctypes(self.diffuse, ctypes.c_float,
                                            (3, ))
        self.specular = utils.convert_ctypes(self.specular, ctypes.c_float,
                                             (3, ))

        imageName = self.imageName
        if imageName in imageNameToTexid:
            self.texid = imageNameToTexid[imageName]
            return
        self.texid = glGenTextures(1)
        imageNameToTexid[imageName] = self.texid
        image = pygame.image.load(imageName)
        w, h = image.get_rect().size
        image = pygame.image.tostring(image, 'RGBA', 1)
        glBindTexture(GL_TEXTURE_2D, self.texid)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA,
                     GL_UNSIGNED_BYTE, image)
Esempio n. 2
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    def convert(self):
        if self._converted: return
        self._converted = True
        self.ambient = utils.convert_ctypes(self.ambient, ctypes.c_float, (3,))
        self.diffuse = utils.convert_ctypes(self.diffuse, ctypes.c_float, (3,))
        self.specular = utils.convert_ctypes(self.specular, ctypes.c_float, (3,))

        imageName = self.imageName
        if imageName in imageNameToTexid: 
            self.texid = imageNameToTexid[imageName]
            return
        self.texid = glGenTextures(1)
        imageNameToTexid[imageName] = self.texid
        image = pygame.image.load(imageName)
        w, h = image.get_rect().size
        image = pygame.image.tostring(image, 'RGBA', 1)
        glBindTexture(GL_TEXTURE_2D, self.texid)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                        GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                        GL_LINEAR)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
                        GL_MIRRORED_REPEAT)
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
                        GL_MIRRORED_REPEAT)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h,
                     0, GL_RGBA, GL_UNSIGNED_BYTE, image)
Esempio n. 3
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    def __init__(self, name, vdata, material):
        """
        vdata: GL_T2F_N3F_V3F
        """
        global _objID
        self.objID = _objID
        _objID += 1 

        self.vdata = utils.convert_ctypes(vdata, ctypes.c_float, (len(vdata), ))
        self.indices = utils.convert_ctypes(
                range(len(vdata)/8), ctypes.c_uint, (len(vdata)/8, ))
        self.name = name
        self.material = material
Esempio n. 4
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    def __init__(self, filename, sprite):
        self.sprite = sprite
        fullpath = os.path.join(config.MODEL_DIR, filename)
        self.data = {}
        lineID = 0
        for line in open(fullpath, 'r'):
            line = line.split()
            lineID += 1
            opr = line[0]
            if opr == 'f':
                objName = line[1]
                frameID = int(line[2])
                mat = utils.convert_ctypes(map(float, line[3:]),
                                           ctypes.c_float, (16, ))
                self.data[objName, frameID] = mat
            elif opr == 'ts':
                self.timeStep = float(line[1])
            elif opr == 'n':
                self.nFrames = int(line[1])
            else:
                print 'In line {}, unknown command "{}"'.format(lineID, opr)

        self.loop = True
        self._pause = False
        self.start()
Esempio n. 5
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    def __init__(self, filename, sprite):
        self.sprite = sprite
        fullpath = os.path.join(config.MODEL_DIR, filename)
        self.data = {}
        lineID = 0
        for line in open(fullpath, 'r'):
            line = line.split()
            lineID += 1
            opr = line[0]
            if opr == 'f':
                objName = line[1]
                frameID = int(line[2])
                mat = utils.convert_ctypes(map(float, line[3:]), 
                        ctypes.c_float, (16,))
                self.data[objName, frameID] = mat
            elif opr == 'ts':
                self.timeStep = float(line[1])
            elif opr == 'n':
                self.nFrames = int(line[1])
            else:
                print 'In line {}, unknown command "{}"'.format(lineID, opr)

        self.loop = True
        self._pause = False
        self.start()
Esempio n. 6
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    def __init__ (self):
        cylindarV = []
        cylindarN = []

        splitNum = 20
        for i in range(splitNum):
            x = math.cos(2*PI*i/splitNum) / 2
            y = math.sin(2*PI*i/splitNum) / 2
            nx = math.cos(2*PI*(i+1)/splitNum) / 2
            ny = math.sin(2*PI*(i+1)/splitNum) / 2
            #rectangle
            cylindarV.append((x, y, .5))
            cylindarV.append((nx, ny, .5))
            cylindarV.append((nx, ny, -.5))
            cylindarV.append((x, y, .5))
            cylindarV.append((nx, ny, -.5))
            cylindarV.append((x, y, -.5))
            vc = calculateNormal((.0, .0, -1.), (nx-x, ny-y, .0))
            for j in range(6): cylindarN.append(vc)
            #upper triangle
            cylindarV.append((.0, .0, .5))
            cylindarV.append((x, y, .5))
            cylindarV.append((nx, ny, .5))
            vc = calculateNormal((x, y, .0), (nx, ny, .0))
            for j in range(3): cylindarN.append(vc)
            #lower triangle
            cylindarV.append((.0, .0, -.5))
            cylindarV.append((x, y, -.5))
            cylindarV.append((nx, ny, -.5))
            vc = calculateNormal((nx, ny, .0), (x, y, .0))
            for j in range(3): cylindarN.append(vc)

        self.cylindarV = utils.convert_ctypes(cylindarV, 
                ctypes.c_float, (len(cylindarV), 3))
        self.cylindarN = utils.convert_ctypes(cylindarN, 
                ctypes.c_float, (len(cylindarN), 3))
        self.cylindarI = utils.convert_ctypes(range(len(cylindarV)),
                ctypes.c_uint, (len(cylindarV), ))
Esempio n. 7
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 def init_shadow_matrix(self):
     l = list(self.lightPos)
     factor = math.sqrt(l[0]**2 + l[1]**2 + l[2]**2)
     l[0] /= factor
     l[1] /= factor
     l[2] /= factor
     l[3] = 0
     n = (0, 0, 1, 0)
     dot = l[0]*n[0] + l[1]*n[1] + l[2]*n[2] + l[3]*n[3]
     shadowMat = [dot-l[0]*n[0],-l[1]*n[0],-l[2]*n[0],-l[3]*n[0],
                  -l[0]*n[1],dot-l[1]*n[1],-l[2]*n[1],-l[3]*n[1],
                  -l[0]*n[2],-l[1]*n[2],dot-l[2]*n[2],-l[3]*n[2],
                  -l[0]*n[3],-l[1]*n[3],-l[2]*n[3],dot-l[3]*n[3]]
     self.shadowMat = utils.convert_ctypes(
         shadowMat, ctypes.c_float, (len(shadowMat), ))
Esempio n. 8
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 def init_shadow_matrix(self):
     l = list(self.lightPos)
     factor = math.sqrt(l[0]**2 + l[1]**2 + l[2]**2)
     l[0] /= factor
     l[1] /= factor
     l[2] /= factor
     l[3] = 0
     n = (0, 0, 1, 0)
     dot = l[0] * n[0] + l[1] * n[1] + l[2] * n[2] + l[3] * n[3]
     shadowMat = [
         dot - l[0] * n[0], -l[1] * n[0], -l[2] * n[0], -l[3] * n[0],
         -l[0] * n[1], dot - l[1] * n[1], -l[2] * n[1], -l[3] * n[1],
         -l[0] * n[2], -l[1] * n[2], dot - l[2] * n[2], -l[3] * n[2],
         -l[0] * n[3], -l[1] * n[3], -l[2] * n[3], dot - l[3] * n[3]
     ]
     self.shadowMat = utils.convert_ctypes(shadowMat, ctypes.c_float,
                                           (len(shadowMat), ))