def update_glsl(self, *largs): width = self.width if self.width > 1 else 100 height = self.height if self.height > 1 else 100 asp = width / float(height) proj = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1) proj = Matrix() proj.perspective(self.perspective_value, asp, 1, 1000) matrix_camera = Matrix().identity() matrix_camera.look_at(0, 100, 300, 100, 0, -100, 0, 1, 0) self.canvas['projection_mat'] = proj self.canvas['diffuse_light'] = (0.0, 1.0, 0.0) self.canvas['ambient_light'] = (0.1, 0.1, 0.1) if self.shadow: self.canvas['texture1'] = 1 self.canvas["enabled_shadow"] = 1.0 else: self.canvas["enabled_shadow"] = 0.0 self.canvas["texture1"] = 0 depthProjectionMatrix = Matrix().view_clip(-100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 200 * self.shadow_threshold * 2, 0) depthViewMatrix = Matrix().look_at(-0.5, -50, -100, 0, 0, 0, 0, 1, 0) depthModelMatrix = Matrix().identity() depthMVP = depthProjectionMatrix.multiply(depthViewMatrix).multiply(depthModelMatrix) self.canvas['depthMVP'] = depthMVP self.canvas['cond'] = (0.0, 0.7) self.canvas['val_sin'] = (self.alpha, 0.0) if self.shadow: self.update_fbo(largs[0])
def update_glsl(self, *largs): width = self.width if self.width > 1 else 100 height = self.height if self.height > 1 else 100 asp = width / float(height) proj = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1) proj = Matrix() proj.perspective(self.perspective_value, asp, 1, 1000) matrix_camera = Matrix().identity() matrix_camera = matrix_camera.look_at(*self.look_at) self.canvas['projection_mat'] = proj self.canvas['camera'] = matrix_camera self.canvas['diffuse_light'] = (0.0, 1.0, 0.0) self.canvas['ambient_light'] = (0.1, 0.1, 0.1) if self.shadow: self.canvas['texture1'] = 1 self.canvas["enabled_shadow"] = 1.0 else: self.canvas["enabled_shadow"] = 0.0 self.canvas["texture1"] = 0 depthProjectionMatrix = Matrix().view_clip( -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 200 * self.shadow_threshold * 2, 0) _shadow_pos = self._shadow_pos _shadow_target = self._shadow_target depthViewMatrix = Matrix().look_at( _shadow_target[0], _shadow_target[1], _shadow_target[2] + self._shadow_offset, _shadow_pos[0], _shadow_pos[1], _shadow_pos[2], 0, 1, 0) depthModelMatrix = Matrix().identity() depthMVP = depthProjectionMatrix.multiply(depthViewMatrix).multiply( depthModelMatrix) self.canvas['depthMVP'] = depthMVP self.canvas['cond'] = (0.0, 0.7) self.canvas['val_sin'] = (self.alpha, 0.0) if self.shadow: self.update_fbo(largs[0]) # label.text = str(Clock.get_rfps()) if self.parent.parent is None: # del self.parent self.parent.canvas3d = None self.fbo_list.clear() self.fbo = None for a in self.nodes: a.remove_a() self.nodes = [] self.parent._nodes = [] self.parent.clear_widgets() self.adding_queue = [] self.nt.cancel()
def updateScene(self, fb, *largs): # smooth camera cam = fb.scene.camera cam._rotation = helpers.mix(cam._rotation, cam._rotationTarget, 0.9) cam._distance = helpers.mix(cam._distance, cam._distanceTarget, 0.9) # compute camera pos cam.position[0] = cos(cam._rotation[2])*cos(cam._rotation[1])*cam._distance cam.position[2] = sin(cam._rotation[2])*cos(cam._rotation[1])*cam._distance cam.position[1] = sin(cam._rotation[1])*cam._distance # setup camera fov = cam.fov pos = cam.position target = fb.scene.camera.target asp = self.width / float(self.height) proj = Matrix() proj.perspective(fov, asp, 0.1, 100) modelView = Matrix() modelView = modelView.look_at(pos[0],pos[2],pos[1], target[0], target[2], target[1], 0,0,1) self.canvas['modelview_mat'] = modelView self.canvas['projection_mat'] = proj self.canvas['diffuse_light'] = (1.0, 1.0, 0.8) self.canvas['ambient_light'] = (0.1, 0.1, 0.1) self.mesh1['modelview_mat'] = modelView self.mesh1['projection_mat'] = proj self.mesh1['diffuse_light'] = (1.0, 2.0, 0.8) self.mesh1['ambient_light'] = (0.1, 0.1, 0.1) self.mesh2['modelview_mat'] = modelView self.mesh2['projection_mat'] = proj self.mesh2['diffuse_light'] = (2.0, 1.0, 0.8) self.mesh2['ambient_light'] = (0.1, 0.1, 0.1)
def update_glsl(self, *largs): width = self.width if self.width > 1 else 100 height = self.height if self.height > 1 else 100 asp = width / float(height) proj = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1) proj = Matrix() proj.perspective(self.perspective_value, asp, 1, 1000) matrix_camera = Matrix().identity() matrix_camera.look_at(0, 100, 300, 100, 0, -100, 0, 1, 0) self.canvas['projection_mat'] = proj self.canvas['diffuse_light'] = (0.0, 1.0, 0.0) self.canvas['ambient_light'] = (0.1, 0.1, 0.1) if self.shadow: self.canvas['texture1'] = 1 self.canvas["enabled_shadow"] = 1.0 else: self.canvas["enabled_shadow"] = 0.0 self.canvas["texture1"] = 0 depthProjectionMatrix = Matrix().view_clip( -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 200 * self.shadow_threshold * 2, 0) depthViewMatrix = Matrix().look_at(-0.5, -50, -100, 0, 0, 0, 0, 1, 0) depthModelMatrix = Matrix().identity() depthMVP = depthProjectionMatrix.multiply(depthViewMatrix).multiply( depthModelMatrix) self.canvas['depthMVP'] = depthMVP self.canvas['cond'] = (0.0, 0.7) self.canvas['val_sin'] = (self.alpha, 0.0) if self.shadow: self.update_fbo(largs[0])
def update_fbo(self, time): width = self.width if self.width > 1 else 100 height = self.height if self.height > 1 else 100 asp = (width / float(height)) proj = Matrix().view_clip(-asp, asp, -1, 1, 1, 1600, 1) proj = Matrix() proj.perspective(self.perspective_value, asp, 1, 1000) lightInvDir = (0.5, 2, 2) depthProjectionMatrix = Matrix().view_clip( -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 200 * self.shadow_threshold * 2, 0) _shadow_pos = self._shadow_pos _shadow_target = self._shadow_target depthViewMatrix = Matrix().look_at( _shadow_target[0], _shadow_target[1], _shadow_target[2] + self._shadow_offset, _shadow_pos[0], _shadow_pos[1], _shadow_pos[2], 0, 1, 0) depthModelMatrix = Matrix().identity() depthMVP = depthProjectionMatrix.multiply(depthViewMatrix).multiply( depthModelMatrix) self.fbo['projection_mat'] = proj self.fbo['depthMVP'] = depthMVP self.fbo['diffuse_light'] = (0.0, 1.0, 0.0) self.fbo['ambient_light'] = self.ambient_light for m_pos in range(len(self.nodes)): motion_matrix = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1) angle = self.nodes[m_pos].rotate[0] * 3.14 / 180 pos = self.nodes[m_pos].get_pos() trans = self.nodes[m_pos].translate[:] result = [0, 0, 0] result[0] = 0.3 if trans[0] < pos[0] else -0.3 result[1] = 0.3 if trans[1] < pos[1] else -0.3 result[2] = 0.3 if trans[2] < pos[2] else -0.3 motion_matrix = motion_matrix.translate(trans[0] + 0.1, trans[1] + 0.1, trans[2]) self.motion_blur_fbo['oldTransformation{0}'.format( str(m_pos))] = motion_matrix self.motion_blur_fbo['projection_mat'] = proj self.motion_blur_fbo['depthMVP'] = depthMVP matrix_camera = Matrix().identity() matrix_camera = matrix_camera.look_at(*self.look_at) if self.picking_fbo: self.picking_fbo['projection_mat'] = proj self.picking_fbo['camera'] = matrix_camera self.alpha += 10 * time self.fbo['cond'] = (0.0, 0.7) self.fbo['val_sin'] = (self.alpha, 0.0)
def update_glsl(self, dt): from kivy.core.window import Window g = self.params.get w, h = Window.system_size projection_mat = Matrix() #projection_mat.view_clip(0.0, w, 0.0, h, 10.0, 1000.0, 1) projection_mat.perspective(g('fovy', 45.), g('aspect', 1), g('zNear', 10), g('zFar', 1000)) #projection_mat.view_clip(0.0, w, 0.0, h, -1, 1, 0) modelview_mat = Matrix().look_at(0, 200, -200, self.targetx, self.targety, 0, 0, 1, 0) self.canvas['projection_mat'] = projection_mat self.canvas['modelview_mat'] = modelview_mat
def update(self, *largs): aspect = self.width / float(self.height) projection_mat = Matrix() projection_mat.perspective(50.0, aspect, 10.0, 750.0) model = Matrix().look_at(0.0, 0.0, 20.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0) self.canvas['projection_mat'] = projection_mat self.canvas['modelview_mat'] = model self.draw_points['projection_mat'] = projection_mat self.draw_points['modelview_mat'] = model self.draw_lines['projection_mat'] = projection_mat self.draw_lines['modelview_mat'] = model
def update_fbo(self, time): width = self.width if self.width > 1 else 100 height = self.height if self.height > 1 else 100 asp = (width / float(height)) proj = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1) proj = Matrix() proj.perspective(self.perspective_value, asp, 1, 1000) lightInvDir = (0.5, 2, 2) depthProjectionMatrix = Matrix().view_clip(-100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 100 * self.shadow_threshold, -100 * self.shadow_threshold, 200 * self.shadow_threshold * 2, 0) depthViewMatrix = Matrix().look_at(-0.5, -50, -100, 0, 0, 0, 0, 1, 0) depthModelMatrix = Matrix().identity() depthMVP = depthProjectionMatrix.multiply(depthViewMatrix).multiply(depthModelMatrix) self.fbo['projection_mat'] = proj self.fbo['depthMVP'] = depthMVP self.fbo['diffuse_light'] = (0.0, 1.0, 0.0) self.fbo['ambient_light'] = (0.1, 0.1, 0.1) for m_pos in range(len(self.nodes)): motion_matrix = Matrix().view_clip(-asp, asp, -1, 1, 1, 600, 1) angle = self.nodes[m_pos].rotate[0] * 3.14 / 180 pos = self.nodes[m_pos].get_pos() trans = self.nodes[m_pos].translate[:] result = [0, 0, 0] result[0] = 0.3 if trans[0] < pos[0] else -0.3 result[1] = 0.3 if trans[1] < pos[1] else -0.3 result[2] = 0.3 if trans[2] < pos[2] else -0.3 motion_matrix = motion_matrix.translate(trans[0] + 0.1, trans[1] + 0.1, trans[2]) self.motion_blur_fbo['oldTransformation{0}'.format(str(m_pos))] = motion_matrix self.motion_blur_fbo['projection_mat'] = proj self.motion_blur_fbo['depthMVP'] = depthMVP if self.picking_fbo: self.picking_fbo['projection_mat'] = proj self.alpha += 10 * time self.fbo['cond'] = (0.0, 0.7) self.fbo['val_sin'] = (self.alpha, 0.0)
def update_camera(self, pos, angle): self.eye_pos = pos self.eye_angle = angle x, y, z = pos azi, ele = angle asp = self.width / float(self.height) mat = self.get_look_at(x, y, z, azi, ele) proj = Matrix() proj.perspective(30, asp, 1, 100) self.canvas['projection_mat'] = proj self.canvas['modelview_mat'] = mat self.fixed_x.x = x self.fixed_y.y = y self.fixed_z.z = z self.fixed_azi.angle = azi * 180 / np.pi self.fixed_ele.angle = ele * 180 / np.pi
def update_camera(self, pos, angle): self.eye_pos = pos self.eye_angle = angle x, y, z = pos azi, ele = angle asp = self.width / float(self.height) mat = self.get_look_at(x, y, z, azi, ele) proj = Matrix() proj.perspective(30, asp, 1, 100) self.canvas['projection_mat'] = proj self.canvas['modelview_mat'] = mat self.fixed_x.x = x self.fixed_y.y = y self.fixed_z.z = z self.fixed_azi.angle = azi * 180/np.pi self.fixed_ele.angle = ele * 180/np.pi
def update_projection_matrix(self): m = Matrix() m.perspective(self.fov * 0.5, self.aspect, self.near, self.far) self.projection_matrix = m