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advanced.py
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executable file
·240 lines (204 loc) · 9.26 KB
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#!/usr/bin/env python
from panda3d.core import *
import sys
import os
from direct.showbase.ShowBase import ShowBase
from direct.interval.IntervalGlobal import *
from direct.gui.DirectGui import OnscreenText
from direct.showbase.DirectObject import DirectObject
from direct.actor import Actor
from random import *
# Function to put instructions on the screen.
def addInstructions(pos, msg):
return OnscreenText(text=msg, style=1, fg=(1, 1, 1, 1), scale=.05,
shadow=(0, 0, 0, 1), parent=base.a2dTopLeft,
pos=(0.08, -pos - 0.04), align=TextNode.ALeft)
# Function to put title on the screen.
def addTitle(text):
return OnscreenText(text=text, style=1, fg=(1, 1, 1, 1), scale=.07,
parent=base.a2dBottomRight, align=TextNode.ARight,
pos=(-0.1, 0.09), shadow=(0, 0, 0, 1))
class World(DirectObject):
def __init__(self):
# Preliminary capabilities check.
if not base.win.getGsg().getSupportsBasicShaders():
self.t = addTitle(
"Shadow Demo: Video driver reports that shaders are not supported.")
return
if not base.win.getGsg().getSupportsDepthTexture():
self.t = addTitle(
"Shadow Demo: Video driver reports that depth textures are not supported.")
return
# creating the offscreen buffer.
winprops = WindowProperties(size=(512, 512))
props = FrameBufferProperties()
props.setRgbColor(1)
props.setAlphaBits(1)
props.setDepthBits(1)
LBuffer = base.graphicsEngine.makeOutput(
base.pipe, "offscreen buffer", -2,
props, winprops,
GraphicsPipe.BFRefuseWindow,
base.win.getGsg(), base.win)
self.buffer = LBuffer
if not LBuffer:
self.t = addTitle(
"Shadow Demo: Video driver cannot create an offscreen buffer.")
return
Ldepthmap = Texture()
LBuffer.addRenderTexture(Ldepthmap, GraphicsOutput.RTMBindOrCopy,
GraphicsOutput.RTPDepthStencil)
if base.win.getGsg().getSupportsShadowFilter():
Ldepthmap.setMinfilter(Texture.FTShadow)
Ldepthmap.setMagfilter(Texture.FTShadow)
# Adding a color texture is totally unnecessary, but it helps with
# debugging.
Lcolormap = Texture()
LBuffer.addRenderTexture(Lcolormap, GraphicsOutput.RTMBindOrCopy,
GraphicsOutput.RTPColor)
self.inst_p = addInstructions(0.06, 'P : stop/start the Panda Rotation')
self.inst_w = addInstructions(0.12, 'W : stop/start the Walk Cycle')
self.inst_t = addInstructions(0.18, 'T : stop/start the Teapot')
self.inst_l = addInstructions(0.24, 'L : move light source far or close')
self.inst_v = addInstructions(0.30, 'V : View the Depth-Texture results')
self.inst_u = addInstructions(0.36, 'U : toggle updating the shadow map')
self.inst_x = addInstructions(0.42, 'Left/Right Arrow : switch camera angles')
self.inst_a = addInstructions(0.48, 'Something about A/Z and push bias')
base.setBackgroundColor(0, 0, 0.2, 1)
base.camLens.setNearFar(1.0, 10000)
base.camLens.setFov(75)
base.disableMouse()
# Load the scene.
floorTex = loader.loadTexture('maps/envir-ground.jpg')
cm = CardMaker('')
cm.setFrame(-2, 2, -2, 2)
floor = render.attachNewNode(PandaNode("floor"))
for y in range(12):
for x in range(12):
nn = floor.attachNewNode(cm.generate())
nn.setP(-90)
nn.setPos((x - 6) * 4, (y - 6) * 4, 0)
floor.setTexture(floorTex)
floor.flattenStrong()
self.pandaAxis = render.attachNewNode('panda axis')
self.pandaModel = Actor.Actor('panda-model', {'walk': 'panda-walk4'})
self.pandaModel.reparentTo(self.pandaAxis)
self.pandaModel.setPos(9, 0, 0)
self.pandaModel.setShaderInput("scale", (0.01, 0.01, 0.01, 1.0))
self.pandaWalk = self.pandaModel.actorInterval('walk', playRate=1.8)
self.pandaWalk.loop()
self.pandaMovement = self.pandaAxis.hprInterval(
20.0, LPoint3(-360, 0, 0), startHpr=LPoint3(0, 0, 0))
self.pandaMovement.loop()
self.teapot = loader.loadModel('teapot')
self.teapot.reparentTo(render)
self.teapot.setPos(0, -20, 10)
self.teapot.setShaderInput("texDisable", (1, 1, 1, 1))
self.teapotMovement = self.teapot.hprInterval(50, LPoint3(0, 360, 360))
self.teapotMovement.loop()
self.accept('escape', sys.exit)
self.accept("arrow_left", self.incrementCameraPosition, [-1])
self.accept("arrow_right", self.incrementCameraPosition, [1])
self.accept("p", self.toggleInterval, [self.pandaMovement])
self.accept("t", self.toggleInterval, [self.teapotMovement])
self.accept("w", self.toggleInterval, [self.pandaWalk])
self.accept("v", base.bufferViewer.toggleEnable)
self.accept("u", self.toggleUpdateShadowMap)
self.accept("l", self.incrementLightPosition, [1])
self.accept("o", base.oobe)
self.accept('a', self.adjustPushBias, [1.1])
self.accept('z', self.adjustPushBias, [0.9])
self.LCam = base.makeCamera(LBuffer)
self.LCam.node().setScene(render)
self.LCam.node().getLens().setFov(40)
self.LCam.node().getLens().setNearFar(10, 100)
# default values
self.pushBias = 0.04
self.ambient = 0.2
self.cameraSelection = 0
self.lightSelection = 0
# setting up shader
render.setShaderInput('light', self.LCam)
render.setShaderInput('Ldepthmap', Ldepthmap)
render.setShaderInput('ambient', (self.ambient, 0, 0, 1.0))
render.setShaderInput('texDisable', (0, 0, 0, 0))
render.setShaderInput('scale', (1, 1, 1, 1))
# Put a shader on the Light camera.
lci = NodePath(PandaNode("Light Camera Initializer"))
lci.setShader(loader.loadShader('caster.sha'))
self.LCam.node().setInitialState(lci.getState())
# Put a shader on the Main camera.
# Some video cards have special hardware for shadow maps.
# If the card has that, use it. If not, use a different
# shader that does not require hardware support.
mci = NodePath(PandaNode("Main Camera Initializer"))
if base.win.getGsg().getSupportsShadowFilter():
mci.setShader(loader.loadShader('shadow.sha'))
else:
mci.setShader(loader.loadShader('shadow-nosupport.sha'))
base.cam.node().setInitialState(mci.getState())
self.incrementCameraPosition(0)
self.incrementLightPosition(0)
self.adjustPushBias(1.0)
def toggleInterval(self, ival):
if ival.isPlaying():
ival.pause()
else:
ival.resume()
def toggleUpdateShadowMap(self):
self.buffer.active = not self.buffer.active
def incrementCameraPosition(self, n):
self.cameraSelection = (self.cameraSelection + n) % 6
if (self.cameraSelection == 0):
base.cam.reparentTo(render)
base.cam.setPos(30, -45, 26)
base.cam.lookAt(0, 0, 0)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 1):
base.cam.reparentTo(self.pandaModel)
base.cam.setPos(7, -3, 9)
base.cam.lookAt(0, 0, 0)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 2):
base.cam.reparentTo(self.pandaModel)
base.cam.setPos(-7, -3, 9)
base.cam.lookAt(0, 0, 0)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 3):
base.cam.reparentTo(render)
base.cam.setPos(7, -23, 12)
base.cam.lookAt(self.teapot)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 4):
base.cam.reparentTo(render)
base.cam.setPos(-7, -23, 12)
base.cam.lookAt(self.teapot)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 5):
base.cam.reparentTo(render)
base.cam.setPos(1000, 0, 195)
base.cam.lookAt(0, 0, 0)
self.LCam.node().showFrustum()
def incrementLightPosition(self, n):
self.lightSelection = (self.lightSelection + n) % 2
if (self.lightSelection == 0):
self.LCam.setPos(0, -40, 25)
self.LCam.lookAt(0, -10, 0)
self.LCam.node().getLens().setNearFar(10, 100)
if (self.lightSelection == 1):
self.LCam.setPos(0, -600, 200)
self.LCam.lookAt(0, -10, 0)
self.LCam.node().getLens().setNearFar(10, 1000)
def shaderSupported(self):
return base.win.getGsg().getSupportsBasicShaders() and \
base.win.getGsg().getSupportsDepthTexture() and \
base.win.getGsg().getSupportsShadowFilter()
def adjustPushBias(self, inc):
self.pushBias *= inc
self.inst_a.setText(
'A/Z: Increase/Decrease the Push-Bias [%F]' % self.pushBias)
render.setShaderInput('push', self.pushBias)
if __name__ == '__main__':
base = ShowBase()
w = World()
base.run()