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@dguitarbite
Forked from fdb/terrain.py
Created February 15, 2013 22:18
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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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