def update(self, dt): self.elapsed_time += dt mouse_x, mouse_y, buttons_states = self.get_mouse_state() ImGuiExtra.imgui_begin_frame(int(mouse_x), int(mouse_y), buttons_states, 0, self.width, self.height) show_example_dialog() self._create_imgui_cubes_selection_dialog() ImGuiExtra.imgui_end_frame() at = (c_float * 3)(*[0.0, 0.0, 0.0]) eye = (c_float * 3)(*[0.0, 0.0, -35.0]) up = (c_float * 3)(*[0.0, 1.0, 0.0]) view = look_at(eye, at, up) projection = proj(60.0, self.width / self.height, 0.1, 100.0) bgfx.set_view_transform(0, as_void_ptr(view), as_void_ptr(projection)) bgfx.set_view_rect(0, 0, 0, self.width, self.height) bgfx.touch(0) for yy in range(0, 11): for xx in range(0, 11): mtx = rotate_xy(self.elapsed_time + xx * 0.21, self.elapsed_time + yy * 0.37) mtx[3, 0] = -15.0 + xx * 3.0 mtx[3, 1] = -15.0 + yy * 3.0 mtx[3, 2] = 0.0 bgfx.set_transform(as_void_ptr(mtx), 1) # Set vertex and index buffer. bgfx.set_vertex_buffer(0, self.vertex_buffer, 0, num_vertices) bgfx.set_index_buffer( self.index_buffers[self.primitive_geometry.value], 0, primitives[self.primitive_geometry.value].size, ) bgfx.set_state( bgfx_states[self.primitive_geometry.value] | (BGFX_STATE_WRITE_R if self.write_r.value else 0) | (BGFX_STATE_WRITE_G if self.write_g.value else 0) | (BGFX_STATE_WRITE_B if self.write_b.value else 0) | (BGFX_STATE_WRITE_A if self.write_a.value else 0) | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CW | BGFX_STATE_MSAA, 0, ) bgfx.submit(0, self.main_program, 0, False) bgfx.frame()
def update(self, dt): self.elapsed_time += dt mouse_x, mouse_y, buttons_states = self.get_mouse_state() ImGuiExtra.imgui_begin_frame(int(mouse_x), int(mouse_y), buttons_states, 0, self.width, self.height) show_example_dialog() ImGuiExtra.imgui_end_frame() at = (c_float * 3)(*[0.0, 0.0, 0.0]) eye = (c_float * 3)(*[0.0, 0.0, -15.0]) up = (c_float * 3)(*[0.0, 1.0, 0.0]) view = look_at(eye, at, up) projection = proj(60.0, self.width / self.height, 0.1, 100.0) bgfx.set_view_transform(0, as_void_ptr(view), as_void_ptr(projection)) bgfx.set_view_rect(0, 0, 0, self.width, self.height) bgfx.touch(0) for yy in range(-2, 2): for xx in range(-2, 2): mtx = rotate_xy(self.elapsed_time + xx * 0.51, self.elapsed_time + yy * 0.27) mtx[3, 0] = 4 + xx * 3.5 mtx[3, 1] = 2 + yy * 3.5 mtx[3, 2] = 0 bgfx.set_transform(as_void_ptr(mtx), 1) # Set vertex and index buffer. bgfx.set_vertex_buffer(0, self.vertex_buffer, 0, num_vertices) bgfx.set_index_buffer(self.index_buffer, 0, cube_indices.size) # Set the texture bgfx.set_texture(0, self.texture_uniform, self.logo_texture) bgfx.set_state( 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_MSAA, 0, ) bgfx.submit(0, self.main_program, 0, False) bgfx.frame()
def update(self, dt): mouse_x, mouse_y, buttons_states = self.get_mouse_state() ImGuiExtra.imguiBeginFrame( int(mouse_x), int(mouse_y), buttons_states, 0, self.fb_width, self.fb_height ) show_properties_dialog(self.fluid_simulator, self.particle_area, self.hidpi) ImGuiExtra.imguiEndFrame() vel_y = random.uniform(-0.08, 0.08) vel_x = random.uniform(-0.01, 0.1) strength = random.uniform(0.01, 0.09) at = (c_float * 3)(*[0.0, 0.0, 0.0]) eye = (c_float * 3)(*[0.0, 0.0, 10.0]) up = (c_float * 3)(*[0.0, 1.0, 0.0]) view = look_at(eye, at, up) projection = proj(11.4, 1, 0.1, 100.0) bgfx.setViewRect(0, 0, 0, self.fb_width, self.fb_height) bgfx.setViewTransform(0, as_void_ptr(view), as_void_ptr(projection)) bgfx.setVertexBuffer(0, self.vertex_buffer, 0, 4) bgfx.setIndexBuffer(self.index_buffer, 0, cube_indices.size) bgfx.setState(BGFX_STATE_DEFAULT) bgfx.setImage(0, self.output_texture, 0, bgfx.Access.Write) self.fluid_simulator.add_velocity((0.23, 0.5), (vel_x, vel_y), 34.0) self.fluid_simulator.add_circle_obstacle((0.5, 0.7), 30.0) self.fluid_simulator.add_triangle_obstacle( (0.65, 0.5), (0.42, 0.5), (0.42, 0.39) ) self.fluid_simulator.add_triangle_obstacle( (0.65, 0.06), (0.65, 0.39), (0.42, 0.39) ) self.fluid_simulator.update(dt) self.particle_area.add_particles((0.2, 0.5), 220.0, strength) self.particle_area.update(dt) bgfx.dispatch(0, self.cs_program, self.fb_width // 16, self.fb_height // 16) bgfx.setTexture(0, self.texture_uniform, self.output_texture) bgfx.setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A) bgfx.submit(0, self.main_program, 0, False) bgfx.frame()