Exemplo n.º 1
0
def proyecto1():
    render = Render(1080, 1080)
    background = Texture('./models/fondos/fondo.bmp')
    render.viewPort = background.pixels
    render.lookAt(render.vector(1, 1, 1), render.vector(0, 0, 0))

    render.light = render.vector(0, 0, 1)

    render.active_shader = shaders.underwater
    render.load_model_3D('./models/Biplane/OBJ/HiPoly/Biplane.obj',
                         scale=render.vector(18, 18, 18),
                         rotate=render.vector(20, 225, 0),
                         translate=render.vector(-0.5, -0.15, 0))

    render.active_shader = shaders.grayscale
    render.active_texture = Texture('./models/beriev/Beriev_2048.bmp')
    render.load_model_3D('./models/beriev/BerievA50.obj',
                         scale=render.vector(2, 2, 2),
                         rotate=render.vector(340, 90, 0),
                         translate=render.vector(0.25, 0.8, 0))

    render.active_shader = shaders.toon
    render.active_texture = Texture('./models/f104/Albedo.bmp')
    render.load_model_3D('./models/f104/F-104.obj',
                         scale=render.vector(7.5, 7.5, 7.5),
                         rotate=render.vector(340, 90, 0),
                         translate=render.vector(-0.1, 0.7, -0.25))

    render.active_shader = shaders.randomPattern
    render.active_texture = Texture('./models/f16/Albedo.bmp')
    render.load_model_3D('./models/f16/F-16D.obj',
                         scale=render.vector(20, 20, 20),
                         rotate=render.vector(0, 340, 320),
                         translate=render.vector(0.5, 0, -0.75))

    render.active_shader = shaders.randomPattern
    render.active_texture = Texture('./models/dilophosaurus/skin.bmp')
    render.load_model_3D('./models/dilophosaurus/dilophosaurus.obj',
                         scale=render.vector(100, 100, 100),
                         rotate=render.vector(35, 25, 0),
                         translate=render.vector(0.25, -0.6, -0.25))

    render.active_shader = shaders.heat
    render.active_texture = Texture('./models/dilophosaurus/skin.bmp')
    render.load_model_3D('./models/dilophosaurus/dilophosaurus.obj',
                         scale=render.vector(25, 25, 25),
                         rotate=render.vector(10, 90, 0),
                         translate=render.vector(0, -0.6, -0.5))

    render.glFinish('output/proyecto1.bmp')
Exemplo n.º 2
0
def model_high_angle():
    render = Render(2000, 2000)
    render.light = render.vector(0, 0, 1)
    render.active_texture = Texture('./models/Face/model.bmp')
    render.active_shader = shaders.randomPattern
    render.load_model_3D('./models/Face/model.obj',
                         scale=render.vector(200, 200, 200),
                         rotate=render.vector(35, 350, 0))
    render.glFinish('output/high_angle.bmp')
Exemplo n.º 3
0
def model_dutch_angle():
    render = Render(2000, 2000)
    render.light = render.vector(0, 0, 1)
    render.active_texture = Texture('./models/Face/model.bmp')
    render.active_shader = shaders.grayscale
    render.load_model_3D('./models/Face/model.obj',
                         scale=render.vector(200, 200, 200),
                         rotate=render.vector(35, 25, 0))
    render.glFinish('output/dutch_angle.bmp')
def model():
    """
    Draws a cube at an angle so it is more interesting
    """
    r = Render(800, 600)
    t = Texture('./models/model.bmp')
    r.active_texture = t
    r.load('./models/model.obj', (1, 1, 1), (300, 300, 300))
    r.draw_arrays('TRIANGLES')
    r.display('out.bmp')
Exemplo n.º 5
0
def model_texture():
    render = Render(2000, 2000)
    render.light = render.vector(0, 0, 1)
    render.active_texture = Texture('./models/Face/model.bmp')
    render.active_shader = shaders.randomPattern
    render.load_model_3D('./models/Face/model.obj',
                         scale=render.vector(200, 200, 200),
                         rotate=render.vector(0, 0, 0))
    render.glFinish()
    render.glZBuffer()
for x in range(15, 2500 - 2):
    for y in range(15, 1800 - 2):
        size = random.randint(1, 1080)
        if size == 2 and x % 2 != 0 and y % 2 != 0:
            for i in range(1, 15):
                r.glVertex_coord(x, y)
                r.glVertex_coord(x + i, y)
                r.glVertex_coord(x, y + i)
                r.glVertex_coord(x - i, y)
                r.glVertex_coord(x, y - i)

posModel = V3(0, 0, -5)

r.lookAt(posModel, V3(0, 0, 0))

r.active_texture = Texture('./models/earthday.bmp')
r.active_shader = mutedColors
r.loadModel('./models/earth.obj', V3(-4, -2.5, -7), V3(0.003, 0.003, 0.003),
            V3(0, 0, 45))

r.active_texture = Texture('./models/spaceship.bmp')
r.active_shader = phong
r.loadModel('./models/spaceship.obj', V3(2, 1.4, -6), V3(0.003, 0.003, 0.003),
            V3(0, 0, -30))

r.active_texture = Texture('./models/rocket.bmp')
r.active_shader = toon
r.loadModel('./models/rocket.obj', V3(-1.5, -0.7, -4), V3(0.003, 0.003, 0.003),
            V3(-10, 200, -30))

r.active_texture = Texture('./models/mars.bmp')
Exemplo n.º 7
0
from gl import Render
from obj import Texture
from usefullFunctions import Matrix, matrixMultiplication, V3, norm
from shaders import unlit, gouradShader

r = Render(1024, 1024)
r.lookAt(V3(0, 0, 100), V3(0, 0, 0), V3(0, 1, 0))
r.light = norm(V3(0, 0, 1))

t = Texture('models/space.bmp')
r.active_texture = t
r.paintBackground()

t = Texture('models/surface.bmp')
r.active_texture = t
r.load('models/earth.obj', [0, 0.2, 0], [0.2, 0.2, 1], [0, 0, 0])
r.draw_arrays('TRIANGLE')
t = Texture('models/moon.bmp')
r.active_texture = t
r.active_shader = unlit
r.load('models/sphere.obj', [0, -0.8, 50], [2, 1, 1], [0, 0, 0])
r.draw_arrays('TRIANGLE')
r.light = norm(V3(1, 1, 1))
t = Texture('models/saturnmap.bmp')
r.active_texture = t
r.active_shader = gouradShader
r.load('models/saturn.obj', [-1.5, 1, -50], [1, 1, 1], [0, 0, 0])
r.draw_arrays('TRIANGLE')
t = Texture('models/satelite.bmp')
r.active_texture = t
r.load('models/satelite.obj', [-0.4, 0, 30], [0.025, 0.025, 1], [0, 0, 0.2])
Exemplo n.º 8
0
from gl import Render, color, V2, V3
from obj import Obj, Texture
from shaders import *

r = Render()
r.glCreateWindow(500, 500)

r.active_texture = Texture('./models/model.bmp')
r.active_shader = gourad

posModel = V3(0, 3, 0)
r.lookAt(posModel, V3(0, 0, -5))
r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0))
r.glFinish('high_angle.bmp')

r.glClear()

posModel = V3(0, -3, 0)
r.lookAt(posModel, V3(0, 0, -5))
r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0))
r.glFinish('low_angle.bmp')

r.glClear()

posModel = V3(0, 0, 0)
r.lookAt(posModel, V3(0, 0, -5))
r.glLoadModel('./models/model.obj', posModel, V3(2, 2, 2), V3(0, 0, 0))
r.glFinish('medium_angle.bmp')

r.glClear()
#
# se agrega la camara
# se setea la posición inicial de los modelos respecto a la cámara
#
posModel = V3(0, 0, 200)
r.lookAt(posModel, V3(0, 0, 5))  #5,5,0

#
# Se agrega el modelo de la torre de agua con textura y shader.
# obj:      water_tower.bmp
# textura:  water_tower.obj
# shader:   static_matix
#
print('Cargando modelo torre de agua...')
r.active_texture = Texture('./models/water_tower.bmp')
r.active_shader = static_matrix
r.glLoadModel('./models/water_tower.obj', V3(0, -10, 450), V3(1, 1, 1),
              V3(0, 0, 0))
print('Torre de agua cargada...')

#
# Se agrega el modelo de los soldados con textura y shader.
# Primer soldado:
# obj:      soldier.bmp
# textura:  soldier.obj
# shader:   negative
#
print('Cargando modelo de soldados...')
r.active_texture = Texture('./models/soldier.bmp')
r.active_shader = negative
Exemplo n.º 10
0
# Gian Luca Rivera - 18049

from gl import Render
from obj import Obj, Texture
from shaders import gooch, static, phong, toon, normalMap, sand, moss

# 3840 × 2160
bitmap = Render(3840, 2160)
# bitmap.glViewPort(0, 0, 3840 , 2160)

background = Texture('./background.bmp')
bitmap.pixels = background.pixels

# bitmap.lookAt((0, 0, -5), (2, 2, 0))

bitmap.active_texture = Texture('./Models/Textures/Stormtrooper.bmp')
bitmap.active_normalMap = Texture('./Models/Textures/Stormtrooper_N.bmp')
bitmap.active_shader = normalMap
bitmap.loadObjModel('./Models/stormtrooper2.obj', (2600, 200, 0),
                    (150, 150, 150), (0, -110, 0))

bitmap.active_texture = Texture('./Models/Textures/Body_Diffuse.bmp')
bitmap.active_shader = moss
bitmap.loadObjModel('./Models/bb-unit.obj', (900, 300, 0), (1.5, 1.5, 1.5),
                    (0, 30, 0))

bitmap.active_texture = Texture('./Models/Textures/arc170fighter.bmp')
bitmap.active_shader = gooch
bitmap.loadObjModel('./Models/Arc170.obj', (2300, 1700, 0), (0.5, 0.5, 0.5),
                    (0, 210, 30))
Exemplo n.º 11
0
        elif size==3:
            r.glVertex_coord(x,y)
            r.glVertex_coord(x+1,y)
            r.glVertex_coord(x,y+1)
            r.glVertex_coord(x-1,y)

#r.glColor(1,1,1)

#r.glVertex_coord(960,540)

posModel = ( 0, 0, -5)
r.lookAt(posModel, (0,0,0))


#rocketModel Texture
r.active_texture = Texture('./models/planespace.bmp')
r.active_shader = toon

#rocketModel
r.loadModel('./models/space-shuttle-orbiter.obj', (3,-1,-4), (0.002,0.002,0.002),(0,130,0))

#astro texture
r.active_texture = Texture('./models/suit.bmp')
r.active_normalMap = Texture('./models/normal_suit.bmp')
r.active_shader = normalMap

#Astro
r.loadModel('./models/astronaute.obj', (-1,1,-5), (0.5,0.5,0.5),(0,0,0))

#mars
r.active_texture = Texture('./models/metal.bmp')
Exemplo n.º 12
0
from obj import Obj, Texture
from shaders import *

r = Render(1920, 1080)

#usamos la textura de dojo para hacer el fondo

texture = Texture('./models/dojo.bmp')

r.glBackground(texture)

#katana (phong)
r.active_shader = phong
posModel = V3(2, 0, -5)

r.active_texture = Texture('./models/Albedo.bmp')

r.loadModel('./models/katana.obj', posModel, V3(4, 4, 4), V3(0, 0, 270))

#cleaver (freedom)

r.active_shader = freedom
posModel = V3(-3, 0, -5)

r.active_texture = Texture('./models/cleaver.bmp')

r.loadModel('./models/cleaver.obj', posModel, V3(10, 10, 10), V3(90, 0, -30))

#dagger (infrarojo)

r.active_shader = infraRojo
Exemplo n.º 13
0
from shaders import *

modelo = Render(2160, 1920)
fondo = Texture('./models/noche.bmp')
modelo.pixels = fondo.pixels
posModel = (210, 220, -400)
modelo.lookAt(posModel, (5, 5, 0))
# modelo.loadModel('./models/model.obj', posModel, (1,1,1),(0,0,0))
# # piso
# textura = Texture('./models/madera.bmp')
# modelo.loadModel('./models/piso.obj', (290,-61,-400), (13, 5, 1), textura, (0, 0, 0))
# # hombre
# textura = Texture('./models/hombre.bmp')
# modelo.loadModel('./models/hombre.obj', (20, -12, -460), (1, 1, 1), textura, (0, 30, 20))
# # faro
# textura3 = Texture('./models/faro_L.bmp')
# modelo.loadModel('./models/faro.obj', (350, 2, -460), (5, 5, 5), textura3, (0, 0, 0))
# # # banca
# textura = Texture('./models/metal_dec.bmp')
# modelo.loadModel('./models/bench_bright.obj', (440, 50, -400), (8, 6, 6), textura, (0, -20, 0))
# # mujer
# textura = Texture('./models/mujer.bmp')
# modelo.loadModel('./models/mujer.obj', (400, -2, -460), (0.15, 0.15, 0.15), textura, (1, 160, 0))
# luna
# modelo.active_texture = Texture('./models/luna-imagenes.bmp')
modelo.active_shader = toon
modelo.active_texture = Texture('./models/luna-imagenes.bmp')
modelo.loadModel('./models/earth.obj', (50, 800, -800), (0.1, 0.1, 0.1),
                 (5, 20, 0))
modelo.glFinish('modelo_obj.bmp')
print("¡Listo! La imagen esta creada con el nombre de 'modelo_obj.bmp'.")
Exemplo n.º 14
0
from gl import Render, color, V2, V3
from obj import Obj, Texture
import glMath

from shaders import *

import random

r = Render(1000, 1000)

r.active_texture = Texture('./models/earthDay.bmp')
r.active_texture2 = Texture('./models/earthNight.bmp')

r.active_shader = toon

luz = V3(0, 0, 1)
r.light = glMath.normalize(luz)

r.loadModel('./models/earth.obj', V3(500, 500, 0), V3(1, 1, 1))

r.glFinish('toon.bmp')