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fireworks_v1.py
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fireworks_v1.py
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#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
Example demonstrating simulation of fireworks using point sprites.
(adapted from the "OpenGL ES 2.0 Programming Guide")
This example demonstrates a series of explosions that last one second. The
visualization during the explosion is highly optimized using a Vertex Buffer
Object (VBO). After each explosion, vertex data for the next explosion are
calculated, such that each explostion is unique.
"""
import time
import numpy as np
import vispy
from vispy import oogl
from vispy import app
from vispy import gl
# Create a texture
radius = 32
im1 = np.random.normal(0.8, 0.3, (radius*2+1, radius*2+1))
# Mask it with a disk
L = np.linspace(-radius, radius, 2 * radius + 1)
(X, Y) = np.meshgrid(L, L)
im1 *= np.array((X**2 + Y**2) <= radius * radius, dtype='float32')
# Set number of particles, you should be able to scale this to 100000
N = 10000
# Create vertex data container
vertex_data = np.zeros((N,), dtype=[('a_lifetime', np.float32, 1),
('a_startPosition', np.float32, 3),
('a_endPosition', np.float32, 3)])
VERT_SHADER = """
// explosion vertex shader
#version 120
uniform float u_time;
uniform vec3 u_centerPosition;
attribute float a_lifetime;
attribute vec3 a_startPosition;
attribute vec3 a_endPosition;
varying float v_lifetime;
void main () {
if (u_time <= a_lifetime)
{
gl_Position.xyz = a_startPosition + (u_time * a_endPosition);
gl_Position.xyz += u_centerPosition;
gl_Position.y -= 1.0 * u_time * u_time;
gl_Position.w = 1.0;
}
else
gl_Position = vec4(-1000, -1000, 0, 0);
v_lifetime = 1.0 - (u_time / a_lifetime);
v_lifetime = clamp(v_lifetime, 0.0, 1.0);
gl_PointSize = (v_lifetime * v_lifetime) * 40.0;
}
"""
FRAG_SHADER = """
// explostion fragment shader
#version 120
uniform sampler2D texture1;
uniform vec4 u_color;
varying float v_lifetime;
uniform sampler2D s_texture;
void main()
{
vec4 texColor;
texColor = texture2D(s_texture, gl_PointCoord);
gl_FragColor = vec4(u_color) * texColor;
gl_FragColor.a *= v_lifetime;
}
"""
class Canvas(app.Canvas):
def __init__(self):
app.Canvas.__init__(self)
self.geometry = 0,0,400,400
# Create program
self._program = oogl.ShaderProgram( oogl.VertexShader(VERT_SHADER),
oogl.FragmentShader(FRAG_SHADER) )
# Create vbo
self._vbo = oogl.VertexBuffer(vertex_data)
# Set uniforms, samplers, attributes
self._program.attributes.update(self._vbo)
self._program.uniforms['s_texture'] = oogl.Texture2D(im1)
# Create first explosion
self._new_explosion()
def on_initialize(self, event):
gl.glClearColor(0,0,0,1);
# Enable blending
gl.glEnable(gl.GL_BLEND)
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE)
# todo: normal GL requires these lines, ES 2.0 does not
from OpenGL import GL
gl.glEnable(GL.GL_VERTEX_PROGRAM_POINT_SIZE)
gl.glEnable(GL.GL_POINT_SPRITE)
def on_paint(self, event):
# Set viewport and clear buffer
gl.glViewport(0, 0, *self.geometry[2:])
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# Draw
with self._program as prog:
prog.uniforms['u_time'] = time.time() - self._starttime
prog.draw_arrays(gl.GL_POINTS)
# Swap buffers and invoke a new draw
self.swap_buffers()
self.update()
# New explosion?
if time.time() - self._starttime > 1.5:
self._new_explosion()
def _new_explosion(self):
# New centerpos
centerpos = np.random.uniform(-0.5, 0.5, (3,))
self._program.uniforms['u_centerPosition'] = centerpos
# New color, scale alpha with N
alpha = 1.0 / N**0.08
color = np.random.uniform(0.1, 0.9, (3,))
self._program.uniforms['u_color'] = tuple(color)+ (alpha,)
# Create new vertex data
vertex_data['a_lifetime'] = np.random.normal(2.0, 0.5, (N,))
vertex_data['a_startPosition'] = np.random.normal(0.0, 0.2, (N,3))
vertex_data['a_endPosition'] = np.random.normal(0.0, 1.2, (N,3))
# Update VBO
self._vbo.set_data(vertex_data)
# Set time to zero
self._starttime = time.time()
if __name__ == '__main__':
c = Canvas()
c.show()
app.run()