Ejemplo n.º 1
0
 def setupLights(self):
     lAttrib = LightAttrib.makeAllOff()
     ambientLight = AmbientLight( "ambientLight" )
     ambientLight.setColor( Vec4(.4, .4, .35, 1) )
     lAttrib = lAttrib.addLight( ambientLight )
     directionalLight = DirectionalLight( "directionalLight" )
     directionalLight.setDirection( Vec3( 0, 8, -2.5 ) )
     directionalLight.setColor( Vec4( 0.9, 0.8, 0.9, 1 ) )
     lAttrib = lAttrib.addLight( directionalLight )
     render.attachNewNode( directionalLight.upcastToPandaNode() ) 
     render.attachNewNode( ambientLight.upcastToPandaNode() ) 
     render.node().setAttrib( lAttrib )
Ejemplo n.º 2
0
    def setLights(self):
        # Ambient Light
        ambientLight = AmbientLight('ambientLight')
        ambientLight.setColor(Vec4(0.1, 0.1, 0.1, 1))
        ambientLightNP = render.attachNewNode(ambientLight.upcastToPandaNode())
        render.setLight(ambientLightNP)

        # Directional light 01
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLightNP = render.attachNewNode(
            directionalLight.upcastToPandaNode())
        directionalLightNP.setPos(10, -20, 20)
        directionalLightNP.lookAt(0, 0, 0)
        render.setLight(directionalLightNP)

        # Directional light 02
        directionalLight = DirectionalLight("directionalLight")
        directionalLight.setColor(Vec4(1, 1, 1, 1))
        directionalLightNP = render.attachNewNode(
            directionalLight.upcastToPandaNode())
        directionalLightNP.lookAt(0, 0, 0)
        directionalLightNP.setPos(10, 20, 20)
        render.setLight(directionalLightNP)
Ejemplo n.º 3
0
class MapCreator( DirectObject ):
	def __init__( self ):
		#render.setShaderAuto()
		base.disableMouse()
		
		self.dlight = DirectionalLight('dlight')
		self.dlight.setColor(VBase4(0.8, 0.8, 0.5, 1))
		self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
		self.dlnp.setHpr(0, -30, 0)
		
		self.mapBuilder = mapBuilder.MapBuilder()
		self.sectorBuilder = sectorBuilder.SectorBuilder()
		
		render.setLight(self.dlnp)
		self.camera = camera.Camera(self.sectorBuilder.heightfield)
		
		self.step()
	
	def step( self ):
		# render next frame
		taskMgr.step()
Ejemplo n.º 4
0
class environmentClass:
	def __init__( self, cameraPos, heightfield ):
		self.cameraPos = cameraPos
		self.heightfield = heightfield
		
		if USELIGHT:
			self.setupLight()
		if USESKY:
			self.setupSky()
		if USEFOG:
			self.setupFog()
		if USESOUND:
			self.setupSound()
		if USERAIN:
			self.setupRain()
		
		#taskMgr.doMethodLater(DAYNIGHTCYCLETIME/60.0, self.dayNightCycle, 'UpdateDayNight')
		taskMgr.doMethodLater(0.1, self.dayNightCycle, 'UpdateDayNight')
		taskMgr.doMethodLater(0.1, self.updateScene, 'updateScene' )
	
	def setupSound( self ):
		self.mySound1 = loader.loadSfx("data/sounds/rainshower.wav")
		self.mySound1.setLoop(True)
		self.mySound1.play()
	
	def setupSky( self ):
		self.skyNP = loader.loadModel( 'data/models/sky.bam.pz' )
		self.skyNP.reparentTo( render )
		self.skyNP.setScale( 4000, 4000, 1000 )
		self.skyNP.setPos( 0, 0, 0 )
		self.skyNP.setTexture( loader.loadTexture( 'data/textures/clouds.png' ) )
		self.skyNP.setShader( loader.loadShader( 'data/sky.sha' ) )
		
		'''self.skyFogNP = loader.loadModel( 'data/models/sphere.egg' )
		self.skyFogNP.reparentTo( base.camera )
		self.skyFogNP.setTwoSided( True )
		self.skyFogNP.setScale( 10 )
		self.skyFogNP.setPos( Vec3(0,0,4) )
		self.skyFogNP.setTransparent( True )'''
		
		sky		= Vec4( 0.25, 0.5, 1.0, 0.0 )					 # r, g, b, skip
		sky2 = Vec4( 1.0, 1.0, 1.0, 0.0 ) 
		clouds = Vec4( 0.004, 0.002, 0.008, 0.010 )		# vx, vy, vx, vy
		self.skyNP.setShaderInput( 'sky', sky )
		self.skyNP.setShaderInput( 'sky2', sky2 ) 
		self.skyNP.setShaderInput( 'clouds', clouds )
		render.setShaderInput( 'time', 0 )
	
	def setupLight( self ):
		#Default lightAttrib with no lights
		#self.lightAttrib = LightAttrib.makeAllOff() 
		
		# First we create an ambient light. All objects are affected by ambient
		# light equally
		#Create and name the ambient light
		
		self.ambientLight = AmbientLight( "ambientLight" )
		#Set the color of the ambient light
		self.ambientLight.setColor( Vec4( .1, .1, .1, 1 ) )
		self.alnp = render.attachNewNode(self.ambientLight)
		render.setLight(self.alnp)
		
		self.heightfield.mHeightFieldNode.setLightOff()
		
		self.ambientLight2 = AmbientLight( "ambientLight2" )
		#Set the color of the ambient light
		self.ambientLight2.setColor( Vec4( .1, .1, .1, 1 ) )
		self.al2np = render.attachNewNode(self.ambientLight2)
		self.heightfield.mHeightFieldNode.setLight(self.al2np)
		
		self.dlight = DirectionalLight('dlight')
		self.dlight.setColor(VBase4(1.0, 1.0, 0.6, 1))
		self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
		self.dlnp.setHpr(-90, -30, 0)
		self.heightfield.mHeightFieldNode.setLight(self.dlnp)
		
		# Now we create a spotlight. Spotlights light objects in a given cone
		# They are good for simulating things like flashlights
		self.spotlight = Spotlight( "spotlight" )
		self.spotlight.setColor( Vec4( .9, .9, .9, 1 ) )
		#The cone of a spotlight is controlled by it's lens. This creates the lens
		self.spotlight.setLens( 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.getLens().setFov( 30, 30 )
		# Attenuation controls how the light fades with distance. The numbers are
		# The three values represent the three constants (constant, linear, and
		# quadratic) in the internal lighting equation. The higher the numbers the
		# shorter the light goes.
		self.spotlight.setAttenuation( Vec3( 0.0, 0.0075, 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.setExponent( 60.0 )
		# Unlike our previous lights, the spotlight needs a position in the world
		# We are attaching it to the camera so that it will appear is if we are
		# holding a flashlight, but it can be attached to any NodePath
		#
		# When attaching a spotlight to a NodePath, you must use the
		# upcastToLensNode function or Panda will crash
		#camera.attachNewNode( self.spotlight.upcastToLensNode() ) 
		self.spnp = camera.attachNewNode( self.spotlight.upcastToLensNode() )
		render.setLight(self.spnp)
		self.heightfield.mHeightFieldNode.setLight(self.spnp)
		#self.lightAttrib = self.lightAttrib.addLight( self.spotlight )
		
		#Finally we set the light attrib to a node. In this case we are using render
		#so that the lights will effect everything, but you could put it on any
		#part of the scene
		#render.node().setAttrib( self.lightAttrib )
		
		# Create and start interval to spin the lights, and a variable to
		# manage them.
		#self.pointLightsSpin = self.pointLightHelper.hprInterval(6, Vec3(360, 0, 0))
		#self.pointLightsSpin.loop()
	
	def setupFog( self ):
		'''defaultExpFogColor = (0.33, 0.5, 1.0)
		self.expFog = Fog("exponentialFog")
		self.expFog.setColor(*defaultExpFogColor)
		self.expFog.setExpDensity(DEFAULTFOG)
		render.setFog(self.expFog)'''
		
		defaultLinFogColor = (0.33, 0.5, 1.0)
		self.linFog = Fog("linearFog")
		self.linFog.setColor(*defaultLinFogColor)
		self.linFog.setLinearRange(0, linFogMinRange + linFogVarianceRange)
		self.linFog.setLinearFallback(30, 60, 240)
		base.camera.attachNewNode(self.linFog)
		render.setFog(self.linFog)
		
		base.setBackgroundColor( defaultLinFogColor )
	
	def setupRain( self ):
		base.enableParticles()
		self.rain = rainClass()
		self.rain.reparentTo( base.camera )
		#self.rain.setPos( 0, 0, 5 )
		self.rain.setScale( 200 )
		#self.rain.particle.setPoolSize( 8192 )
		#self.rain.particle.setBirthRate( 2.000 )
		#self.rain.particle.renderer.setHeadColor(Vec4(1.00, 1.00, 1.00, 0.8))
		#self.rain.particle.renderer.setTailColor(Vec4(1.00, 1.00, 1.00, 0.2))
		self.rain.start( render )
	
	def dayNightCycle( self, task ):
		
		#print "dayNight", rainStrenght
		if USERAIN:
			rainStrenght = (RAINCYCLEFUNC**((math.sin(time.time()/(DAYNIGHTCYCLETIME/24.))+1.0)/2.0)-1.0)/(RAINCYCLEFUNC-1.0)
			self.rain.particle.setBirthRate( max( rainStrenght, 0.01 ) )
		
		sunPos = time.time()/(DAYNIGHTCYCLETIME/(math.pi*2))%(math.pi*2)
		dayNight = (math.sin(sunPos)+1.0)/2.0
		dayNight = (DAYNIGHTCYCLEFUNC**dayNight-1.0)/(DAYNIGHTCYCLEFUNC-1.0)
		
		if USELIGHT:
			#print dayNight
			c = (dayNight)/1.2 + 0.01
			#print dayNight, c	[commented by Finn]
			aLightCol = Vec4( c, c, c, 1 )
			self.ambientLight.setColor( aLightCol )
			
			
			if abs(sunPos/math.pi-1) < 0.5:
				self.dlnp.setHpr(-90, 180 + (dayNight-0.3) * 108, 0)
			else:
				self.dlnp.setHpr(-90, 0 - (dayNight-0.3) * 108, 0)
		
		# Time for clouds shader
		if USESKY:
			render.setShaderInput( 'time', task.time/4.0 )
			#dayNight = 1.0
			# color for clouds & fog
			#dayNight = ( math.sin(time.time()/DAYNIGHTCYCLETIME) + 1.0 ) / 2.0	# 0.0 for night, 1.0 for day
			sky		= Vec4( dayNight/4.0, dayNight/2.0, dayNight, 0.0 )					# r, g, b, skip
			sky2	 = Vec4( dayNight, dayNight, dayNight, 0.0 )
			# set colors
			self.skyNP.setShaderInput( 'sky', sky )
			self.skyNP.setShaderInput( 'sky2', sky2 )
		
		if USEFOG:
			#expFogColor = dayNight/3.0,dayNight/2.0,dayNight
			#self.expFog.setColor( *expFogColor )
			#self.expFog.setExpDensity(DEFAULTFOG*(NIGHTFOGMULTIPLIER-dayNight*(NIGHTFOGMULTIPLIER-1.0)))
			linFogColor = dayNight/3.0,dayNight/2.0,dayNight
			self.linFog.setColor( *linFogColor )
			fogRange = linFogMinRange + linFogVarianceRange*dayNight
			self.linFog.setLinearRange( fogRange/4., fogRange )
			self.linFog.setLinearFallback(fogRange/8., fogRange/4., fogRange)
			base.setBackgroundColor( linFogColor )
		return Task.again
	
	def updateScene( self, task ):
		# set position of the particle system
		if USERAIN:
			self.rain.setPos( base.camera.getPos() + Vec3( 0,0,200) )
		return Task.cont
Ejemplo n.º 5
0
class Environment:
    def __init__(self):
        self.cameraPos = base.camera.getPos()

        # create a heightfield
        self.heightfield = heightfield.Heightfield(base.camera)

        if USELIGHT:
            self.setupLight()
        if USESKY:
            self.setupSky()
        if USEFOG:
            self.setupFog()
        if USESOUND:
            self.setupSound()
        if USERAIN:
            from src.rain import rainClass

            self.setupRain()
        if USENIGHT:
            self.setupNight()

    def setupLight(self):
        self.ambientLight = AmbientLight("ambientLight")
        self.ambientLight.setColor(Vec4(0.1, 0.1, 0.1, 1))
        self.ambientLightNP = render.attachNewNode(self.ambientLight.upcastToPandaNode())
        render.setLight(self.ambientLightNP)

        self.dlight = DirectionalLight("dlight")
        self.dlight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        self.dlnp = render.attachNewNode(self.dlight.upcastToPandaNode())
        self.dlnp.setHpr(0, -30, 0)
        render.setLight(self.dlnp)
        """
		# First we create an ambient light. All objects are affected by ambient
		# light equally
		#Create and name the ambient light
		self.ambientLight = AmbientLight( "ambientLight" )
		#Set the color of the ambient light
		self.ambientLight.setColor( VBase4( 0.1, 0.1, 0.1, 1 ) )
		#Make the light affect render (ie everything)
		render.setLight(render.attachNewNode(self.ambientLight.upcastToPandaNode()))
		"""

    def setupSky(self):
        self.skyNP = loader.loadModel("data/models/sky.bam.pz")
        self.skyNP.reparentTo(render)
        self.skyNP.setScale(4000, 4000, 1000)
        self.skyNP.setPos(0, 0, 0)
        self.skyNP.setTexture(loader.loadTexture("data/textures/clouds.png"))
        self.skyNP.setShader(loader.loadShader("data/sky.sha"))

        """self.skyFogNP = loader.loadModel( 'data/models/sphere.egg' )
		self.skyFogNP.reparentTo( base.camera )
		self.skyFogNP.setTwoSided( True )
		self.skyFogNP.setScale( 10 )
		self.skyFogNP.setPos( Vec3(0,0,4) )
		self.skyFogNP.setTransparent( True )"""

        sky = Vec4(0.25, 0.5, 1.0, 0.0)  # r, g, b, skip
        sky2 = Vec4(1.0, 1.0, 1.0, 0.0)
        clouds = Vec4(0.004, 0.002, 0.008, 0.010)  # vx, vy, vx, vy
        self.skyNP.setShaderInput("sky", sky)
        self.skyNP.setShaderInput("sky2", sky2)
        self.skyNP.setShaderInput("clouds", clouds)
        render.setShaderInput("time", 0)

    def setupFog(self):
        """defaultExpFogColor = (0.33, 0.5, 1.0)
		self.expFog = Fog("exponentialFog")
		self.expFog.setColor(*defaultExpFogColor)
		self.expFog.setExpDensity(DEFAULTFOG)
		render.setFog(self.expFog)"""

        defaultLinFogColor = (0.165, 0.25, 0.5)
        self.linFog = Fog("linearFog")
        self.linFog.setColor(*defaultLinFogColor)
        self.linFog.setLinearRange(0, linFogMinRange + linFogVarianceRange)
        self.linFog.setLinearFallback(30, 60, 240)
        base.camera.attachNewNode(self.linFog)
        render.setFog(self.linFog)

        base.setBackgroundColor(defaultLinFogColor)

    def setupSound(self):
        self.mySound1 = loader.loadSfx("data/sounds/rainshower.wav")
        self.mySound1.setLoop(True)
        self.mySound1.play()

    def setupRain(self):
        base.enableParticles()
        self.rain = rainClass()
        self.rain.reparentTo(base.camera)
        self.rain.setScale(200)
        self.rain.start(render)

    def setupNight(self):
        taskMgr.doMethodLater(0.05, self.dayNightCycle, "UpdateDayNight")
        taskMgr.doMethodLater(0.05, self.updateScene, "updateScene")

    def dayNightCycle(self, task):

        # print "dayNight", rainStrenght
        if USERAIN:
            rainStrenght = (
                RAINCYCLEFUNC ** ((math.sin(time.time() / (DAYNIGHTCYCLETIME / 24.0)) + 1.0) / 2.0) - 1.0
            ) / (RAINCYCLEFUNC - 1.0)
            self.rain.particle.setBirthRate(max(rainStrenght, 0.01))

        sunPos = time.time() / (DAYNIGHTCYCLETIME / (math.pi * 2)) % (math.pi * 2)
        dayNight = (math.sin(sunPos) + 1.0) / 2.0
        # dayNight = (DAYNIGHTCYCLEFUNC**dayNight-1.0)/(DAYNIGHTCYCLEFUNC-1.0)

        if USELIGHT:
            # print dayNight
            c = (dayNight) / 1.5 + 0.1
            # print dayNight, c	[commented by Finn]
            aLightCol = Vec4(c, c, c, 1)
            # self.ambientLight.setColor( aLightCol )

            self.dlnp.setHpr(0, (sunPos / (2 * math.pi) - 0.5) * 360, 0)

            # Time for clouds shader
        if USESKY:
            render.setShaderInput("time", task.time / 4.0)
            # dayNight = 1.0
            # color for clouds & fog
            # dayNight = ( math.sin(time.time()/DAYNIGHTCYCLETIME) + 1.0 ) / 2.0	# 0.0 for night, 1.0 for day
            sky = Vec4(dayNight / 4.0, dayNight / 2.0, dayNight, 0.0)  # r, g, b, skip
            sky2 = Vec4(dayNight, dayNight, dayNight, 0.0)
            # set colors
            self.skyNP.setShaderInput("sky", sky)
            self.skyNP.setShaderInput("sky2", sky2)

        if USEFOG:
            # expFogColor = dayNight/3.0,dayNight/2.0,dayNight
            # self.expFog.setColor( *expFogColor )
            # self.expFog.setExpDensity(DEFAULTFOG*(NIGHTFOGMULTIPLIER-dayNight*(NIGHTFOGMULTIPLIER-1.0)))
            linFogColor = dayNight / 3.0, dayNight / 2.0, dayNight
            self.linFog.setColor(*linFogColor)
            fogRange = linFogMinRange + linFogVarianceRange * dayNight
            self.linFog.setLinearRange(fogRange / 4.0, fogRange)
            self.linFog.setLinearFallback(fogRange / 8.0, fogRange / 4.0, fogRange)
            base.setBackgroundColor(linFogColor)
        return Task.again

    def updateScene(self, task):
        # set position of the particle system
        if USERAIN:
            self.rain.setPos(base.camera.getPos() + Vec3(0, 0, 200))
        return Task.cont