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# Terrain generation based on noise. | |
# The terrain is a simple line grid. | |
# Noise generation using Casey Duncan's noise library: | |
# http://pypi.python.org/pypi/noise/1.0b1 | |
# Use WASD to move through the scene | |
# Use Q and E to move up/down | |
# Use the mouse to look in the view | |
# Use the arrow keys to offset the noise grid | |
# Use I/K to increase/decrease noise scale | |
# Use O/L to increase/decrease noise amplitude | |
from math import sin, cos | |
from random import random, seed | |
import pyglet | |
from pyglet.window import key | |
from pyglet.gl import * | |
from perlin import SimplexNoise | |
rotation_x = 0 | |
rotation_y = 0 | |
rotation_z = 0 | |
translate_x = 0 | |
translate_y = -1 | |
translate_z = -10 | |
noise_scale = 0.3 | |
noise_amplitude = 0.4 | |
noise_offset_x = 0.0 | |
noise_offset_y = 0.0 | |
try: | |
# Try and create a window with multisampling (anti-aliasing) | |
config = Config(sample_buffers=1, samples=4, depth_size=16, double_buffer=True) | |
window = pyglet.window.Window(resizable=True, config=config) | |
except pyglet.window.NoSuchConfigException: | |
# Fall back to no multisampling for old hardware | |
window = pyglet.window.Window(resizable=True) | |
noise = SimplexNoise() | |
@window.event | |
def on_resize(width, height): | |
glViewport(0, 0, width, height) | |
glMatrixMode(GL_PROJECTION) | |
glLoadIdentity() | |
gluPerspective(60., width / float(height), .1, 1000.) | |
glMatrixMode(GL_MODELVIEW) | |
return pyglet.event.EVENT_HANDLED | |
def update(dt): | |
global rotation_x, rotation_y, rotation_z | |
global translate_x, translate_y, translate_z | |
global noise_scale, noise_amplitude | |
global noise_offset_x, noise_offset_y | |
speed = 0.2 | |
value = 0.05 | |
update_terrain = False | |
if keys[key.W]: | |
translate_z += speed | |
if keys[key.S]: | |
translate_z -= speed | |
if keys[key.A]: | |
translate_x -= speed | |
if keys[key.D]: | |
translate_x += speed | |
if keys[key.Q]: | |
translate_y += speed | |
if keys[key.E]: | |
translate_y -= speed | |
if keys[key.I]: | |
noise_scale += value | |
update_terrain = True | |
if keys[key.K]: | |
noise_scale -= value | |
update_terrain = True | |
if keys[key.O]: | |
noise_amplitude += value | |
update_terrain = True | |
if keys[key.L]: | |
noise_amplitude -= value | |
update_terrain = True | |
if keys[key.LEFT]: | |
noise_offset_x -= 0.1 | |
update_terrain = True | |
if keys[key.RIGHT]: | |
noise_offset_x += 0.1 | |
update_terrain = True | |
if keys[key.UP]: | |
noise_offset_y -= 0.1 | |
update_terrain = True | |
if keys[key.DOWN]: | |
noise_offset_y += 0.1 | |
update_terrain = True | |
if update_terrain: | |
make_terrain() | |
pyglet.clock.schedule(update) | |
@window.event | |
def on_mouse_motion(x, y, dx, dy): | |
global rotation_x, rotation_y | |
cx = window.width/2-x | |
cy = window.height/2-y | |
rotation_y = cx/5.0 | |
rotation_x = cy/5.0 | |
def float_range(begin, end, step): | |
v = begin | |
while v < end: | |
yield v | |
v += step | |
@window.event | |
def on_draw(): | |
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | |
glLoadIdentity() | |
glTranslatef(translate_x, translate_y, translate_z) | |
glRotatef(rotation_x, 1, 0, 0) | |
glRotatef(rotation_y, 0, 1, 0) | |
glRotatef(rotation_z, 0, 0, 1) | |
# Draw the grid | |
global terrain_list | |
for line_list in terrain_list: | |
glBegin(GL_LINE_STRIP) | |
for x, y, z in line_list: | |
glVertex3f(x, y, z) | |
glEnd() | |
def make_terrain(): | |
global terrain_list, noise_scale, noise_amplitude, noise_offset_x, noise_offset_y | |
terrain_list = [] | |
seed(1) | |
for z in float_range(-5, 5, 0.1): | |
line_list = [] | |
for x in float_range(-5, 5, 0.1): | |
y = noise.noise2(noise_offset_x + x*noise_scale, noise_offset_y + z*noise_scale)*noise_amplitude | |
line_list.append((x, y, z)) | |
terrain_list.append(line_list) | |
def setup(): | |
# One-time GL setup | |
glClearColor(0.9, 0.9, 1, 1) | |
glColor3f(0, 0.6, 0) | |
glEnable(GL_DEPTH_TEST) | |
glEnable(GL_CULL_FACE) | |
# Wireframe view | |
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE) | |
setup() | |
keys = key.KeyStateHandler() | |
window.push_handlers(keys) | |
make_terrain() | |
pyglet.app.run() |
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