#Create textures shapeimg = Texture("textures/straw1.jpg") shapebump = Texture("textures/floor_nm.jpg", True) shapeshine = Texture("textures/pong3.png") #Create shape myshape = MergeShape(camera=persp_cam) #specify perspective view asphere = Sphere(sides=16, slices=16) myshape.radialCopy(asphere, step=72) myshape.position(0.0, 0.0, 5.0) myshape.set_draw_details(shader, [shapeimg, shapebump, shapeshine], 8.0, 0.1) mysprite = Sprite(w=10.0, h=10.0, camera=persp_cam) mysprite.position(0.0, 0.0, 15.0) mysprite.set_draw_details(flatsh, [shapebump]) tick=0 next_time = time.time()+2.0 #load ttf font and set the font colour to 'raspberry' arialFont = Ttffont("fonts/FreeMonoBoldOblique.ttf", "#dd00aa") mystring = String(font=arialFont, string="blurring with distance!", camera=ortho_cam, z=1.0, is_3d=False) # orthographic view mystring.set_shader(flatsh) # Fetch key presses. mykeys = Keyboard() # Display scene and rotate shape while DISPLAY.loop_running():
cloudTex.append(Texture("textures/cloud3.png", True)) cloudTex.append(Texture("textures/cloud4.png", True)) cloudTex.append(Texture("textures/cloud5.png", True)) cloudTex.append(Texture("textures/cloud6.png", True)) # Setup cloud positions and cloud image refs cz = 0.0 clouds = [] # an array for the clouds for b in range(0, cloudno): size = 0.5 + random.random() / 2.0 cloud = Sprite(w=size * widex, h=size * widey, x=150.0 * (random.random() - 0.5), y=0.0, z=cloud_depth - cz) cloud.set_draw_details(shader, [cloudTex[int(random.random() * 4.99999)]], 0.0, 0.0) clouds.append(cloud) cz = cz + zd CAMERA = Camera.instance() CAMERA.position((0.0, 0.0, 50.0)) CAMERA.was_moved = False # Fetch key presses mykeys = Keyboard() while DISPLAY.loop_running(): # the z position of each cloud is held in clouds[i].unif[2] returned by cloud.z() # it stops the clouds being drawn behind nearer clouds and pixels being # discarded by the shader! that should be blended. # first go through the clouds to find index of furthest away maxDepthIndex = 0
#Create textures shapeimg = Texture("textures/straw1.jpg") shapebump = Texture("textures/floor_nm.jpg", True) shapeshine = Texture("textures/pong3.png") #Create shape myshape = MergeShape(camera=persp_cam) #specify perspective view asphere = Sphere(sides=16, slices=16) myshape.radialCopy(asphere, step=72) myshape.position(0.0, 0.0, 5.0) myshape.set_draw_details(shader, [shapeimg, shapebump, shapeshine], 8.0, 0.1) mysprite = Sprite(w=10.0, h=10.0, camera=persp_cam) mysprite.position(0.0, 0.0, 15.0) mysprite.set_draw_details(flatsh, [shapebump]) tick = 0 next_time = time.time() + 2.0 #load ttf font and set the font colour to 'raspberry' arialFont = Ttffont("fonts/FreeMonoBoldOblique.ttf", "#dd00aa") mystring = String(font=arialFont, string="blurring with distance!", camera=ortho_cam, z=1.0, is_3d=False) # orthographic view mystring.set_shader(flatsh) # Fetch key presses. mykeys = Keyboard()
cloudTex = [] cloudTex.append(Texture("textures/cloud2.png",True)) cloudTex.append(Texture("textures/cloud3.png",True)) cloudTex.append(Texture("textures/cloud4.png",True)) cloudTex.append(Texture("textures/cloud5.png",True)) cloudTex.append(Texture("textures/cloud6.png",True)) # Setup cloud positions and cloud image refs cz = 0.0 clouds = [] # an array for the clouds for b in range (0, cloudno): size = 0.5 + random.random()/2.0 cloud = Sprite(w=size * widex, h=size * widey, x=150.0 * (random.random() - 0.5), y=0.0, z=cloud_depth - cz) cloud.set_draw_details(shader, [cloudTex[int(random.random() * 4.99999)]], 0.0, 0.0) clouds.append(cloud) cz = cz + zd CAMERA = Camera.instance() CAMERA.position((0.0, 0.0, 50.0)) CAMERA.was_moved = False # Fetch key presses mykeys = Keyboard() while DISPLAY.loop_running(): # the z position of each cloud is held in clouds[i].unif[2] returned by cloud.z() # it stops the clouds being drawn behind nearer clouds and pixels being # discarded by the shader! that should be blended. # first go through the clouds to find index of furthest away maxDepthIndex = 0