forked from caseman/noise
-
Notifications
You must be signed in to change notification settings - Fork 2
/
Copy pathatmosphere.py
162 lines (136 loc) · 4.45 KB
/
atmosphere.py
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 vec_noise.shader_noise import ShaderNoiseTexture, shader_noise_glsl
from vec_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()