1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162
|
#!/usr/bin/env python
"""Real-time atomspheric shader
Utilizes the shader noise functions
requires pyglet 1.1+ and ctypes
"""
import os
import math
import pyglet
from pyglet.gl import *
import ctypes
from noise.shader_noise import ShaderNoiseTexture, shader_noise_glsl
from noise import shader
vert_shader = shader.VertexShader('vertex', '''
/* simple vertex shader that stores the vertex position, normal
* lighting vector and color in varyings for easy access by the
* frag shader
*/
uniform float scale;
varying vec3 position;
varying vec3 normal;
varying vec3 lightvec;
varying vec4 color;
void main(void) {
position = gl_Vertex.xyz * scale;
normal = gl_NormalMatrix * gl_Normal;
gl_Position = ftransform();
/* Directional light assumed */
vec4 v = gl_ModelViewMatrix * gl_Vertex;
lightvec = gl_LightSource[0].position.xyz - v.xyz;
color = gl_Color;
}
''')
atmosphere_frag_shader = shader.FragmentShader('atmosphere', shader_noise_glsl + '''
/* Animated atmospheric shader */
uniform float time;
varying vec3 position;
varying vec3 normal;
varying vec3 lightvec;
varying vec4 color;
void main(void) {
float t = fbmnoise(position * 2.0 + time * 0.001, 2);
vec3 turb = vec3(sin(t * 0.5), cos(t), 0) * 0.04;
float h = fbmturbulence(turb + position * 0.5 + time * 0.002, 6) * 1.35;
h = h*h;
/* Calculate the lighting */
vec3 N = normalize(normal);
float intensity = max(0.0, dot(N, normalize(lightvec)));
float glare = max(0.0, dot(N, normalize(gl_LightSource[0].halfVector.xyz)));
vec4 ambient = gl_LightSource[0].ambient;
vec4 diffuse = gl_LightSource[0].diffuse * intensity;
vec4 specular = gl_LightSource[0].specular * pow(glare, 64.0);
gl_FragColor = (ambient + diffuse + specular) * color * h;
}
''')
atmosphere_prog = shader.ShaderProgram(vert_shader, atmosphere_frag_shader)
atmosphere_prog.install()
atmosphere_prog.uset1F('scale', 0.3)
if __name__ == '__main__':
import sys
global xrot, yrot, d
win = pyglet.window.Window(width=640, height=640, resizable=True, visible=False,
config=pyglet.gl.Config(sample_buffers=1, samples=4, double_buffer=True, depth_size=24))
glEnable(GL_LIGHTING)
glEnable(GL_LIGHT0)
fourfv = ctypes.c_float * 4
glLightfv(GL_LIGHT0, GL_POSITION, fourfv(1, 0, 1.0, 0.5))
glLightfv(GL_LIGHT0, GL_AMBIENT, fourfv(0.001, 0.001, 0.001, 1.0))
glLightfv(GL_LIGHT0, GL_DIFFUSE, fourfv(2.0, 2.0, 2.0, 1.0))
glLightfv(GL_LIGHT0, GL_SPECULAR, fourfv(0.001, 0.001, 0.001, 1.0))
glEnable(GL_COLOR_MATERIAL)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
noisetex = ShaderNoiseTexture()
noisetex.load()
earth_texture = pyglet.image.load(
os.path.join(os.path.dirname(__file__), "earth.1024x512.jpg")).get_mipmapped_texture()
glTexParameteri(earth_texture.target, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(earth_texture.target, GL_TEXTURE_WRAP_T, GL_REPEAT)
glTexParameteri(earth_texture.target, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
glTexParameteri(earth_texture.target, GL_TEXTURE_MIN_FILTER, GL_LINEAR)
glEnable(earth_texture.target)
earth = gluNewQuadric()
gluQuadricNormals(earth, GLU_SMOOTH)
gluQuadricTexture(earth, GL_TRUE)
glEnable(GL_CULL_FACE)
glColor4f(1, 1, 1, 1)
atmosphere_depth = 0.01
atmosphere_speed = 0.85
yrot = spin = 0.0
xrot = -90.0
time = 0
def on_resize(width, height):
glViewport(0, 0, width, height)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
gluPerspective(20, 1.0*width/height, 0.1, 1000.0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
win.on_resize = on_resize
@win.event
def on_mouse_motion(x, y, dx, dy):
global xrot, yrot
yrot += dx * 0.3
xrot += dy * 0.3
@win.event
def on_draw():
global xrot, yrot
win.clear()
glLoadIdentity()
glTranslatef(0, 0, -4.5)
glRotatef(xrot, 1.0, 0.0, 0.0)
glRotatef(yrot, 0.0, 1.0, 0.0)
glRotatef(spin, 0.0, 0.0, 1.0)
glDisable(GL_TEXTURE_3D)
glEnable(earth_texture.target)
glDisable(GL_BLEND)
gluSphere(earth, 0.65, 60, 60)
glLoadIdentity()
glTranslatef(0, 0, -4.5)
glRotatef(xrot, 1.0, 0.0, 0.0)
glRotatef(yrot, 0.0, 1.0, 0.0)
glRotatef(spin * atmosphere_speed, 0.0, 0.0, 1.0)
glDisable(earth_texture.target)
noisetex.enable()
glEnable(GL_BLEND)
atmosphere_prog.install()
atmosphere_prog.uset1F('time', time)
gluSphere(earth, 0.65 + atmosphere_depth, 60, 60)
atmosphere_prog.uninstall()
def update(dt):
global spin, time
spin += dt * 3.0
time += dt
pyglet.clock.schedule_interval(update, 1.0/30.0)
win.set_visible()
win.set_exclusive_mouse()
pyglet.app.run()
|