class Test(Base): def initialize(self): print("Initializing program...") self.renderer = Renderer() self.scene = Scene() self.camera = Camera() # pull camera towards viewer self.camera.setPosition(0, 0, 7) geometry = Geometry() posData = [] for x in range(-32, 32, 3): posData.append([x/10, sin(x/10), 0]) geometry.addAttribute("vec3", "vertexPosition", posData) geometry.countVertices() pointMaterial = PointBasicMaterial({"baseColor": [1,1,0]}) self.pointMesh = Mesh(geometry, pointMaterial) lineMaterial = LineBasicMaterial({"baseColor": [1,0,1]}) self.lineMesh = Mesh(geometry,lineMaterial) self.scene.add(self.pointMesh) self.scene.add(self.lineMesh) def update(self): self.renderer.render(self.scene, self.camera)
class Test(Base): def initialize(self): print("Initializing program...") self.renderer = Renderer() self.scene = Scene() self.camera = Camera() # pull camera towards viewer self.camera.setPosition(0, 0, 7) geometry = SphereGeometry(radius=3) vsCode = """ in vec3 vertexPosition; in vec3 vertexColor; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; out vec3 color; uniform float time; void main() { float offset = 0.2 * sin(2.0 * vertexPosition.x + time); vec3 pos = vertexPosition + vec3(0, offset, 0); gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(pos, 1); color = vertexColor; } """ fsCode = """ in vec3 color; uniform float time; out vec4 fragColor; void main() { float r = abs(sin(time)); vec4 c = vec4(r, -0.5*r, -0.5*r, 0); fragColor = vec4(color , 1) + c; } """ material = Material(vsCode, fsCode) material.addUniform("float", "time", 0) material.locateUniforms() self.time = 0 self.mesh = Mesh(geometry, material) self.scene.add(self.mesh) def update(self): self.time += 1/60 self.mesh.material.uniforms["time"].data = self.time self.renderer.render(self.scene, self.camera)
class Test(Base): def initialize(self): print("Initializing program...") self.renderer = Renderer() self.scene = Scene() self.camera = Camera() # pull camera towards viewer self.camera.setPosition(0, 0, 7) geometry = SphereGeometry(radius=3) vsCode = """ in vec3 vertexPosition; out vec3 position; uniform mat4 modelMatrix; uniform mat4 viewMatrix; uniform mat4 projectionMatrix; void main() { vec4 pos = vec4(vertexPosition, 1); gl_Position = projectionMatrix * viewMatrix * modelMatrix * pos; position = vertexPosition; } """ fsCode = """ in vec3 position; out vec4 fragColor; void main() { vec3 color = fract(position); fragColor = vec4(color,1); } """ material = Material(vsCode, fsCode) material.locateUniforms() self.mesh = Mesh(geometry, material) self.scene.add(self.mesh) def update(self): self.mesh.rotateY(0.01) self.renderer.render(self.scene, self.camera)
class Test(Base): def initialize(self): print("Initializing program...") self.renderer = Renderer() self.scene = Scene() self.camera = Camera() # pull camera towards viewer self.camera.setPosition(0, 0, 4) geometry = BoxGeometry() material = SurfaceBasicMaterial({"useVertexColors": 1}) self.mesh = Mesh(geometry, material) self.scene.add(self.mesh) def update(self): self.renderer.render(self.scene, self.camera)
class Test(Base): def initialize(self): print("Initializing program...") self.renderer = Renderer() self.scene = Scene() self.camera = Camera() geometry = BoxGeometry() material = SurfaceBasicMaterial({"useVertexColors": 1}) self.mesh = Mesh(geometry, material) self.mesh.rotateX(0.6) self.mesh.rotateY(-0.6) self.mesh.rotateZ(-0.4) self.scene.add(self.mesh) # pull camera towards viewer self.camera.setPosition(0, 0, 4) # add a backdrop backGeometry = BoxGeometry(width=2, height=2, depth=0.01) backMaterial = SurfaceBasicMaterial({"baseColor": [1, 1, 0]}) self.backdrop = Mesh(backGeometry, backMaterial) self.backdrop.rotateX(1.57) self.backdrop.setPosition(0, -1, 0) self.scene.add(self.backdrop) def update(self): self.mesh.rotateX(-0.03) self.mesh.rotateY(0.03) self.mesh.rotateZ(-0.03) self.backdrop.rotateZ(0.03) self.renderer.render(self.scene, self.camera)