Converted atmosphere to shaders.

This commit is contained in:
Quantum 2018-08-28 15:46:54 -04:00
parent a172d5bc4b
commit 696591d885
5 changed files with 52 additions and 21 deletions

View file

@ -330,7 +330,7 @@ class SphericalBody(Body):
self.clouds = self._get_sphere(division, tangent=False) self.clouds = self._get_sphere(division, tangent=False)
if atm_texture is not None: if atm_texture is not None:
self.atm_texture = get_best_texture(atm_texture, clamp=True) self.atm_texture = load_texture_1d(atm_texture, clamp=True)
self.atmosphere = Disk(self.radius, self.radius + atm_size, 30) self.atmosphere = Disk(self.radius, self.radius + atm_size, 30)
if 'ring' in info: if 'ring' in info:
@ -432,18 +432,31 @@ class SphericalBody(Body):
raise ValueError('Invalid type: %s' % self.type) raise ValueError('Invalid type: %s' % self.type)
def _draw_atmosphere(self): def _draw_atmosphere(self):
with glRestore(GL_ENABLE_BIT | GL_CURRENT_BIT | GL_TEXTURE_BIT): glEnable(GL_BLEND)
mv = self.mv_matrix.matrix glDisable(GL_CULL_FACE)
matrix = Matrix4f([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, mv[12], mv[13], mv[14], 1]) shader = self.world.activate_shader('atmosphere')
glLoadMatrixf(matrix)
glDisable(GL_LIGHTING) mv = self.mv_matrix.matrix
glEnable(GL_TEXTURE_2D) matrix = Matrix4f([1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, mv[12], mv[13], mv[14], 1])
glEnable(GL_BLEND) shader.uniform_mat4('u_mvpMatrix', self.world.projection_matrix() * matrix)
glDisable(GL_CULL_FACE)
glBindTexture(GL_TEXTURE_2D, self.atm_texture) glActiveTexture(GL_TEXTURE0)
self.atmosphere.draw() glBindTexture(GL_TEXTURE_1D, self.atm_texture)
shader.uniform_texture('u_texture', 0)
glBindBuffer(GL_ARRAY_BUFFER, self.atmosphere.vbo)
shader.vertex_attribute('a_position', self.atmosphere.position_size, self.atmosphere.type, GL_FALSE,
self.atmosphere.stride, self.atmosphere.position_offset)
shader.vertex_attribute('a_u', self.atmosphere.u_size, self.atmosphere.type, GL_FALSE,
self.atmosphere.stride, self.atmosphere.u_offset)
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.atmosphere.vertex_count)
shader.deactivate_attributes()
glBindBuffer(GL_ARRAY_BUFFER, 0)
self.world.activate_shader(None)
glDisable(GL_BLEND)
glEnable(GL_CULL_FACE)
def _draw_clouds(self): def _draw_clouds(self):
glEnable(GL_BLEND) glEnable(GL_BLEND)

View file

@ -199,16 +199,6 @@ class Disk(object):
buffer[6*res:6*res+6] = buffer[:6] buffer[6*res:6*res+6] = buffer[:6]
self.vbo = array_to_gl_buffer(buffer) self.vbo = array_to_gl_buffer(buffer)
def draw(self):
with glRestoreClient(GL_CLIENT_VERTEX_ARRAY_BIT):
glBindBuffer(GL_ARRAY_BUFFER, self.vbo)
glEnableClientState(GL_VERTEX_ARRAY)
glEnableClientState(GL_TEXTURE_COORD_ARRAY)
glVertexPointer(3, GL_FLOAT, 12, 0)
glTexCoordPointer(1, GL_FLOAT, 12, 8)
glDrawArrays(GL_TRIANGLE_STRIP, 0, self.vertex_count)
glBindBuffer(GL_ARRAY_BUFFER, 0)
class SimpleSphere(object): class SimpleSphere(object):
type = GL_FLOAT type = GL_FLOAT
@ -229,6 +219,8 @@ class SimpleSphere(object):
reverse = False reverse = False
for i in range(longs + 1): for i in range(longs + 1):
phi1, phi2 = i * phi_div, (i + 1) * phi_div phi1, phi2 = i * phi_div, (i + 1) * phi_div
if reverse:
phi1, phi2 = phi2, phi1
for j in range(lats + 1): for j in range(lats + 1):
theta = j * theta_div theta = j * theta_div
if reverse: if reverse:
@ -265,6 +257,8 @@ class TangentSphere(object):
reverse = False reverse = False
for i in range(longs + 1): for i in range(longs + 1):
phi1, phi2 = i * phi_div, (i + 1) * phi_div phi1, phi2 = i * phi_div, (i + 1) * phi_div
if reverse:
phi1, phi2 = phi2, phi1
for j in range(lats + 1): for j in range(lats + 1):
theta = j * theta_div theta = j * theta_div
if reverse: if reverse:

View file

@ -0,0 +1,10 @@
#version 130
in float v_u;
out vec4 o_fragColor;
uniform sampler1D u_texture;
void main() {
o_fragColor = texture(u_texture, v_u);
}

View file

@ -0,0 +1,13 @@
#version 130
in vec2 a_position;
in float a_u;
out float v_u;
uniform mat4 u_mvpMatrix;
void main() {
gl_Position = u_mvpMatrix * vec4(a_position, 0, 1);
v_u = a_u;
}

View file

@ -23,6 +23,7 @@ class World(object):
'clouds': ('clouds.vertex.glsl', 'clouds.fragment.glsl'), 'clouds': ('clouds.vertex.glsl', 'clouds.fragment.glsl'),
'star': ('star.vertex.glsl', 'star.fragment.glsl'), 'star': ('star.vertex.glsl', 'star.fragment.glsl'),
'ring': ('ring.vertex.glsl', 'ring.fragment.glsl'), 'ring': ('ring.vertex.glsl', 'ring.fragment.glsl'),
'atmosphere': ('atmosphere.vertex.glsl', 'atmosphere.fragment.glsl'),
} }
def __init__(self, file, callback): def __init__(self, file, callback):