punyverse/punyverse/glgeom.py
2018-08-22 16:22:08 -04:00

345 lines
11 KiB
Python

from math import *
from random import random, gauss, choice
from six.moves import range
from pyglet.gl import *
from pyglet.gl.gl_info import have_extension
TWOPI = pi * 2
__all__ = ['compile', 'ortho', 'frustrum', 'crosshair', 'circle', 'disk', 'sphere', 'colourball', 'torus', 'belt',
'flare', 'normal_sphere', 'glSection', 'glMatrix', 'glRestore', 'progress_bar']
class glSection(object):
def __init__(self, type):
self.type = type
def __enter__(self):
glBegin(self.type)
def __exit__(self, exc_type, exc_val, exc_tb):
glEnd()
class glRestore(object):
def __init__(self, flags):
self.flags = flags
def __enter__(self):
glPushAttrib(self.flags)
def __exit__(self, exc_type, exc_val, exc_tb):
glPopAttrib()
class glMatrix(object):
def __enter__(self):
glPushMatrix()
def __exit__(self, exc_type, exc_val, exc_tb):
glPopMatrix()
def compile(pointer, *args, **kwargs):
display = glGenLists(1)
glNewList(display, GL_COMPILE)
pointer(*args, **kwargs)
glEndList()
return display
def ortho(width, height):
glDisable(GL_LIGHTING)
glDisable(GL_DEPTH_TEST)
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
glOrtho(0, width, 0, height, -1, 1)
glMatrixMode(GL_MODELVIEW)
glPushMatrix()
glLoadIdentity()
def frustrum():
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
glEnable(GL_LIGHTING)
glEnable(GL_DEPTH_TEST)
def crosshair(size, coords):
cx, cy = coords
with glSection(GL_LINES):
glVertex2f(cx - size, cy)
glVertex2f(cx + size, cy)
glVertex2f(cx, cy - size)
glVertex2f(cx, cy + size)
def circle(r, seg, coords):
cx, cy = coords
with glSection(GL_LINE_LOOP):
for i in range(seg):
theta = TWOPI * i / seg
glVertex2f(cx + cos(theta) * r, cy + sin(theta) * r)
def disk(rinner, router, segs, tex):
with glRestore(GL_ENABLE_BIT):
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glDisable(GL_LIGHTING)
glDisable(GL_CULL_FACE)
glBindTexture(GL_TEXTURE_2D, tex)
res = segs * 5
with glSection(GL_TRIANGLE_STRIP):
factor = TWOPI / res
theta = 0
for n in range(res + 1):
theta += factor
x = cos(theta)
y = sin(theta)
glTexCoord2f(0, 0)
glVertex2f(rinner * x, rinner * y)
glTexCoord2f(1, 0)
glVertex2f(router * x, router * y)
def flare(rinner, router, res, prob, tex):
with glRestore(GL_ENABLE_BIT):
glEnable(GL_TEXTURE_2D)
glDisable(GL_CULL_FACE)
glDisable(GL_LIGHTING)
glBindTexture(GL_TEXTURE_2D, tex)
last_x = 1
last_y = 0
last_theta = 0
factor = TWOPI / res
rdelta = (router - rinner)
with glSection(GL_QUADS):
for i in range(res + 1):
theta = last_theta + factor
x = cos(theta)
y = sin(theta)
if random() > prob:
distance = rinner + rdelta * random()
avg_theta = (last_theta + theta) / 2
x0, y0 = rinner * last_x, rinner * last_y
x1, y1 = rinner * x, rinner * y
x2, y2 = distance * cos(avg_theta), distance * sin(avg_theta)
glTexCoord2f(0, 0)
glVertex2f(x0, y0)
glTexCoord2f(0, 1)
glVertex2f(x1, y1)
glTexCoord2f(1, 0)
glVertex2f(x2, y2)
glTexCoord2f(1, 1)
glVertex2f(x2, y2)
last_theta = theta
last_x = x
last_y = y
def sphere(r, lats, longs, tex, lighting=True, inside=False, fv4=GLfloat * 4):
with glRestore(GL_ENABLE_BIT | GL_TEXTURE_BIT):
sphere = gluNewQuadric()
gluQuadricDrawStyle(sphere, GLU_FILL)
gluQuadricTexture(sphere, True)
if lighting:
gluQuadricNormals(sphere, GLU_SMOOTH)
glEnable(GL_CULL_FACE)
glCullFace(GL_FRONT if inside else GL_BACK)
glEnable(GL_TEXTURE_2D)
if lighting:
glDisable(GL_BLEND)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fv4(1, 1, 1, 0))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(1, 1, 1, 0))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 125)
else:
glDisable(GL_LIGHTING)
glBindTexture(GL_TEXTURE_2D, tex)
gluSphere(sphere, r, lats, longs)
gluDeleteQuadric(sphere)
def colourball(r, lats, longs, colour, fv4=GLfloat * 4):
"""
Sphere function from the OpenGL red book.
"""
with glRestore(GL_ENABLE_BIT):
sphere = gluNewQuadric()
glDisable(GL_BLEND)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fv4(*colour))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(1, 1, 1, 1))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 125)
glEnable(GL_CULL_FACE)
glCullFace(GL_BACK)
gluSphere(sphere, r, lats, longs)
glEnable(GL_BLEND)
gluDeleteQuadric(sphere)
def normal_sphere(r, divide, tex, normal, lighting=True, inside=False, fv4=GLfloat * 4):
if (not have_extension('GL_ARB_multitexture') or not
have_extension('GL_ARB_texture_env_combine') or not
have_extension('GL_EXT_texture_env_dot3')):
print('No hardware normal mapping support. No bumping for you.')
return sphere(r, divide, divide, tex, lighting, inside)
from .texture import load_texture
normal = load_texture(normal)
with glRestore(GL_ENABLE_BIT | GL_TEXTURE_BIT):
glEnable(GL_CULL_FACE)
glCullFace(GL_FRONT if inside else GL_BACK)
glActiveTextureARB(GL_TEXTURE0_ARB)
glBindTexture(GL_TEXTURE_2D, normal)
glEnable(GL_TEXTURE_2D)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB)
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_DOT3_RGBA_ARB)
glActiveTextureARB(GL_TEXTURE1_ARB)
glBindTexture(GL_TEXTURE_2D, tex)
glEnable(GL_TEXTURE_2D)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB)
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE)
if lighting:
glDisable(GL_BLEND)
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fv4(1, 1, 1, 0))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(1, 1, 1, 0))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 125)
else:
glDisable(GL_LIGHTING)
glBindTexture(GL_TEXTURE_2D, tex)
twopi_divide = TWOPI / divide
pi_divide = pi / divide
with glSection(GL_TRIANGLE_STRIP):
for j in range(divide + 1):
phi1 = j * twopi_divide
phi2 = (j + 1) * twopi_divide
for i in range(divide + 1):
theta = i * pi_divide
s = phi2 / TWOPI
t = theta / pi
dx, dy, dz = sin(theta) * cos(phi2), sin(theta) * sin(phi2), cos(theta)
glNormal3f(dx, dy, dz)
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, s, 1 - t)
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, s, 1 - t)
glVertex3f(r * dx, r * dy, r * dz)
s = phi1 / TWOPI # x
dx, dy = sin(theta) * cos(phi1), sin(theta) * sin(phi1)
glNormal3f(dx, dy, dz)
glMultiTexCoord2fARB(GL_TEXTURE0_ARB, s, 1 - t)
glMultiTexCoord2fARB(GL_TEXTURE1_ARB, s, 1 - t)
glVertex3f(r * dx, r * dy, r * dz)
def belt(radius, cross, object, count):
for i in range(count):
theta = TWOPI * random()
r = gauss(radius, cross)
x, y, z = cos(theta) * r, gauss(0, cross), sin(theta) * r
with glMatrix():
glTranslatef(x, y, z)
scale = gauss(1, 0.5)
if scale < 0:
scale = 1
glScalef(scale, scale, scale)
glCallList(choice(object))
try:
from _glgeom import torus
except ImportError:
def torus(major_radius, minor_radius, n_major, n_minor, material, shininess=125, fv4=GLfloat * 4):
"""
Torus function from the OpenGL red book.
"""
with glRestore(GL_CURRENT_BIT):
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, fv4(*material))
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, fv4(1, 1, 1, 1))
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess)
major_s = TWOPI / n_major
minor_s = TWOPI / n_minor
def n(x, y, z):
m = 1.0 / sqrt(x * x + y * y + z * z)
return x * m, y * m, z * m
for i in range(n_major):
a0 = i * major_s
a1 = a0 + major_s
x0 = cos(a0)
y0 = sin(a0)
x1 = cos(a1)
y1 = sin(a1)
with glSection(GL_TRIANGLE_STRIP):
for j in range(n_minor + 1):
b = j * minor_s
c = cos(b)
r = minor_radius * c + major_radius
z = minor_radius * sin(b)
glNormal3f(*n(x0 * c, y0 * c, z / minor_radius))
glVertex3f(x0 * r, y0 * r, z)
glNormal3f(*n(x1 * c, y1 * c, z / minor_radius))
glVertex3f(x1 * r, y1 * r, z)
def progress_bar(x, y, width, height, filled):
with glRestore(GL_ENABLE_BIT):
glDisable(GL_TEXTURE_2D)
glDisable(GL_BLEND)
x1 = x
x2 = x + width
y1 = y
y2 = y - height
y3 = 0.65 * y1 + 0.35 * y2
y4 = 0.25 * y1 + 0.75 * y2
glColor3f(0.6, 0.6, 0.6)
with glSection(GL_LINE_LOOP):
glVertex2f(x1, y1)
glVertex2f(x1, y2)
glVertex2f(x2, y2)
glVertex2f(x2, y1)
x1 += 1
y1 -= 1
x2 = x + width * filled - 1
with glSection(GL_TRIANGLE_STRIP):
glColor3f(0.81, 1, 0.82)
glVertex2f(x1, y1)
glVertex2f(x2, y1)
glColor3f(0, 0.83, 0.16)
glVertex2f(x1, y3)
glVertex2f(x2, y3)
glVertex2f(x1, y4)
glVertex2f(x2, y4)
glColor3f(0.37, 0.92, 0.43)
glVertex2f(x1, y2)
glVertex2f(x2, y2)