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Py.py
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from OpenGL.GL import *
from OpenGL.arrays import vbo
from OpenGL.GLUT import *
from OpenGL.GLU import *
#import pygame
#from pygame.locals import *
TITLE = "ParticleBench"
WIDTH = 800
HEIGHT = 600
MIN_X = -80
MAX_X = 80
MIN_Y = -90
MAX_Y = 50
MIN_DEPTH = 50
MAX_DEPTH = 250
START_RANGE = 15
START_X = (MIN_X + (MIN_X+MAX_X)/2)
START_Y = MAX_Y
START_DEPTH = (MIN_DEPTH + (MIN_DEPTH+MAX_DEPTH)/2)
POINTS_PER_SEC = 2000
MAX_INIT_VEL = 7
MAX_LIFE = 5000
MAX_SCALE = 4
WIND_CHANGE = 2000
MAX_WIND = 3
SPAWN_INTERVAL = 0.01
#RUNNING_TIME = ((MAX_LIFE / 1000) * 5)
RUNNING_TIME = ((5) * 5)
MAX_PTS = (RUNNING_TIME * POINTS_PER_SEC)
ambient = (0.8, 0.05, 0.1, 1)
diffuse = (1.0, 1.0, 1.0, 1)
lightPos = (MIN_X + (MAX_X-MIN_X)/2, MAX_Y, MIN_DEPTH, 0)
initT = 0.0
endT = 0.0
frameDur = 0.0
spwnTmr = 0.0
cleanupTmr = 0.0
runTmr = 0.0
frames = [0.0] * (RUNNING_TIME * 1000)
curFrame = 0
class Pt():
def __init__(self, X, Y, Z, VX, VY, VZ, R, Life, Alive):
self.X = X
self.Y = Y
self.Z = Z
self.VX = VX
self.VY = VY
self.VZ = VZ
self.R = R
self.Life = Life
self.Alive = Alive
Pts = [Pt(0,0,0,0,0,0,0,0,0) for _ in range(MAX_PTS)]
maxPt = 0
minPt = 0
seed = 1234569
gVBO = None
windX = 0
windY = 0
windZ = 0
grav = 0.5
Vertices = [-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0,-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, -1.0, 1.0, -1.0, 0.0, 1.0, 0.0, -1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, -1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, -1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, -1.0, -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 1.0, -1.0, -1.0, 0.0, 0.0]
def rand():
global seed
seed ^= seed << 13
seed ^= seed >> 17
seed ^= seed << 5
return seed
def movPts(secs):
for i in range(minPt, maxPt):
if Pts[i].Alive == 0:
continue
Pts[i].X += Pts[i].VX * secs
Pts[i].Y += Pts[i].VY * secs
Pts[i].Z += Pts[i].VZ * secs
Pts[i].VX += windX * 1 / Pts[i].R
Pts[i].VY += windY * 1 / Pts[i].R
Pts[i].VY -= grav
Pts[i].VZ += windZ * 1 / Pts[i].R
Pts[i].Life -= secs
if Pts[i].Life <= 0:
Pts[i].Alive = false
def spwnPts(secs):
num = secs * POINTS_PER_SEC;
global Pts
global numPts
for i in range(0, num):
pt = Pt(0 + rand()%START_RANGE - START_RANGE/2, START_Y,START_DEPTH + rand()%START_RANGE - START_RANGE/2, rand() % MAX_INIT_VEL, rand() % MAX_INIT_VEL, rand() % MAX_INIT_VEL, (rand() % (MAX_SCALE * 100)) / 200, (rand() % MAX_LIFE) / 1000, 1)
Pts[numPts] = pt
numPts+=1
def doWind():
global windX
global windY
global windZ
windX += ( (rand % WIND_CHANGE)/WIND_CHANGE - WIND_CHANGE/2000) * frameDur
windY += ( (rand % WIND_CHANGE)/WIND_CHANGE - WIND_CHANGE/2000) * frameDur
windZ += ( (rand % WIND_CHANGE)/WIND_CHANGE - WIND_CHANGE/2000) * frameDur
if (math.fabs(windX) > MAX_WIND):
windX *= -0.5
if (math.fabs(windY) > MAX_WIND):
windY *= -0.5
if (math.fabs(windZ) > MAX_WIND):
windZ *= -0.5
def checkColls():
for i in range(minPt, maxPt):
if (Pts[i].Alive == false):
continue
if (Pts[i].X < MIN_X):
Pts[i].X = MIN_X + Pts[i].R
Pts[i].VX *= -1.1
if (Pts[i].X > MAX_X):
Pts[i].X = MAX_X - Pts[i].R
Pts[i].VX *= -1.1
if (Pts[i].Y < MIN_Y):
Pts[i].Y = MIN_Y + Pts[i].R
Pts[i].VY *= -1.1
if (Pts[i].Y > MAX_Y):
Pts[i].Y = MAX_Y - Pts[i].R
Pts[i].VY *= -1.1
if (Pts[i].Z < MIN_DEPTH):
Pts[i].Z = MIN_DEPTH + Pts[i].R
Pts[i].VZ *= -1.1
if (Pts[i].Z > MAX_DEPTH):
Pts[i].Z = MAX_DEPTH - Pts[i].R
Pts[i].VZ *= -1.1
def cleanupPtPool():
global minPt
for i in range(minPt, maxPt):
if (Pts[i].Alive == true):
minPt = i
break
def initScene():
glEnable(GL_DEPTH_TEST)
glEnable(GL_LIGHTING)
glClearColor(0.1, 0.1, 0.6, 1.0)
glClearDepth(1)
glDepthFunc(GL_LEQUAL)
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient)
glLightfv(GL_LIGHT0, GL_DIFFUSE, diffuse)
glLightfv(GL_LIGHT0, GL_POSITION, lightPos)
glEnable(GL_LIGHT0)
glViewport(0, 0, WIDTH, HEIGHT)
glMatrixMode(GL_PROJECTION)
glLoadIdentity()
glFrustum(-1, 1, -1, 1, 1.0, 1000.0)
glRotatef(20, 1, 0, 0)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glPushMatrix()
global gVBO
glGenBuffers(1)
# glBindBuffer( GL_ARRAY_BUFFER, gVBO );
# glBufferData( GL_ARRAY_BUFFER, len(Vertices) * sizeOfFloat, array_type(*Vertices), GL_STATIC_DRAW )
# glEnableClientState( GL_VERTEX_ARRAY )
# glEnableClientState( GL_NORMAL_ARRAY )
# glVertexPointer( 3, GL_FLOAT, 24, null )
# glNormalPointer( GL_FLOAT, 12, 0)
# glMatrixMode(GL_MODELVIEW)
SCREEN_SIZE = (800, 600)
if __name__ == '__main__':
glutInit()
glutInitWindowSize(WIDTH,HEIGHT)
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA)
glutCreateWindow(TITLE)
# glutDisplayFunc(mainLoop)
# pygame.init()
# screen = pygame.display.set_mode(SCREEN_SIZE, HWSURFACE|OPENGL|DOUBLEBUF)
# resize(*SCREEN_SIZE)
initScene()
glutMainLoop()