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import numpy as np
from pyrr import Matrix44
import moderngl
from _example import Example
def terrain(size):
vertices = np.dstack(np.mgrid[0:size, 0:size][::-1]) / size
temp = np.dstack([np.arange(0, size * size - size), np.arange(size, size * size)])
index = np.pad(temp.reshape(size - 1, 2 * size), [[0, 0], [0, 1]], 'constant', constant_values=-1)
return vertices, index
class MultiTextireTerrain(Example):
title = "Multitexture Terrain"
gl_version = (3, 3)
def __init__(self, **kwargs):
super().__init__(**kwargs)
self.prog = self.ctx.program(
vertex_shader='''
#version 330
uniform mat4 Mvp;
uniform sampler2D Heightmap;
in vec2 in_vert;
out vec2 v_text;
void main() {
vec4 vertex = vec4(in_vert - 0.5, texture(Heightmap, in_vert).r * 0.2, 1.0);
gl_Position = Mvp * vertex;
v_text = in_vert;
}
''',
fragment_shader='''
#version 330
uniform sampler2D Heightmap;
uniform sampler2D Color1;
uniform sampler2D Color2;
uniform sampler2D Cracks;
uniform sampler2D Darken;
in vec2 v_text;
out vec4 f_color;
void main() {
float height = texture(Heightmap, v_text).r;
float border = smoothstep(0.5, 0.7, height);
vec3 color1 = texture(Color1, v_text * 7.0).rgb;
vec3 color2 = texture(Color2, v_text * 6.0).rgb;
vec3 color = color1 * (1.0 - border) + color2 * border;
color *= 0.8 + 0.2 * texture(Darken, v_text * 3.0).r;
color *= 0.5 + 0.5 * texture(Cracks, v_text * 5.0).r;
color *= 0.5 + 0.5 * height;
f_color = vec4(color, 1.0);
}
''',
)
self.mvp = self.prog['Mvp']
vertices, index = terrain(32)
self.vbo = self.ctx.buffer(vertices.astype('f4'))
self.ibo = self.ctx.buffer(index.astype('i4'))
vao_content = [
(self.vbo, '2f', 'in_vert'),
]
self.vao = self.ctx.vertex_array(self.prog, vao_content, self.ibo)
self.tex0 = self.load_texture_2d('heightmap.jpg')
self.tex0.build_mipmaps()
self.tex1 = self.load_texture_2d('grass.jpg')
self.tex1.build_mipmaps()
self.tex2 = self.load_texture_2d('rock.jpg')
self.tex2.build_mipmaps()
self.tex3 = self.load_texture_2d('cracks.jpg')
self.tex3.build_mipmaps()
self.tex4 = self.load_texture_2d('checked.jpg')
self.tex4.build_mipmaps()
self.prog['Heightmap'].value = 0
self.prog['Color1'].value = 1
self.prog['Color2'].value = 2
self.prog['Cracks'].value = 3
self.prog['Darken'].value = 4
def render(self, time, frame_time):
angle = time * 0.2
self.ctx.clear(1.0, 1.0, 1.0)
self.ctx.enable(moderngl.DEPTH_TEST)
self.tex0.use(0)
self.tex1.use(1)
self.tex2.use(2)
self.tex3.use(3)
self.tex4.use(4)
proj = Matrix44.perspective_projection(45.0, self.aspect_ratio, 0.1, 1000.0)
lookat = Matrix44.look_at(
(np.cos(angle), np.sin(angle), 0.8),
(0.0, 0.0, 0.1),
(0.0, 0.0, 1.0),
)
self.mvp.write((proj * lookat).astype('f4'))
self.vao.render(moderngl.TRIANGLE_STRIP)
if __name__ == '__main__':
MultiTextireTerrain.run()
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