Пример #1
0
def draw_axises(grayed_out=False):

    with ms.push_matrix(ms.MatrixStack.model):
        ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)

        # x axis
        with ms.push_matrix(ms.MatrixStack.model):
            ms.rotate_z(ms.MatrixStack.model, math.radians(-90.0))

            glColor3f(1.0, 0.0, 0.0)
            if grayed_out:
                glColor3f(0.5, 0.5, 0.5)
            draw_y_axis()

        # z
        glColor3f(0.0, 0.0, 1.0)  # blue z
        with ms.push_matrix(ms.MatrixStack.model):
            ms.rotate_y(ms.MatrixStack.model, math.radians(90.0))
            ms.rotate_z(ms.MatrixStack.model, math.radians(90.0))

            glColor3f(0.0, 0.0, 1.0)
            if grayed_out:
                glColor3f(0.5, 0.5, 0.5)
            draw_y_axis()

        # y
        glColor3f(0.0, 1.0, 0.0)  # green y
        if grayed_out:
            glColor3f(0.5, 0.5, 0.5)
        draw_y_axis()
Пример #2
0
    if len(axes_list) >= 1 and axes_list[0]:
        if math.fabs(float(axes_list[0][0])) > 0.19:
            camera.x += 10.0 * axes_list[0][0] * math.cos(camera.rot_y)
            camera.z -= 10.0 * axes_list[0][0] * math.sin(camera.rot_y)
        if math.fabs(float(axes_list[0][1])) > 0.19:
            camera.x += 10.0 * axes_list[0][1] * math.sin(camera.rot_y)
            camera.z += 10.0 * axes_list[0][1] * math.cos(camera.rot_y)

        if math.fabs(axes_list[0][3]) > 0.19:
            camera.rot_y -= 3.0 * axes_list[0][3] * 0.01
        if math.fabs(axes_list[0][4]) > 0.19:
            camera.rot_x += axes_list[0][4] * 0.01

    # note - opengl matricies use degrees
    ms.rotate_x(ms.MatrixStack.view, -camera.rot_x)
    ms.rotate_y(ms.MatrixStack.view, -camera.rot_y)
    ms.translate(ms.MatrixStack.view, -camera.x, -camera.y, -camera.z)

    with ms.push_matrix(ms.MatrixStack.model):
        # draw paddle 1
        # Unlike in previous demos, because the transformations
        # are on a stack, the fns on the model stack can
        # be read forwards, where each operation translates/rotates/scales
        # the current space
        ms.translate(
            ms.MatrixStack.model,
            paddle1.position[0],
            paddle1.position[1],
            0.0,
        )
        ms.rotate_z(ms.MatrixStack.model, paddle1.rotation)
Пример #3
0
    # ms.ortho(left=-150.0,
    #          right=150.0,
    #          back=-150.0,
    #          top=150.0,
    #          near=1.0,
    #          far=10000.0)

    glMatrixMode(GL_PROJECTION)
    # ascontiguousarray puts the array in column major order
    glLoadMatrixf(
        np.ascontiguousarray(ms.getCurrentMatrix(ms.MatrixStack.projection).T))

    # note - opengl matricies use degrees
    ms.translate(ms.MatrixStack.view, 0.0, 0.0, -moving_camera_r)
    ms.rotate_x(ms.MatrixStack.view, moving_camera_rot_x)
    ms.rotate_y(ms.MatrixStack.view, -moving_camera_rot_y)

    glMatrixMode(GL_MODELVIEW)
    draw_ground()
    if animation_time < 5.0 or (animation_time > 40.0
                                and animation_time < 45.0):
        draw_axises()
    else:
        draw_axises(grayed_out=True)

    with ms.PushMatrix(ms.MatrixStack.model):

        if animation_time > 5.0:
            # draw paddle 1
            ms.translate(
                ms.MatrixStack.model,
Пример #4
0
    # set the projection matrix to be ortho
    if NDC:
        ms.ortho(left=-1.0, right=1.0, back=-1.0, top=1.0, near=0.0, far=550.0)
    else:
        ms.ortho(left=-100.0,
                 right=100.0,
                 back=-100.0,
                 top=100.0,
                 near=0.0,
                 far=550.0)

    # note - opengl matricies use degrees
    ms.translate(ms.MatrixStack.view, 0.0, 0.0, -camera.r)
    ms.rotate_x(ms.MatrixStack.view, camera.rot_x)
    ms.rotate_y(ms.MatrixStack.view, -camera.rot_y)

    # draw NDC in global space, so that we can see the camera space
    # go to NDC
    with ms.PushMatrix(ms.MatrixStack.model):
        cube.render(animation_time)
    with ms.PushMatrix(ms.MatrixStack.model):
        ms.rotate_y(ms.MatrixStack.model, math.radians(90.0))
        ms.rotate_z(ms.MatrixStack.model, math.radians(90.0))
        ground.render(animation_time)

    if animation_time > 60.0:
        ms.translate(
            ms.MatrixStack.model,
            -virtual_camera_position[0] * min(1.0,
                                              (animation_time - 60.0) / 5.0),
Пример #5
0
def handle_inputs() -> None:
    global rotation_around_paddle1
    if glfw.get_key(window, glfw.KEY_E) == glfw.PRESS:
        rotation_around_paddle1 += 0.1

    global square_rotation
    if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
        square_rotation += 0.1

    global camera

    move_multiple = 15.0
    if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
        camera.rot_y -= 0.03
    if glfw.get_key(window, glfw.KEY_LEFT) == glfw.PRESS:
        camera.rot_y += 0.03
    if glfw.get_key(window, glfw.KEY_PAGE_UP) == glfw.PRESS:
        camera.rot_x += 0.03
    if glfw.get_key(window, glfw.KEY_PAGE_DOWN) == glfw.PRESS:
        camera.rot_x -= 0.03

    # NEW -- reason about moving in 3D space just like placing
    # objects.  If the up button is pressed
    if glfw.get_key(window, glfw.KEY_UP) == glfw.PRESS:
        # describe the vector to move forwards.
        # -1 unit in the z direction is forwards
        #
        # Although we have not covered linear algebra and
        # matrix multiplication in depth, all coordinates
        # in OpenGL are in 4D space, (x,y,z,w),
        # where to convert to NDC, use (x/w,y/w,z/w)
        #
        # For most purposes, by setting w to 1, we can
        # think in normal 3D space
        #
        forwards = np.array([0.0, 0.0, -1.0, 1.0])
        # push matrix on the view stack, as we are going
        # to use the view matrix to determine the new position,
        # but then will reset the value of the view matrix
        with ms.PushMatrix(ms.MatrixStack.view):
            ms.translate(ms.MatrixStack.view, camera.x, camera.y, camera.z)
            ms.rotate_y(ms.MatrixStack.view, camera.rot_y)
            ms.scale(ms.MatrixStack.view, 5.0, 5.0, 5.0)
            camera.x, camera.y, camera.z, _ = (
                ms.getCurrentMatrix(ms.MatrixStack.view) @ forwards)
    if glfw.get_key(window, glfw.KEY_DOWN) == glfw.PRESS:
        backwards = np.array([0.0, 0.0, 1.0, 1.0])
        with ms.PushMatrix(ms.MatrixStack.view):
            ms.translate(ms.MatrixStack.view, camera.x, camera.y, camera.z)
            ms.rotate_y(ms.MatrixStack.view, camera.rot_y)
            ms.scale(ms.MatrixStack.view, 5.0, 5.0, 5.0)
            camera.x, camera.y, camera.z, _ = (
                ms.getCurrentMatrix(ms.MatrixStack.view) @ backwards)

    global paddle1, paddle2

    if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
        paddle1.position[1] -= 10.0
    if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
        paddle1.position[1] += 10.0
    if glfw.get_key(window, glfw.KEY_K) == glfw.PRESS:
        paddle2.position[1] -= 10.0
    if glfw.get_key(window, glfw.KEY_I) == glfw.PRESS:
        paddle2.position[1] += 10.0

    global paddle_1_rotation, paddle_2_rotation

    if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS:
        paddle1.rotation += 0.1
    if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS:
        paddle1.rotation -= 0.1
    if glfw.get_key(window, glfw.KEY_J) == glfw.PRESS:
        paddle2.rotation += 0.1
    if glfw.get_key(window, glfw.KEY_L) == glfw.PRESS:
        paddle2.rotation -= 0.1
Пример #6
0
    # ms.ortho(left=-150.0,
    #          right=150.0,
    #          back=-150.0,
    #          top=150.0,
    #          near=1.0,
    #          far=10000.0)

    glMatrixMode(GL_PROJECTION)
    # ascontiguousarray puts the array in column major order
    glLoadMatrixf(
        np.ascontiguousarray(ms.getCurrentMatrix(ms.MatrixStack.projection).T))

    # note - opengl matricies use degrees
    ms.translate(ms.MatrixStack.view, 0.0, 0.0, -camera.r)
    ms.rotate_x(ms.MatrixStack.view, camera.rot_x)
    ms.rotate_y(ms.MatrixStack.view, -camera.rot_y)

    glMatrixMode(GL_MODELVIEW)

    # draw NDC in global space, so that we can see the camera space
    # go to NDC
    with ms.PushMatrix(ms.MatrixStack.model):
        ms.scale(ms.MatrixStack.model, 5.0, 5.0, 5.0)

        draw_ndc()
    draw_ground()

    if animation_time > 80.0:
        ms.rotate_x(
            ms.MatrixStack.model,
            -virtual_camera_rot_x * min(1.0, (animation_time - 80.0) / 5.0),
Пример #7
0
    def render(self, time, grayed_out=False):
        glDisable(GL_DEPTH_TEST)

        glUseProgram(self.shader)
        glBindVertexArray(self.vao)

        with ms.push_matrix(ms.MatrixStack.model):

            # x axis
            with ms.push_matrix(ms.MatrixStack.model):
                ms.rotate_z(ms.MatrixStack.model, math.radians(-90.0))

                if enlarged_axis:
                    ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)
                glUniform3f(self.colorLoc, 1.0, 0.0, 0.0)
                if grayed_out:
                    glUniform3f(self.colorLoc, 0.5, 0.5, 0.5)

                # ascontiguousarray puts the array in column major order
                glUniformMatrix4fv(
                    self.mMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(
                        ms.getCurrentMatrix(ms.MatrixStack.model), dtype=np.float32
                    ),
                )
                glUniformMatrix4fv(
                    self.vMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(
                        ms.getCurrentMatrix(ms.MatrixStack.view), dtype=np.float32
                    ),
                )
                glUniformMatrix4fv(
                    self.pMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(
                        ms.getCurrentMatrix(ms.MatrixStack.projection), dtype=np.float32
                    ),
                )
                glDrawArrays(GL_LINES, 0, self.numberOfVertices)

            # z
            # glColor3f(0.0,0.0,1.0) # blue z
            with ms.push_matrix(ms.MatrixStack.model):
                ms.rotate_y(ms.MatrixStack.model, math.radians(90.0))
                ms.rotate_z(ms.MatrixStack.model, math.radians(90.0))
                if enlarged_axis:
                    ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)

                glUniform3f(self.colorLoc, 0.0, 0.0, 1.0)
                if grayed_out:
                    glUniform3f(self.colorLoc, 0.5, 0.5, 0.5)
                # ascontiguousarray puts the array in column major order
                glUniformMatrix4fv(
                    self.mMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(
                        ms.getCurrentMatrix(ms.MatrixStack.model), dtype=np.float32
                    ),
                )
                glUniformMatrix4fv(
                    self.vMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(
                        ms.getCurrentMatrix(ms.MatrixStack.view), dtype=np.float32
                    ),
                )
                glUniformMatrix4fv(
                    self.pMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(
                        ms.getCurrentMatrix(ms.MatrixStack.projection), dtype=np.float32
                    ),
                )
                if enlarged_axis:
                    ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)
                glDrawArrays(GL_LINES, 0, self.numberOfVertices)

            # y
            if enlarged_axis:
                ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)

            glUniform3f(self.colorLoc, 0.0, 1.0, 0.0)
            # glColor3f(0.0,1.0,0.0) # green y
            if grayed_out:
                glUniform3f(self.colorLoc, 0.5, 0.5, 0.5)
            # ascontiguousarray puts the array in column major order
            glUniformMatrix4fv(
                self.mMatrixLoc,
                1,
                GL_TRUE,
                np.ascontiguousarray(
                    ms.getCurrentMatrix(ms.MatrixStack.model), dtype=np.float32
                ),
            )
            glUniformMatrix4fv(
                self.vMatrixLoc,
                1,
                GL_TRUE,
                np.ascontiguousarray(
                    ms.getCurrentMatrix(ms.MatrixStack.view), dtype=np.float32
                ),
            )
            glUniformMatrix4fv(
                self.pMatrixLoc,
                1,
                GL_TRUE,
                np.ascontiguousarray(
                    ms.getCurrentMatrix(ms.MatrixStack.projection), dtype=np.float32
                ),
            )
            glDrawArrays(GL_LINES, 0, self.numberOfVertices)
            glBindVertexArray(0)
            glEnable(GL_DEPTH_TEST)
Пример #8
0
    def render(self, time, grayed_out=False):
        glDisable(GL_DEPTH_TEST)
        glUseProgram(self.shader)
        glBindVertexArray(self.vao)

        # pass projection parameters to the shader
        fov_loc = glGetUniformLocation(self.shader, "fov")
        glUniform1f(fov_loc, 45.0)
        aspect_loc = glGetUniformLocation(self.shader, "aspectRatio")
        glUniform1f(aspect_loc, 1.0)
        nearZ_loc = glGetUniformLocation(self.shader, "nearZ")
        glUniform1f(nearZ_loc, -5.0)
        farZ_loc = glGetUniformLocation(self.shader, "farZ")
        glUniform1f(farZ_loc, -150.00)
        # TODO, set the color

        with ms.push_matrix(ms.MatrixStack.model):

            # x axis
            with ms.push_matrix(ms.MatrixStack.model):
                ms.rotate_z(ms.MatrixStack.model, math.radians(-90.0))

                if enlarged_axis:
                    ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)
                glUniform3f(self.colorLoc, 1.0, 0.0, 0.0)
                if grayed_out:
                    glUniform3f(self.colorLoc, 0.5, 0.5, 0.5)

                # ascontiguousarray puts the array in column major order
                glUniformMatrix4fv(
                    self.mMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(ms.getCurrentMatrix(
                        ms.MatrixStack.model),
                                         dtype=np.float32),
                )
                glUniformMatrix4fv(
                    self.vMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(ms.getCurrentMatrix(
                        ms.MatrixStack.view),
                                         dtype=np.float32),
                )
                glUniformMatrix4fv(
                    self.pMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(ms.getCurrentMatrix(
                        ms.MatrixStack.projection),
                                         dtype=np.float32),
                )
                glDrawArrays(GL_LINES, 0, self.numberOfVertices)

            # z
            # glColor3f(0.0,0.0,1.0) # blue z
            with ms.push_matrix(ms.MatrixStack.model):
                ms.rotate_y(ms.MatrixStack.model, math.radians(90.0))
                ms.rotate_z(ms.MatrixStack.model, math.radians(90.0))

                if enlarged_axis:
                    ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)
                glUniform3f(self.colorLoc, 0.0, 0.0, 1.0)
                if grayed_out:
                    glUniform3f(self.colorLoc, 0.5, 0.5, 0.5)
                # ascontiguousarray puts the array in column major order
                glUniformMatrix4fv(
                    self.mMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(ms.getCurrentMatrix(
                        ms.MatrixStack.model),
                                         dtype=np.float32),
                )
                glUniformMatrix4fv(
                    self.vMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(ms.getCurrentMatrix(
                        ms.MatrixStack.view),
                                         dtype=np.float32),
                )
                glUniformMatrix4fv(
                    self.pMatrixLoc,
                    1,
                    GL_TRUE,
                    np.ascontiguousarray(ms.getCurrentMatrix(
                        ms.MatrixStack.projection),
                                         dtype=np.float32),
                )
                glDrawArrays(GL_LINES, 0, self.numberOfVertices)

            # y
            if enlarged_axis:
                ms.scale(ms.MatrixStack.model, 10.0, 10.0, 10.0)
            glUniform3f(self.colorLoc, 0.0, 1.0, 0.0)
            # glColor3f(0.0,1.0,0.0) # green y
            if grayed_out:
                glUniform3f(self.colorLoc, 0.5, 0.5, 0.5)
            # ascontiguousarray puts the array in column major order
            glUniformMatrix4fv(
                self.mMatrixLoc,
                1,
                GL_TRUE,
                np.ascontiguousarray(ms.getCurrentMatrix(ms.MatrixStack.model),
                                     dtype=np.float32),
            )
            glUniformMatrix4fv(
                self.vMatrixLoc,
                1,
                GL_TRUE,
                np.ascontiguousarray(ms.getCurrentMatrix(ms.MatrixStack.view),
                                     dtype=np.float32),
            )
            glUniformMatrix4fv(
                self.pMatrixLoc,
                1,
                GL_TRUE,
                np.ascontiguousarray(ms.getCurrentMatrix(
                    ms.MatrixStack.projection),
                                     dtype=np.float32),
            )
            glDrawArrays(GL_LINES, 0, self.numberOfVertices)
            glBindVertexArray(0)
        glEnable(GL_DEPTH_TEST)