示例#1
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    def test_sphere(self):
        """Create a spwhere"""
        mesh = geometry.sphere(radius=2.0,
                               sectors=32,
                               rings=16,
                               name="test_sphere")
        self.assertEqual(mesh.name, "test_sphere")
        self.assertIsInstance(mesh.get_buffer_by_name(AttributeNames.POSITION),
                              BufferInfo)
        self.assertIsInstance(mesh.get_buffer_by_name(AttributeNames.NORMAL),
                              BufferInfo)
        self.assertIsInstance(
            mesh.get_buffer_by_name(AttributeNames.TEXCOORD_0), BufferInfo)

        # Use custom buffer/attribute names
        mesh = geometry.sphere(radius=2.0,
                               sectors=32,
                               rings=16,
                               name="test_sphere",
                               attr_names=self.custom_attrs)
        self.assertIsInstance(
            mesh.get_buffer_by_name(self.custom_attrs.POSITION), BufferInfo)
        self.assertIsInstance(
            mesh.get_buffer_by_name(self.custom_attrs.NORMAL), BufferInfo)
        self.assertIsInstance(
            mesh.get_buffer_by_name(self.custom_attrs.TEXCOORD_0), BufferInfo)
示例#2
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        self.camera.projection.update(near=1, far=200)
        self.wnd.mouse_exclusivity = True

        # Offscreen buffer
        offscreen_size = 1024, 1024
        self.offscreen_depth = self.ctx.depth_texture(offscreen_size)
        self.offscreen_depth.compare_func = ''
        self.offscreen_depth.repeat_x = False
        self.offscreen_depth.repeat_y = False
        self.offscreen_color = self.ctx.texture(offscreen_size, 4)

        self.offscreen = self.ctx.framebuffer(
            color_attachments=[self.offscreen_color],
            depth_attachment=self.offscreen_depth,
        )

        # Scene geometry
        self.floor = geometry.cube(size=(25.0, 1.0, 25.0))
        self.wall = geometry.cube(size=(1.0, 5, 25), center=(-12.5, 2, 0))
        self.another_blob = geometry.cube(size=(5, 5, 5), center=(-7, -10, 0))
        self.sphere = geometry.sphere(radius=5.0, sectors=64, rings=32)
        self.sun = geometry.sphere(radius=1.0)

        # Programs
        self.basic_light = self.load_program(
            'programs/shadow_mapping/directional_light.glsl')
        self.basic_light['shadowMap'].value = 0
        self.basic_light['color'].value = 1.0, 1.0, 1.0, 1.0
        self.shadowmap_program = self.load_program(
            'programs/shadow_mapping/shadowmap.glsl')
        self.sun_prog = self.load_program('programs/cube_simple.glsl')
        self.sun_prog['color'].value = 1, 1, 0, 1
        self.lightpos = 0, 0, 0
示例#3
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    def __init__(self, **kwargs) -> None:
        super().__init__(**kwargs)

        # load programs
        self.compute_shader = self.load_compute_shader("compute_shader.glsl",
                                                       self.consts)
        self.render_program = self.load_program("points.glsl")
        self.render_program = self.load_program("balls.glsl")
        self.box_program = self.load_program("box.glsl")

        # set projection matrices
        projection_matrix = perspective(60, self.wnd.aspect_ratio, 0.1,
                                        1000).astype("f4")
        self.camera_matrix = translation(
            (0, 0, -4 * self.BOX_SIZE)).astype("f4")
        self.render_program["m_projection"].write(projection_matrix.tobytes())
        self.render_program["m_camera"].write(self.camera_matrix.tobytes())

        # generate random positions and velocities
        pos_vel = self.generate_data()
        # generate N hsv colors
        _rgb_colors = np.array(
            (np.arange(self.N) / self.N, np.full(self.N,
                                                 0.7), np.full(self.N, 0.5))).T
        # convert to grb
        colors = hsv_to_rgb(_rgb_colors)
        # reshape into vec4; [h, s, v] -> [h, s, v, 0.]
        colors = np.c_[colors, np.ones(colors.shape[0])]

        # create two buffers to switch between
        self.buffer1 = self.ctx.buffer(pos_vel)
        self.buffer2 = self.ctx.buffer(reserve=pos_vel.nbytes)

        self.colors = self.ctx.buffer(colors.astype("f4"))

        # create a VAO with buffer 1 bound to it to render the balls

        # some number between 4 and 16
        rings_sectors_count = max(4, int(16 - 0.0005 * self.N))

        self.ball = sphere(
            radius=self.BALL_SIZE,
            rings=rings_sectors_count,
            sectors=rings_sectors_count,
        )
        self.ball.buffer(self.buffer1, "3f 3f/i",
                         ["ball_position", "ball_velocity"])
        self.ball.buffer(self.colors, "4f/i", ["ball_color"])

        # bind the buffers to 1 and 0 respectively
        self._toggle = False
        self.buffer1.bind_to_storage_buffer(self._toggle)
        self.buffer2.bind_to_storage_buffer(not self._toggle)

        # box vao
        self.box = bbox(size=(self.BOX_SIZE * 2, self.BOX_SIZE * 2,
                              self.BOX_SIZE * 2))
        self.box_program["m_projection"].write(projection_matrix.tobytes())
        self.box_program["m_camera"].write(self.camera_matrix.tobytes())
示例#4
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    def __init__(self, config):
        super().__init__(config)

        self.track_intensity = self.get_track('intensity')

        self.prog = self.config.load_program('programs/milkyway.glsl')
        self.sphere = geometry.sphere(radius=200)
        # self.texture = self.config.load_texture_2d('textures/MilkyWayPanorama4K.jpg')
        self.texture = self.config.load_texture_2d(
            'textures/8k_stars_milky_way.jpg')
        self.texture.build_mipmaps()
    def __init__(self, **kwargs):
        super().__init__(**kwargs)
        self.camera.projection.update(near=1, far=200)
        self.wnd.mouse_exclusivity = True

        # Offscreen buffer
        offscreen_size = 1024, 1024
        self.offscreen_depth = self.ctx.depth_texture(offscreen_size)
        self.offscreen_depth.compare_func = ''
        self.offscreen_depth.repeat_x = False
        self.offscreen_depth.repeat_y = False
        # Less ugly by default with linear. May need to be NEAREST for some techniques
        self.offscreen_depth.filter = moderngl.LINEAR, moderngl.LINEAR

        self.offscreen = self.ctx.framebuffer(
            depth_attachment=self.offscreen_depth,
        )

        # Scene geometry
        self.floor = geometry.cube(size=(25.0, 1.0, 25.0))
        self.wall = geometry.cube(size=(1.0, 5, 25), center=(-12.5, 2, 0))
        self.sphere = geometry.sphere(radius=5.0, sectors=64, rings=32)
        self.sun = geometry.sphere(radius=1.0)

        # Debug geometry
        self.offscreen_quad = geometry.quad_2d(size=(0.5, 0.5), pos=(0.75, 0.75))
        self.offscreen_quad2 = geometry.quad_2d(size=(0.5, 0.5), pos=(0.25, 0.75))

        # Programs
        self.raw_depth_prog = self.load_program('programs/shadow_mapping/raw_depth.glsl')
        self.basic_light = self.load_program('programs/shadow_mapping/directional_light.glsl')
        self.basic_light['shadowMap'].value = 0
        self.basic_light['color'].value = 1.0, 1.0, 1.0, 1.0
        self.shadowmap_program = self.load_program('programs/shadow_mapping/shadowmap.glsl')
        self.texture_prog = self.load_program('programs/texture.glsl')
        self.texture_prog['texture0'].value = 0
        self.sun_prog = self.load_program('programs/cube_simple.glsl')
        self.sun_prog['color'].value = 1, 1, 0, 1
        self.lightpos = 0, 0, 0
示例#6
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 def __init__(self, config):
     super().__init__(config)
     self.sphere = geometry.sphere(radius=100, sectors=256, rings=128)
     self.program = self.config.load_program("programs/blueball.glsl")