# -*- coding: utf-8 -*- # ----------------------------------------------------------------------------- # Copyright (c) Vispy Development Team. All Rights Reserved. # Distributed under the (new) BSD License. See LICENSE.txt for more info. # ----------------------------------------------------------------------------- # Author: Almar Klein & Nicolas P .Rougier # Date: 04/03/2014 # Topic: Fireworks ! # Keywords: oarticles, gl, sprites # ----------------------------------------------------------------------------- """ 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 numpy as np from vispy import app from vispy.gloo import gl vertex_code = """ #version 120 uniform float time; uniform vec3 center; attribute float lifetime; attribute vec3 start; attribute vec3 end; varying float v_lifetime; void main () { if (time < lifetime) { gl_Position.xyz = start + (time * end) + center; gl_Position.w = 1.0; gl_Position.y -= 1.5 * time * time; } else { gl_Position = vec4(-1000, -1000, 0, 0); } v_lifetime = clamp(1.0 - (time / lifetime), 0.0, 1.0); gl_PointSize = (v_lifetime * v_lifetime) * 40.0; } """ fragment_code = """ #version 120 uniform vec4 color; varying float v_lifetime; void main() { float d = 1 - length(gl_PointCoord - vec2(.5,.5)) / (sqrt(2)/2); gl_FragColor = d*color; gl_FragColor.a = d; gl_FragColor.a *= v_lifetime; } """ class Canvas(app.Canvas): def __init__(self): app.Canvas.__init__(self, size=(800, 600), title='GL Fireworks', keys='interactive') def on_initialize(self, event): # Build & activate program self.program = gl.glCreateProgram() vertex = gl.glCreateShader(gl.GL_VERTEX_SHADER) fragment = gl.glCreateShader(gl.GL_FRAGMENT_SHADER) gl.glShaderSource(vertex, vertex_code) gl.glShaderSource(fragment, fragment_code) gl.glCompileShader(vertex) gl.glCompileShader(fragment) gl.glAttachShader(self.program, vertex) gl.glAttachShader(self.program, fragment) gl.glLinkProgram(self.program) gl.glDetachShader(self.program, vertex) gl.glDetachShader(self.program, fragment) gl.glUseProgram(self.program) # Build vertex buffer n = 10000 self.data = np.zeros(n, dtype=[('lifetime', np.float32), ('start', np.float32, 3), ('end', np.float32, 3)]) vbuffer = gl.glCreateBuffer() gl.glBindBuffer(gl.GL_ARRAY_BUFFER, vbuffer) gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW) # Bind buffer attributes stride = self.data.strides[0] offset = 0 loc = gl.glGetAttribLocation(self.program, "lifetime") gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 1, gl.GL_FLOAT, False, stride, offset) offset = self.data.dtype["lifetime"].itemsize loc = gl.glGetAttribLocation(self.program, "start") gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset) offset = self.data.dtype["start"].itemsize loc = gl.glGetAttribLocation(self.program, "end") gl.glEnableVertexAttribArray(loc) gl.glVertexAttribPointer(loc, 3, gl.GL_FLOAT, False, stride, offset) # OpenGL initalization self.elapsed_time = 0 gl.glClearColor(0, 0, 0, 1) gl.glDisable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE) gl.glEnable(34370) # gl.GL_VERTEX_PROGRAM_POINT_SIZE gl.glEnable(34913) # gl.GL_POINT_SPRITE gl.glViewport(0, 0, *self.physical_size) self.new_explosion() self.timer = app.Timer('auto', self.on_timer, start=True) def on_draw(self, event): gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glDrawArrays(gl.GL_POINTS, 0, len(self.data)) def on_resize(self, event): gl.glViewport(0, 0, *event.physical_size) def on_timer(self, event): self.elapsed_time += 1. / 60. if self.elapsed_time > 1.5: self.new_explosion() self.elapsed_time = 0.0 loc = gl.glGetUniformLocation(self.program, "time") gl.glUniform1f(loc, self.elapsed_time) self.update() def new_explosion(self): n = len(self.data) color = np.random.uniform(0.1, 0.9, 4).astype(np.float32) color[3] = 1.0 / n ** 0.08 loc = gl.glGetUniformLocation(self.program, "color") gl.glUniform4f(loc, *color) center = np.random.uniform(-0.5, 0.5, 3) loc = gl.glGetUniformLocation(self.program, "center") gl.glUniform3f(loc, *center) self.data['lifetime'] = np.random.normal(2.0, 0.5, (n,)) self.data['start'] = np.random.normal(0.0, 0.2, (n, 3)) self.data['end'] = np.random.normal(0.0, 1.2, (n, 3)) gl.glBufferData(gl.GL_ARRAY_BUFFER, self.data, gl.GL_DYNAMIC_DRAW) if __name__ == '__main__': c = Canvas() c.show() app.run()