class Scene : def __init__( self , fov , ratio , near , far , skybox_img , duck_img ) : self.fov = fov self.far = far self.near = near self.ratio = ratio self.last_time = timer() self.water = Water( 128 ) self.box = Skybox( skybox_img ) self.duck = Mesh( 'data/duck.gpt' , duck_img , 'shad/anisotropic' ) self.path = BSpline( (-1,1) , (-1,1) ) self.light = np.array( (0,2,0) ) self.water.drop_rnd() def gfx_init( self ) : self.camera = Camera( ( 0 , 5 , 0 ) , ( 1 , 1 , 0 ) , ( 1 , 0 , 0 ) ) self._update_proj() self.water.gfx_init() self.box .gfx_init() self.duck .gfx_init() def draw( self ) : self.time = timer() dt = self.time - self.last_time glMatrixMode(GL_MODELVIEW) glLoadIdentity() self.camera.look() self.box.draw() self.path.next( dt ) self.water.drop( *((self.path.value+1.0)*self.water.n/2.0) , force = np.linalg.norm(self.path.tangent)*25 ) self.water.step( dt * .5 ) self.water.draw( self.box.texture , self.camera.matrix ) self.duck.draw( self.path.value , self.path.tangent , self.light ) self.last_time = self.time def set_fov( self , fov ) : self.fov = fov self._update_proj() def set_near( self , near ) : self.near = near self._update_proj() def set_ratio( self , ratio ) : self.ratio = ratio self._update_proj() def set_screen_size( self , w , h ) : self.width = w self.height = h self.set_ratio( float(w)/float(h) ) def set_fov( self , fov ) : self.fov = fov self._update_proj() def set_near( self , near ) : self.near = near self._update_proj() def set_ratio( self , ratio ) : self.ratio = ratio self._update_proj() def set_screen_size( self , w , h ) : self.width = w self.height = h self.set_ratio( float(w)/float(h) ) def mouse_move( self , df ) : self.camera.rot( *map( lambda x : -x*.2 , df ) ) def key_pressed( self , mv ) : self.camera.move( *map( lambda x : x*.05 , mv ) ) def _update_proj( self ) : glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective( self.fov , self.ratio , self.near , self.far ) glMatrixMode(GL_MODELVIEW)