Ejemplo n.º 1
0
 def add_light(self):
     x, y = random.choice(list(self.world.columns()))
     for z in reversed(range(self.world.depth)):
         b = self.world.get_block(x, y, z)
         if not b.is_void:
             p = core.PointLight('pl-{}-{}-{}'.format(x, y, z))
             p.setAttenuation(Point3(0, 0, 0.4))
             pn = self.render.attachNewNode(p)
             pn.setPos(x, y, z + 3)
             self.render.setLight(pn)
Ejemplo n.º 2
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def test_light_colortemp():
    # Default is all white, assuming a D65 white point.
    light = core.PointLight("light")
    assert light.color == (1, 1, 1, 1)
    assert light.color_temperature == 6500

    # When setting color temp, it should preserve luminance.
    for temp in range(2000, 15000):
        light.color_temperature = temp
        assert abs(luminance(light.color) - 1.0) < 0.001

    # Setting it to the white point will make a white color.
    light.color_temperature = 6500
    assert light.color.almost_equal((1, 1, 1, 1), 0.001)
Ejemplo n.º 3
0
    def __init__(self):
        if len(sys.argv) < 2:
            print("Missing input file")
            sys.exit(1)

        super().__init__()

        simplepbr.init()

        gltf.patch_loader(self.loader)

        infile = p3d.Filename.from_os_specific(os.path.abspath(sys.argv[1]))
        p3d.get_model_path().prepend_directory(infile.get_dirname())

        self.model_root = self.loader.load_model(infile, noCache=True)

        self.accept('escape', sys.exit)
        self.accept('q', sys.exit)
        self.accept('w', self.toggle_wireframe)
        self.accept('t', self.toggle_texture)
        self.accept('shift-l', self.model_root.ls)
        self.accept('shift-a', self.model_root.analyze)

        if not self.model_root.find('**/+Light'):
            self.light = self.render.attach_new_node(p3d.PointLight('light'))
            self.light.set_pos(-5, 5, 5)
            self.render.set_light(self.light)

        self.cam.set_pos(-6, 6, 6)
        self.cam.look_at(self.model_root)

        self.model_root.reparent_to(self.render)

        if self.model_root.find('**/+Character'):
            self.anims = p3d.AnimControlCollection()
            p3d.autoBind(self.model_root.node(), self.anims, ~0)
            if self.anims.get_num_anims() > 0:
                self.anims.get_anim(0).loop(True)
Ejemplo n.º 4
0
    def __init__(self):
        if len(sys.argv) < 2:
            print("Missing input file")
            sys.exit(1)

        super().__init__()

        self.setup_shaders(self.render)

        gltf.patch_loader(self.loader)

        infile = p3d.Filename.from_os_specific(os.path.abspath(sys.argv[1]))
        p3d.get_model_path().prepend_directory(infile.get_dirname())

        self.model_root = self.loader.load_model(infile)

        self.accept('escape', sys.exit)
        self.accept('q', sys.exit)


        self.light = self.render.attach_new_node(p3d.PointLight('light'))
        self.light.set_pos(-5, 5, 5)
        self.render.set_light(self.light)

        self.cam.set_pos(-10, 10, 10)

        if self.model_root.find('**/+Character'):
            self.actor = Actor(self.model_root)
            self.actor.reparent_to(self.render)
            anims = self.actor.get_anim_names()
            if anims:
                self.actor.loop(anims[0])
            self.cam.look_at(self.actor)
        else:
            self.model_root.reparent_to(self.render)
            self.cam.look_at(self.model_root)
Ejemplo n.º 5
0
    def start(self):
        # The main initialization of our class
        # This creates the on screen title that is in every tutorial
        self.title = OnscreenText(text="Panda3D: Tutorial - Lighting",
                                  style=1, fg=(1, 1, 0, 1), shadow=(0, 0, 0, 0.5),
                                  pos=(0.87, -0.95), scale = .07)

        # Creates labels used for onscreen instructions
        self.ambientText = self.makeStatusLabel(0)
        self.directionalText = self.makeStatusLabel(1)
        self.spotlightText = self.makeStatusLabel(2)
        self.pointLightText = self.makeStatusLabel(3)
        self.spinningText = self.makeStatusLabel(4)
        self.ambientBrightnessText = self.makeStatusLabel(5)
        self.directionalBrightnessText = self.makeStatusLabel(6)
        self.spotlightBrightnessText = self.makeStatusLabel(7)
        self.spotlightExponentText = self.makeStatusLabel(8)
        self.lightingPerPixelText = self.makeStatusLabel(9)
        self.lightingShadowsText = self.makeStatusLabel(10)

        self.disco = self.loader.loadModel("disco_lights_models/disco_hall")
        self.disco.reparentTo(self.render)
        self.disco.setPosHpr(0, 50, -4, 90, 0, 0)

        # First we create an ambient light. All objects are affected by ambient
        # light equally
        # Create and name the ambient light
        self.ambientLight = self.render.attachNewNode(p3dc.AmbientLight("ambientLight"))
        # Set the color of the ambient light
        self.ambientLight.node().setColor((.1, .1, .1, 1))
        # add the newly created light to the lightAttrib

        # Now we create a directional light. Directional lights add shading from a
        # given angle. This is good for far away sources like the sun
        self.directionalLight = self.render.attachNewNode(
            p3dc.DirectionalLight("directionalLight"))
        self.directionalLight.node().setColor((.35, .35, .35, 1))
        # The direction of a directional light is set as a 3D vector
        self.directionalLight.node().setDirection(p3dc.LVector3(1, 1, -2))
        # These settings are necessary for shadows to work correctly
        self.directionalLight.setZ(6)
        dlens = self.directionalLight.node().getLens()
        dlens.setFilmSize(41, 21)
        dlens.setNearFar(50, 75)
        # self.directionalLight.node().showFrustum()

        # Now we create a spotlight. Spotlights light objects in a given cone
        # They are good for simulating things like flashlights
        self.spotlight = self.camera.attachNewNode(p3dc.Spotlight("spotlight"))
        self.spotlight.node().setColor((.45, .45, .45, 1))
        self.spotlight.node().setSpecularColor((0, 0, 0, 1))
        # The cone of a spotlight is controlled by it's lens. This creates the lens
        self.spotlight.node().setLens(p3dc.PerspectiveLens())
        # This sets the Field of View (fov) of the lens, in degrees for width
        # and height.  The lower the numbers, the tighter the spotlight.
        self.spotlight.node().getLens().setFov(16, 16)
        # Attenuation controls how the light fades with distance.  The three
        # values represent the three attenuation constants (constant, linear,
        # and quadratic) in the internal lighting equation. The higher the
        # numbers the shorter the light goes.
        self.spotlight.node().setAttenuation(p3dc.LVector3(1, 0.0, 0.0))
        # This exponent value sets how soft the edge of the spotlight is.
        # 0 means a hard edge. 128 means a very soft edge.
        self.spotlight.node().setExponent(60.0)

        # Now we create three colored Point lights. Point lights are lights that
        # radiate from a single point, like a light bulb. Like spotlights, they
        # are given position by attaching them to NodePaths in the world
        self.redHelper = self.loader.loadModel('disco_lights_models/sphere')
        self.redHelper.setColor((1, 0, 0, 1))
        self.redHelper.setPos(-6.5, -3.75, 0)
        self.redHelper.setScale(.25)
        self.redPointLight = self.redHelper.attachNewNode(
            p3dc.PointLight("redPointLight"))
        self.redPointLight.node().setColor((.35, 0, 0, 1))
        self.redPointLight.node().setAttenuation(p3dc.LVector3(.1, 0.04, 0.0))

        # The green point light and helper
        self.greenHelper = self.loader.loadModel('disco_lights_models/sphere')
        self.greenHelper.setColor((0, 1, 0, 1))
        self.greenHelper.setPos(0, 7.5, 0)
        self.greenHelper.setScale(.25)
        self.greenPointLight = self.greenHelper.attachNewNode(
            p3dc.PointLight("greenPointLight"))
        self.greenPointLight.node().setAttenuation(p3dc.LVector3(.1, .04, .0))
        self.greenPointLight.node().setColor((0, .35, 0, 1))

        # The blue point light and helper
        self.blueHelper = self.loader.loadModel('disco_lights_models/sphere')
        self.blueHelper.setColor((0, 0, 1, 1))
        self.blueHelper.setPos(6.5, -3.75, 0)
        self.blueHelper.setScale(.25)
        self.bluePointLight = self.blueHelper.attachNewNode(
            p3dc.PointLight("bluePointLight"))
        self.bluePointLight.node().setAttenuation(p3dc.LVector3(.1, 0.04, 0.0))
        self.bluePointLight.node().setColor((0, 0, .35, 1))
        self.bluePointLight.node().setSpecularColor((1, 1, 1, 1))

        # Create a dummy node so the lights can be spun with one command
        self.pointLightHelper = self.render.attachNewNode("pointLightHelper")
        self.pointLightHelper.setPos(0, 50, 11)
        self.redHelper.reparentTo(self.pointLightHelper)
        self.greenHelper.reparentTo(self.pointLightHelper)
        self.blueHelper.reparentTo(self.pointLightHelper)

        # Finally we store the lights on the root of the scene graph.
        # This will cause them to affect everything in the scene.
        self.render.setLight(self.ambientLight)
        self.render.setLight(self.directionalLight)
        self.render.setLight(self.spotlight)
        self.render.setLight(self.redPointLight)
        self.render.setLight(self.greenPointLight)
        self.render.setLight(self.bluePointLight)

        # Create and start interval to spin the lights, and a variable to
        # manage them.
        self.pointLightsSpin = self.pointLightHelper.hprInterval(
            6, p3dc.LVector3(360, 0, 0))
        self.pointLightsSpin.loop()
        self.arePointLightsSpinning = True

        # Per-pixel lighting and shadows are initially off
        self.perPixelEnabled = False
        self.shadowsEnabled = False

        # listen to keys for controlling the lights
        self.accept("escape", sys.exit)
        self.accept("a", self.toggleLights, [[self.ambientLight]])
        self.accept("d", self.toggleLights, [[self.directionalLight]])
        self.accept("s", self.toggleLights, [[self.spotlight]])
        self.accept("p", self.toggleLights, [[self.redPointLight,
                                              self.greenPointLight,
                                              self.bluePointLight]])
        self.accept("r", self.toggleSpinningPointLights)
        self.accept("l", self.togglePerPixelLighting)
        self.accept("e", self.toggleShadows)
        self.accept("z", self.addBrightness, [self.ambientLight, -.05])
        self.accept("x", self.addBrightness, [self.ambientLight, .05])
        self.accept("c", self.addBrightness, [self.directionalLight, -.05])
        self.accept("v", self.addBrightness, [self.directionalLight, .05])
        self.accept("b", self.addBrightness, [self.spotlight, -.05])
        self.accept("n", self.addBrightness, [self.spotlight, .05])
        self.accept("q", self.adjustSpotlightExponent, [self.spotlight, -1])
        self.accept("w", self.adjustSpotlightExponent, [self.spotlight, 1])

        # Finally call the function that builds the instruction texts
        self.updateStatusLabel()
Ejemplo n.º 6
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    def __init__(self):
        if len(sys.argv) < 2:
            print("Missing input file")
            sys.exit(1)

        super().__init__()

        self.pipeline = simplepbr.init()

        gltf.patch_loader(self.loader)

        infile = p3d.Filename.from_os_specific(os.path.abspath(sys.argv[1]))
        p3d.get_model_path().prepend_directory(infile.get_dirname())

        self.model_root = self.loader.load_model(infile, noCache=True)

        self.accept('escape', sys.exit)
        self.accept('q', sys.exit)
        self.accept('w', self.toggle_wireframe)
        self.accept('t', self.toggle_texture)
        self.accept('n', self.toggle_normal_maps)
        self.accept('e', self.toggle_emission_maps)
        self.accept('o', self.toggle_occlusion_maps)
        self.accept('a', self.toggle_ambient_light)
        self.accept('shift-l', self.model_root.ls)
        self.accept('shift-a', self.model_root.analyze)

        self.model_root.reparent_to(self.render)

        bounds = self.model_root.getBounds()
        center = bounds.get_center()
        if bounds.is_empty():
            radius = 1
        else:
            radius = bounds.get_radius()

        fov = self.camLens.get_fov()
        distance = radius / math.tan(math.radians(min(fov[0], fov[1]) / 2.0))
        self.camLens.set_near(min(self.camLens.get_default_near(), radius / 2))
        self.camLens.set_far(max(self.camLens.get_default_far(), distance + radius * 2))
        trackball = self.trackball.node()
        trackball.set_origin(center)
        trackball.set_pos(0, distance, 0)
        trackball.setForwardScale(distance * 0.006)

        # Create a light if the model does not have one
        if not self.model_root.find('**/+Light'):
            self.light = self.render.attach_new_node(p3d.PointLight('light'))
            self.light.set_pos(0, -distance, distance)
            self.render.set_light(self.light)

        # Move lights to render
        self.model_root.clear_light()
        for light in self.model_root.find_all_matches('**/+Light'):
            light.parent.wrt_reparent_to(self.render)
            self.render.set_light(light)

        # Add some ambient light
        self.ambient = self.render.attach_new_node(p3d.AmbientLight('ambient'))
        self.ambient.node().set_color((.2, .2, .2, 1))
        self.render.set_light(self.ambient)

        if self.model_root.find('**/+Character'):
            self.anims = p3d.AnimControlCollection()
            p3d.autoBind(self.model_root.node(), self.anims, ~0)
            if self.anims.get_num_anims() > 0:
                self.anims.get_anim(0).loop(True)
Ejemplo n.º 7
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 def construct(self):
     self.light = core.PointLight('plight')
     self.light.setColor(self.color)
Ejemplo n.º 8
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from panda3d import core

# Some dummy lights we can use for our light attributes.
spot = core.NodePath(core.Spotlight("spot"))
point = core.NodePath(core.PointLight("point"))
ambient = core.NodePath(core.AmbientLight("ambient"))


def test_lightattrib_compose_add():
    # Tests a case in which a child node adds another light.
    lattr1 = core.LightAttrib.make()
    lattr1 = lattr1.add_on_light(spot)

    lattr2 = core.LightAttrib.make()
    lattr2 = lattr2.add_on_light(point)

    lattr3 = lattr1.compose(lattr2)
    assert lattr3.get_num_on_lights() == 2

    assert spot in lattr3.on_lights
    assert point in lattr3.on_lights


def test_lightattrib_compose_subtract():
    # Tests a case in which a child node disables a light.
    lattr1 = core.LightAttrib.make()
    lattr1 = lattr1.add_on_light(spot)
    lattr1 = lattr1.add_on_light(point)

    lattr2 = core.LightAttrib.make()
    lattr2 = lattr2.add_off_light(ambient)