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camera_v4.py
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# Code by John Dennis Haraberget
# Some code copied from IQ on shadertoy
# Link: https://www.shadertoy.com/view/Xds3zN
# -*- coding: utf-8 -*-
# vispy: testskip
# -----------------------------------------------------------------------------
# Copyright (c) 2015, Vispy Development Team.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
# -----------------------------------------------------------------------------
"""Display a live webcam feed. Require OpenCV (Python 2 only).
"""
try:
import cv2
except Exception:
raise ImportError("You need OpenCV for this example.")
import numpy as np
from vispy import app
from vispy import gloo
import pygame
from moviepy.editor import *
pygame.joystick.init()
pygame.event.pump()
joysticks = [pygame.joystick.Joystick(x) for x in range(pygame.joystick.get_count())]
buttontext= ["Select"],[""],[""],["Start"],["Digital Up"],["Digital Right"],["Digital Down"],["Digitial Left"],["L2"],["R2"],["R1"],["L1"],["Triangle"],["Circle"],["X"],["Square"],["PS"],[""],[""]
joystick = pygame.joystick.Joystick(0)
joystick.init() # initialize the first controller for reading
numaxes = joystick.get_numaxes() # return the number of axes on the controller
axis = [joystick.get_axis(i) for i in range(numaxes)] # get the analog value of the specified axis
#print (numaxes)
sumaxis = np.array([joystick.get_axis(i) for i in range(numaxes)]) # get the analog value of the specified axis
#print (axis)
import random
from ctypes import *
import time
PLATFORM_SUFFIX = "64" if sizeof(c_voidp) == 8 else ""
VERSION = 0x00011000 #CHANGE THIS TO MATCH CORRECT VERSION!!!
#BANK_FILES = [ "Master Bank.bank", "Master Bank.strings.bank", "Weapons.bank","Vehicles.bank","UI_Menu.bank","Surround_Ambience.bank","Music.bank"]
BANK_FILES = [ "Master Bank.bank", "Master Bank.strings.bank","UI_Menu.bank","Surround_Ambience.bank"]
studio_dll = None
studio_sys = None
time=1
clip=VideoFileClip('bikes.wmv');
def check_result(r):
if r != 0:
print("ERROR: Got FMOD_RESULT {0}".format(r))
def studio_init():
print("Initializing FMOD Studio");
global studio_dll
global studio_sys
studio_dll = WinDLL("fmodstudioL" + PLATFORM_SUFFIX)
lowlevel_dll = WinDLL("fmodL" + PLATFORM_SUFFIX)
# Write debug log to file
check_result(lowlevel_dll.FMOD_Debug_Initialize(0x00000002, 1, 0, "log.txt".encode('ascii')))
# Create studio system
studio_sys = c_voidp()
check_result(studio_dll.FMOD_Studio_System_Create(byref(studio_sys), VERSION))
# Call System init
#print ("ok")
check_result(studio_dll.FMOD_Studio_System_Initialize(studio_sys, 256, 0, 0, c_voidp()))
# Load banks
for bankname in BANK_FILES:
print("Loading bank: " + bankname)
bank = c_voidp()
check_result(studio_dll.FMOD_Studio_System_LoadBankFile(studio_sys, bankname.encode('ascii'), 0, byref(bank)))
def play_sound(soundname,time=0):
print("Playing sound: " + soundname)
event_desc = c_voidp()
check_result(studio_dll.FMOD_Studio_System_GetEvent(studio_sys, soundname.encode('ascii'), byref(event_desc)))
event_inst = c_voidp()
check_result(studio_dll.FMOD_Studio_EventDescription_CreateInstance(event_desc, byref(event_inst)))
check_result(studio_dll.FMOD_Studio_EventInstance_SetVolume(event_inst, c_float(0.75+.2*random.random())))
check_result(studio_dll.FMOD_Studio_EventInstance_SetPitch(event_inst,c_float(.9+.2*random.random())))
check_result(studio_dll.FMOD_Studio_EventInstance_SetReverbLevel( event_inst, c_int(3),c_float(1.8)))
check_result(studio_dll.FMOD_Studio_EventInstance_SetTimelinePosition(event_inst,c_int(time)));
check_result(studio_dll.FMOD_Studio_EventInstance_Start(event_inst))
check_result(studio_dll.FMOD_Studio_EventInstance_Release(event_inst))
vertex = """
attribute vec2 position;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
v_texcoord = texcoord;
}
"""
fragment = """
uniform sampler2D texture;
//uniform sampler2D texture2;
uniform sampler2D texture3;
varying vec2 v_texcoord;
uniform vec3 iResolution; // viewport resolution (in pixels)
uniform float iGlobalTime; // shader playback time (in seconds)
uniform vec4 iMouse; // mouse pixel coords
//uniform float axis[1][5];
uniform vec4 sumaxis;
float sdPlane( vec3 p )
{
return p.y;
}
float sdSphere( vec3 p, float s )
{
return length(p)-s;
}
float sdBox( vec3 p, vec3 b )
{
vec3 d = abs(p) - b;
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
}
float sdEllipsoid( in vec3 p, in vec3 r )
{
return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
}
float udRoundBox( vec3 p, vec3 b, float r )
{
return length(max(abs(p)-b,0.0))-r;
}
float sdTorus( vec3 p, vec2 t )
{
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
}
float sdHexPrism( vec3 p, vec2 h )
{
vec3 q = abs(p);
#if 0
return max(q.z-h.y,max((q.x*0.866025+q.y*0.5),q.y)-h.x);
#else
float d1 = q.z-h.y;
float d2 = max((q.x*0.866025+q.y*0.5),q.y)-h.x;
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
#endif
}
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
{
vec3 pa = p-a, ba = b-a;
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
return length( pa - ba*h ) - r;
}
float sdEquilateralTriangle( in vec2 p )
{
const float k = 1.73205;//sqrt(3.0);
p.x = abs(p.x) - 1.0;
p.y = p.y + 1.0/k;
if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
return -length(p)*sign(p.y);
}
float sdTriPrism( vec3 p, vec2 h )
{
vec3 q = abs(p);
float d1 = q.z-h.y;
#if 1
// distance bound
float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5;
#else
// correct distance
h.x *= 0.866025;
float d2 = sdEquilateralTriangle(p.xy/h.x)*h.x;
#endif
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdCylinder( vec3 p, vec2 h )
{
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
}
float sdCone( in vec3 p, in vec3 c )
{
vec2 q = vec2( length(p.xz), p.y );
float d1 = -q.y-c.z;
float d2 = max( dot(q,c.xy), q.y);
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
{
float d1 = -p.y - h;
float q = p.y - h;
float si = 0.5*(r1-r2)/h;
float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
}
float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
{
// Tetrahedron = Octahedron - Cube
float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
float d = 0.0;
d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
float octa = d - h.z;
return max(-box,octa); // Subtraction
}
float length2( vec2 p )
{
return sqrt( p.x*p.x + p.y*p.y );
}
float length6( vec2 p )
{
p = p*p*p; p = p*p;
return pow( p.x + p.y, 1.0/6.0 );
}
float length8( vec2 p )
{
p = p*p; p = p*p; p = p*p;
return pow( p.x + p.y, 1.0/8.0 );
}
float sdTorus82( vec3 p, vec2 t )
{
vec2 q = vec2(length2(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdTorus88( vec3 p, vec2 t )
{
vec2 q = vec2(length8(p.xz)-t.x,p.y);
return length8(q)-t.y;
}
float sdCylinder6( vec3 p, vec2 h )
{
return max( length6(p.xz)-h.x, abs(p.y)-h.y );
}
//------------------------------------------------------------------
float opS( float d1, float d2 )
{
return max(-d2,d1);
}
vec2 opU( vec2 d1, vec2 d2 )
{
return (d1.x<d2.x) ? d1 : d2;
}
vec3 opRep( vec3 p, vec3 c )
{
return mod(p,c)-0.5*c;
}
vec3 opTwist( vec3 p )
{
float c = cos(10.0*p.y+10.0);
float s = sin(10.0*p.y+10.0);
mat2 m = mat2(c,-s,s,c);
return vec3(m*p.xz,p.y);
}
//------------------------------------------------------------------
vec2 map( in vec3 pos )
{
vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
return res;
}
vec2 castRay( in vec3 ro, in vec3 rd )
{
float tmin = 1.0;
float tmax = 20.0;
#if 1
// bounding volume
float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
else tmax = min( tmax, tp2 ); }
#endif
float t = tmin;
float m = -1.0;
for( int i=0; i<64; i++ )
{
float precis = 0.0005*t;
vec2 res = map( ro+rd*t );
if( res.x<precis || t>tmax ) break;
t += res.x;
m = res.y;
}
if( t>tmax ) m=-1.0;
return vec2( t, m );
}
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
{
float res = 1.0;
float t = mint;
for( int i=0; i<16; i++ )
{
float h = map( ro + rd*t ).x;
res = min( res, 8.0*h/t );
t += clamp( h, 0.02, 0.10 );
if( h<0.001 || t>tmax ) break;
}
return clamp( res, 0.0, 1.0 );
}
vec3 calcNormal( in vec3 pos )
{
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
return normalize( e.xyy*map( pos + e.xyy ).x +
e.yyx*map( pos + e.yyx ).x +
e.yxy*map( pos + e.yxy ).x +
e.xxx*map( pos + e.xxx ).x );
/*
vec3 eps = vec3( 0.0005, 0.0, 0.0 );
vec3 nor = vec3(
map(pos+eps.xyy).x - map(pos-eps.xyy).x,
map(pos+eps.yxy).x - map(pos-eps.yxy).x,
map(pos+eps.yyx).x - map(pos-eps.yyx).x );
return normalize(nor);
*/
}
float calcAO( in vec3 pos, in vec3 nor )
{
float occ = 0.0;
float sca = 1.0;
for( int i=0; i<5; i++ )
{
float hr = 0.01 + 0.12*float(i)/4.0;
vec3 aopos = nor * hr + pos;
float dd = map( aopos ).x;
occ += -(dd-hr)*sca;
sca *= 0.95;
}
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
}
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
float checkersGradBox( in vec2 p )
{
// filter kernel
vec2 w = fwidth(p) + 0.001;
// analytical integral (box filter)
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
// xor pattern
return 0.5 - 0.5*i.x*i.y;
}
vec3 render( in vec3 ro, in vec3 rd )
{
vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
vec2 res = castRay(ro,rd);
float t = res.x;
float m = res.y;
if( m>-0.5 )
{
vec3 pos = ro + t*rd;
vec3 nor = calcNormal( pos );
vec3 ref = reflect( rd, nor );
// material
col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
if( m<1.5 )
{
float f = checkersGradBox( 5.0*pos.xz );
col = 0.3 + f*vec3(0.1);
}
// lighitng
float occ = calcAO( pos, nor );
vec3 lig = normalize( vec3(-0.4, 0.7, -0.6) );
vec3 hal = normalize( lig-rd );
float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
float dom = smoothstep( -0.1, 0.1, ref.y );
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
dif *
(0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
vec3 lin = vec3(0.0);
lin += 1.30*dif*vec3(1.00,0.80,0.55);
lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ;
lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ;
lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ;
lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ;
col = col*lin;
col += 10.00*spe*vec3(1.00,0.90,0.70);
col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
}
return vec3( clamp(col,0.0,1.0) );
}
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
{
vec3 cw = normalize(ta-ro);
vec3 cp = vec3(sin(cr), cos(cr),0.0);
vec3 cu = normalize( cross(cw,cp) );
vec3 cv = normalize( cross(cu,cw) );
return mat3( cu, cv, cw );
}
#define AA 1 // make this 1 is your machine is too slow
void main()
{
vec2 mo = iMouse.xy/iResolution.xy;
float t = 15.0 + iGlobalTime;
vec2 tex=v_texcoord*iResolution.xy;
tex.y=iResolution.y-tex.y;
vec3 tot = vec3(0.0);
#if AA>1
for( int m=0; m<AA; m++ )
for( int n=0; n<AA; n++ )
{
// pixel coordinates
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
vec2 p = (-iResolution.xy + 2.0*(tex+o))/iResolution.y;
#else
vec2 p = (-iResolution.xy + 2.0*tex)/iResolution.y;
#endif
// camera
vec3 ro = vec3( -0.5+3.5*cos(0.1*t + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*t + 6.0*mo.x) );
vec3 ta = vec3( -0.5, -0.4, 0.5 );
// camera-to-world transformation
mat3 ca = setCamera( ro, ta, 0.0 );
// ray direction
vec3 rd = ca * normalize( vec3(p.xy,2.0) );
// render
vec3 col = render( ro, rd );
// gamma
col = pow( col, vec3(0.4545) );
tot += col;
#if AA>1
}
tot /= float(AA*AA);
#endif
gl_FragColor = vec4( tot, 1.0 );
vec2 uv=v_texcoord-.5;
// float t=iGlobalTime;
// gl_FragColor.b= .5-.5*(sqrt(uv.x*uv.x+uv.y*uv.y)); //background blue
//gl_FragColor.r= 55.*(.5-(sqrt(uv.x*uv.x+uv.y*uv.y))); //background red
if ((v_texcoord.y>0.875)&&(v_texcoord.x<0.125))
{gl_FragColor = float(v_texcoord.y>0.875)*float(v_texcoord.x<0.125)*texture2D(texture, fract(v_texcoord*8.)); //cam pic
gl_FragColor =gl_FragColor.bgra;}
if ((v_texcoord.y<0.125)&&(v_texcoord.x<0.125))
gl_FragColor = float(v_texcoord.y<0.125)*float(v_texcoord.x<0.125)*texture2D(texture3, fract(v_texcoord*8.)); //vid pic
if(1>0)
{if (v_texcoord.y>0.875)if (v_texcoord.x>0.125)//blue area
gl_FragColor= vec4(0,0,0,1);
if (v_texcoord.y<0.125)if (v_texcoord.x>0.125)//blue area
gl_FragColor= vec4(0,0,0,1); }
//gl_FragColor += .05/vec4(length(uv+ .1*vec2(cos(t),sin(t)) ));
gl_FragColor += .05/vec4(length(uv+ .5*((iMouse.xy/iResolution.xy)-.5) ));
gl_FragColor.gr+=(.02/length(uv-sumaxis.xy/99.));
gl_FragColor.b+=(.02/length(uv-sumaxis.wz/99.));
}
"""
class Canvas(app.Canvas):
def __init__(self):
app.Canvas.__init__(self, size=(1280, 960), keys='interactive')
self.program = gloo.Program(vertex, fragment, count=4)
self.program['position'] = [(-1, -1), (-1, +1), (+1, -1), (+1, +1)]
self.program['texcoord'] = [(1, 1), (1, 0), (0, 1), (0, 0)]
numaxes = joystick.get_numaxes() # return the number of axes on the controller
axis = [joystick.get_axis(i) for i in range(numaxes)] # get the analog value of the specified axis
global sumaxis
#sumaxis+=axis
self.program['axis'] = axis
self.program['sumaxis'] = (sumaxis[0],sumaxis[1],sumaxis[3],sumaxis[4])
#self.program['texture2'] = rtex=(1024*np.random.rand(480, 640, 3)).astype(np.uint8)#random texture
self.program['texture3']=clip.get_frame(6);
self.program['texture'] = np.zeros((480, 640, 3)).astype(np.uint8)#free space for cam texture
self.program['iMouse'] = 0, 0, 0, 0
self.program['iGlobalTime'] = 0.
self.program['iResolution'] = (self.physical_size[0],
self.physical_size[1], self.physical_size[0]/self.physical_size[1])
self._timer = app.Timer('auto', connect=self.on_timer, start=True)
#print (self.program['texture2'])
#print (self.program['texture'])
#print (rtex)
width, height = self.physical_size
gloo.set_viewport(0, 0, width, height)
self.cap = cv2.VideoCapture(0)
if not self.cap.isOpened():
raise Exception("There's no available camera.")
self._timer = app.Timer('auto', connect=self.on_timer, start=True)
self.show()
def on_resize(self, event):
width, height = event.physical_size
gloo.set_viewport(0, 0, width, height)
self.program['iResolution'] = (self.physical_size[0],
self.physical_size[1], 0.)
play_sound("event:/UI/Cancel",0)
check_result(studio_dll.FMOD_Studio_System_Update(studio_sys))
def on_mouse_move(self, event):
if event.is_dragging:
x, y = event.pos
px, py = event.press_event.pos
imouse = (x, self.size[1] - y, px, self.size[1] - py)
self.program['iMouse'] = imouse
def on_timer(self, event):
self.program['iGlobalTime'] = event.elapsed
#self.program['iDate'] = get_idate() # used in some shadertoy exs
global time,sumaxis
time+=.05
try:
pygame.event.pump()
numbuttons = joystick.get_numbuttons()
#print (numbuttons)
buttons = [joystick.get_button(i) for i in range(numbuttons)]
#print (buttons)
numaxes = joystick.get_numaxes() # return the number of axes on the controller
axis = [joystick.get_axis(i) for i in range(numaxes)] # get the analog value of the specified axis
sumaxis+=axis
self.program['sumaxis'] = (-sumaxis[0],sumaxis[1],sumaxis[3],-sumaxis[4])
#print (time,sumaxis)
print (sumaxis[0],sumaxis[1],sumaxis[3],sumaxis[4])
hats=joystick.get_numhats()
#print (hats)
#print (joystick.get_hat(0))
except: print ("joy error")
self.update()
def on_draw(self, event):
gloo.clear('black')
_, im = self.cap.read()
self.program['texture3']=clip.get_frame(time%4);
self.program['texture'][...] = im
self.program.draw('triangle_strip')
#self.program['texture2'] = rtex=(1024*np.random.rand(480, 640, 3)).astype(np.uint8)#random texture
#check_result(studio_dll.FMOD_Studio_System_Update(studio_sys))
studio_init()
c = Canvas()
play_sound("event:/Ambience/Country",33000)
app.run()
c.cap.release()
#play_sound("event:/Music/Music")
#tick_update(5)
#play_sound("event:/Explosions/Single Explosion")
#tick_update()