Example #1
0
  def __init__(self,manager,xml):
    self.surface = getWaterSurface(manager)
    self.surface.reparentTo(render)
    self.surface.hide(BitMask32.bit(1)) # Invisible to reflection camera (speedup)
    self.surface.hide(BitMask32.bit(2)) # Invisible to volumetric lighting camera (speedup)
    self.surface.hide(BitMask32.bit(3)) # Invisible to shadow cameras (speedup)
    self.surface.setShader(loader.loadShader(manager.get('paths').getConfig().find('shaders').get('path')+'/water.cg'))
    self.surface.setShaderInput('time', 0.0, 0.0, 0.0, 0.0)
    ntex = loader.loadTexture(manager.get('paths').getConfig().find('textures').get('path')+'/water-normal.png')
    ntex.setMinfilter(Texture.FTLinearMipmapLinear)
    self.surface.setShaderInput('normal', ntex)
    self.surface.setShaderInput('camera', base.cam)
    self.surface.setTransparency(TransparencyAttrib.MDual, 10)
    self.surface.setTwoSided(True)

    self.surface.setShaderInput('waveInfo', Vec4(0.4, 0.4, 0.4, 0))
    self.surface.setShaderInput('param2', Vec4(-0.015,0.005, 0.05, 0.05))
    self.surface.setShaderInput('param3', Vec4(0.7, 0.3, 0, 0))
    self.surface.setShaderInput('param4', Vec4(2.0, 0.5, 0.5, 0.0))
    #self.surface.setShaderInput('speed', Vec4(-.8, -.4, -.9, .3))
    self.surface.setShaderInput('speed', Vec4(0.2, -1.2, -0.2, -0.7))
    self.surface.setShaderInput('deepcolor', Vec4(0.0,0.3,0.5,1.0))
    self.surface.setShaderInput('shallowcolor', Vec4(0.0,1.0,1.0,1.0))
    self.surface.setShaderInput('reflectioncolor', Vec4(0.95,1.0,1.0,1.0))
    self.surface.hide()

    self.wbuffer = base.win.makeTextureBuffer('water', 512, 512)
    self.wbuffer.setClearColorActive(True)
    self.wbuffer.setClearColor(base.win.getClearColor())
    self.wcamera = base.makeCamera(self.wbuffer)
    if manager.get('sky') != None and manager.get('sky').model != None:
      self.sky = manager.get('sky').model.copyTo(self.wcamera)
      self.sky.setTwoSided(True)
      self.sky.setSz(self.sky, -1)
      self.sky.setClipPlaneOff(1)
      self.sky.show()
      self.sky.hide(BitMask32.bit(0)) # Hide for normal camera
      self.sky.hide(BitMask32.bit(2)) # Hide for volumetric lighting camera
      self.sky.hide(BitMask32.bit(3)) # Hide for shadow camera(s), if any
    else:
      self.sky = None
    self.wcamera.reparentTo(render)
    self.wcamera.node().setLens(base.camLens)
    self.wcamera.node().setCameraMask(BitMask32.bit(1))
    self.surface.hide(BitMask32.bit(1))
    wtexture = self.wbuffer.getTexture()
    wtexture.setWrapU(Texture.WMClamp)
    wtexture.setWrapV(Texture.WMClamp)
    wtexture.setMinfilter(Texture.FTLinearMipmapLinear)
    self.surface.setShaderInput('reflection', wtexture)
    self.wplane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0))
    self.wplanenp = render.attachNewNode(PlaneNode('water', self.wplane))
    tmpnp = NodePath('StateInitializer')
    tmpnp.setClipPlane(self.wplanenp)
    tmpnp.setAttrib(CullFaceAttrib.makeReverse())
    self.wcamera.node().setInitialState(tmpnp.getState())

    #self.fog = Fog('UnderwaterFog')
    #self.fog.setColor(0.0,0.3,0.5)
    self.fogEnabled = False
Example #2
0
    def mirrorFlip(self, obj):
        tempObj = copy.copy(obj)
        # if tempObj is not None: #if none, throws up errors
        try:
            sc = tempObj.getScale()
            tempObj.setScale(-1 * sc[0], 1 * sc[1], 1 * sc[2])#change the scale of x axis to -1 of the prev scale
            tempObj.setAttrib(CullFaceAttrib.makeReverse()) #reverse backface culling to make sure things are visible
        except AttributeError:
            pass        # if tempObj is not None: #if none, throws up errors

        return tempObj
Example #3
0
    def mirrorFlip(self, obj):
        tempObj = copy.copy(obj)
        # if tempObj is not None: #if none, throws up errors
        try:
            sc = tempObj.getScale()
            tempObj.setScale(
                -1 * sc[0], 1 * sc[1],
                1 * sc[2])  #change the scale of x axis to -1 of the prev scale
            tempObj.setAttrib(CullFaceAttrib.makeReverse(
            ))  #reverse backface culling to make sure things are visible
        except AttributeError:
            pass  # if tempObj is not None: #if none, throws up errors

        return tempObj
Example #4
0
    def __init__(self):

        self.enabled = True

        sMgr = CIGlobals.getSettingsMgr()
        reso = sMgr.ReflectionQuality[sMgr.getSetting("refl").getValue()]
        if reso == 0:
            self.enabled = False
            return

        self.waterPlaneNP = None

        self.waterNodes = []

        # Buffer and reflection camera
        buffer = base.win.makeTextureBuffer('waterBuffer', reso, reso)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        cfa = CullFaceAttrib.makeReverse()
        rs = RenderState.make(cfa)

        self.watercamNP = base.makeCamera(buffer)
        self.watercamNP.reparentTo(render)

        self.makePlane(0.0)

        cam = self.watercamNP.node()
        cam.getLens().setFov(base.camLens.getFov())
        cam.getLens().setNear(1)
        cam.getLens().setFar(5000)
        cam.setInitialState(rs)
        cam.setTagStateKey('Clipped')

        self.ts0 = TextureStage("tex_0")
        self.tex0 = buffer.getTexture()
        self.tex0.setWrapU(Texture.WMClamp)
        self.tex0.setWrapV(Texture.WMClamp)

        self.ts1 = TextureStage("tex_1")
        self.waterTex = loader.loadTexture('phase_3/maps/water_distort.png')
        self.waterQuad = None

        self.waterStage = TextureStage("waterStage")

        image0 = OnscreenImage(image=self.tex0, scale=0.3, pos=(-0.5, 0, 0.7))
        image1 = OnscreenImage(image=waterTex, scale=0.3, pos=(0.5, 0, 0.7))

        taskMgr.add(self.update, "waterTask")
Example #5
0
    def create_cam(cls):
        cls.create_buffer()
        if cls.watercamNP is None:
            cfa = CullFaceAttrib.makeReverse()
            rs = RenderState.make(cfa)

            cls.watercamNP = base.makeCamera(cls.buffer)
            cls.watercamNP.reparentTo(render)

            #sa = ShaderAttrib.make()
            #sa = sa.setShader(loader.loadShader('shaders/splut3Clipped.sha') )

            cam = cls.watercamNP.node()
            cam.getLens().setFov(base.camLens.getFov())
            cam.getLens().setNear(1)
            cam.getLens().setFar(5000)
            cam.setInitialState(rs)
            cam.setTagStateKey('Clipped')
Example #6
0
    def create_cam(cls):
        cls.create_buffer()
        if cls.watercamNP is None:
            cfa = CullFaceAttrib.makeReverse()
            rs = RenderState.make(cfa)

            cls.watercamNP = base.makeCamera(cls.buffer, camName='waterCam')
            cls.watercamNP.reparentTo(render)

            #sa = ShaderAttrib.make()
            #sa = sa.setShader(loader.loadShader('shaders/splut3Clipped.sha') )

            cam = cls.watercamNP.node()
            cam.set_camera_mask(BaseObject.WaterCameraMask)
            cam.getLens().setFov(base.camLens.getFov())
            cam.getLens().setNear(0.01)
            cam.getLens().setFar(float("inf"))
            cam.setInitialState(rs)
            cam.setTagStateKey('Clipped')
            #cam.setTagState('True', RenderState.make(sa))
            #cam.showFrustum()

            cls.task = taskMgr.add(cls.update, "waterTask")
Example #7
0
def drawBody(nodePath,
             vdata,
             pos,
             vecList,
             radius=1,
             keepDrawing=True,
             numVertices=8):

    circleGeom = Geom(vdata)

    vertWriter = GeomVertexWriter(vdata, "vertex")
    colorWriter = GeomVertexWriter(vdata, "color")
    normalWriter = GeomVertexWriter(vdata, "normal")
    drawReWriter = GeomVertexRewriter(vdata, "drawFlag")
    texReWriter = GeomVertexRewriter(vdata, "texcoord")

    startRow = vdata.getNumRows()
    vertWriter.setRow(startRow)
    colorWriter.setRow(startRow)
    normalWriter.setRow(startRow)

    sCoord = 0

    if (startRow != 0):
        texReWriter.setRow(startRow - numVertices)
        sCoord = texReWriter.getData2f().getX() + 1

        drawReWriter.setRow(startRow - numVertices)
        if (drawReWriter.getData1f() == False):
            sCoord -= 1

    drawReWriter.setRow(startRow)
    texReWriter.setRow(startRow)

    angleSlice = 2 * math.pi / numVertices
    currAngle = 0

    #axisAdj=LMatrix4.rotateMat(45, axis)*LMatrix4.scaleMat(radius)*LMatrix4.translateMat(pos)

    perp1 = vecList[1]
    perp2 = vecList[2]

    # vertex information is written here
    for i in range(numVertices):
        adjCircle = pos + \
            (perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)) * \
            radius
        normal = perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)
        normalWriter.addData3f(normal)
        vertWriter.addData3f(adjCircle)
        texReWriter.addData2f(sCoord, (i + 0.001) / (numVertices - 1))
        colorWriter.addData4f(0.5, 0.5, 0.5, 1)
        drawReWriter.addData1f(keepDrawing)
        currAngle += angleSlice

    if startRow == 0:
        return

    drawReader = GeomVertexReader(vdata, "drawFlag")
    drawReader.setRow(startRow - numVertices)

    # we cant draw quads directly so we use Tristrips
    if drawReader.getData1i() != 0:
        lines = GeomTristrips(Geom.UHStatic)
        half = int(numVertices * 0.5)
        for i in range(numVertices):
            lines.addVertex(i + startRow)
            if i < half:
                lines.addVertex(i + startRow - half)
            else:
                lines.addVertex(i + startRow - half - numVertices)

        lines.addVertex(startRow)
        lines.addVertex(startRow - half)
        lines.closePrimitive()
        lines.decompose()
        circleGeom.addPrimitive(lines)

        circleGeomNode = GeomNode("Debug")
        circleGeomNode.addGeom(circleGeom)

        # I accidentally made the front-face face inwards. Make reverse makes the tree render properly and
        # should cause any surprises to any poor programmer that tries to use
        # this code
        circleGeomNode.setAttrib(CullFaceAttrib.makeReverse(), 1)
        global numPrimitives
        numPrimitives += numVertices * 2

        nodePath.attachNewNode(circleGeomNode)
    def __init__(self, name, size=10000, resolution=1024):
        """Arguments:
        size -- Edge length of the water square.
        resolution -- Texture size of the rendered reflection buffer.
        """
        # Uncomment to see the output of the refclection buffer.
        base.bufferViewer.toggleEnable()

        AssetBase.__init__(self)
        self.name = name

        self.cm = CardMaker("water surface")
        self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size)
        self.cm.setHasUvs(True)
        self.node = NodePath(self.cm.generate())

        self.node.setP(self.node, -90)
        self.node.flattenLight()
        self.node.hide(BitMask32.bit(1))
        # self.node.setTwoSided(True)
        self.node.setShaderOff()

        # size of one texture tile in meters
        self.tex_size = 100.0

        diffuse = TexturePool.loadTexture("textures/water.diffuse.png")
        diffuse.setWrapU(Texture.WMRepeat)
        diffuse.setWrapV(Texture.WMRepeat)
        diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
        diffuse.setMagfilter(Texture.FTLinearMipmapLinear)
        self.diffuse_stage = TextureStage("diffuse")
        self.diffuse_stage.setSort(2)
        self.node.setTexture(self.diffuse_stage, diffuse)
        self.node.setTexScale(self.diffuse_stage, size / self.tex_size, size / self.tex_size)

        # Reflection camera renders to 'buffer' which is projected onto the
        # water surface.
        buffer = base.win.makeTextureBuffer("water reflection", resolution, resolution)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        self.refl_cam = base.makeCamera(buffer)
        self.refl_cam.reparentTo(self.node)
        self.refl_cam.node().setCameraMask(BitMask32.bit(1))
        self.refl_cam.node().getLens().setFov(base.camLens.getFov())
        self.refl_cam.node().getLens().setNearFar(1, 100000)

        plane = PlaneNode("water culling plane", Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        cfa = CullFaceAttrib.makeReverse()
        cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane)
        rs = RenderState.make(cfa, cpa)
        self.refl_cam.node().setInitialState(rs)

        reflection = buffer.getTexture()
        reflection.setMinfilter(Texture.FTLinear)
        reflection.setMagfilter(Texture.FTLinear)
        self.refl_stage = TextureStage("reflection")
        self.refl_stage.setSort(1)
        self.node.projectTexture(self.refl_stage, reflection, base.cam)
        self.node.setTexture(self.refl_stage, reflection)

        # Blend between diffuse and reflection.
        self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2))  # opacity of 20%
        self.diffuse_stage.setCombineRgb(
            TextureStage.CMInterpolate,
            TextureStage.CSTexture,
            TextureStage.COSrcColor,
            TextureStage.CSPrevious,
            TextureStage.COSrcColor,
            TextureStage.CSConstant,
            TextureStage.COSrcAlpha,
        )

        self.addTask(self.update, name="water update", sort=1, taskChain="world")
Example #9
0
 def generateWater(self, style):
     print "Generate Water:", self.waterXMin, self.waterXMax, self.waterYMin, self.waterYMax
     '''Generates water
     style 0: blue card
     style 1: reflective card
     style 2: reflective card with shaders
     '''
     self.waterHeight = 22.0
     if self.water:
         self.water.removeNode()
     if style is 0:
         cm = CardMaker("water")
         #cm.setFrame(-1, 1, -1, 1)
         cm.setFrame(self.waterXMin, self.waterXMax, self.waterYMin,
                     self.waterYMax)
         cm.setColor(0, 0, 1, 0.9)
         self.water = render.attachNewNode(cm.generate())
         if self.waterYMax > self.waterXMax:
             size = self.waterYMax
         else:
             size = self.waterXMax
         self.water.lookAt(0, 0, -1)
         self.water.setZ(self.waterHeight)
         messenger.send('makePickable', [self.water])
     elif style is 1:
         # From Prosoft's super awesome terrain demo
         cm = CardMaker("water")
         #cm.setFrame(-1, 1, -1, 1)
         cm.setFrame(self.waterXMin, self.waterXMax, self.waterYMin,
                     self.waterYMax)
         self.water = render.attachNewNode(cm.generate())
         if self.waterYMax > self.waterXMax:
             size = self.waterYMax
         else:
             size = self.waterXMax
         #self.water.setScale(size)
         self.water.lookAt(0, 0, -1)
         self.water.setZ(self.waterHeight)
         self.water.setShaderOff(1)
         self.water.setLightOff(1)
         self.water.setAlphaScale(0.5)
         self.water.setTransparency(TransparencyAttrib.MAlpha)
         wbuffer = base.win.makeTextureBuffer("water", 512, 512)
         wbuffer.setClearColorActive(True)
         wbuffer.setClearColor(base.win.getClearColor())
         self.wcamera = base.makeCamera(wbuffer)
         self.wcamera.reparentTo(render)
         self.wcamera.node().setLens(base.camLens)
         self.wcamera.node().setCameraMask(BitMask32.bit(1))
         self.water.hide(BitMask32.bit(1))
         wtexture = wbuffer.getTexture()
         wtexture.setWrapU(Texture.WMClamp)
         wtexture.setWrapV(Texture.WMClamp)
         wtexture.setMinfilter(Texture.FTLinearMipmapLinear)
         self.wplane = Plane(Vec3(0, 0, 1), Point3(0, 0, self.water.getZ()))
         wplanenp = render.attachNewNode(PlaneNode("water", self.wplane))
         tmpnp = NodePath("StateInitializer")
         tmpnp.setClipPlane(wplanenp)
         tmpnp.setAttrib(CullFaceAttrib.makeReverse())
         self.wcamera.node().setInitialState(tmpnp.getState())
         self.water.projectTexture(TextureStage("reflection"), wtexture,
                                   self.wcamera)
         messenger.send('makePickable', [self.water])
     elif style is 2:
         # From Clcheung just as super awesome demomaster
         self.water_level = Vec4(0.0, 0.0, self.waterHeight, 1.0)
         self.water = water.WaterNode(self.waterXMin, self.waterYMin,
                                      self.waterXMax, self.waterYMax,
                                      self.water_level.getZ())
         self.water.setStandardControl()
         self.water.changeParams(None)
         wl = self.water_level
         wl.setZ(wl.getZ() - 0.05)
         #root.setShaderInput('waterlevel', self.water_level)
         render.setShaderInput('time', 0)
         messenger.send('makePickable', [self.water.waterNP])
Example #10
0
def drawBody(nodePath, vdata, pos, vecList, radius=1, keepDrawing=True, numVertices=8):

    circleGeom = Geom(vdata)

    vertWriter = GeomVertexWriter(vdata, "vertex")
    colorWriter = GeomVertexWriter(vdata, "color")
    normalWriter = GeomVertexWriter(vdata, "normal")
    drawReWriter = GeomVertexRewriter(vdata, "drawFlag")
    texReWriter = GeomVertexRewriter(vdata, "texcoord")

    startRow = vdata.getNumRows()
    vertWriter.setRow(startRow)
    colorWriter.setRow(startRow)
    normalWriter.setRow(startRow)

    sCoord = 0

    if (startRow != 0):
        texReWriter.setRow(startRow - numVertices)
        sCoord = texReWriter.getData2f().getX() + 1

        drawReWriter.setRow(startRow - numVertices)
        if(drawReWriter.getData1f() == False):
            sCoord -= 1

    drawReWriter.setRow(startRow)
    texReWriter.setRow(startRow)

    angleSlice = 2 * math.pi / numVertices
    currAngle = 0

    #axisAdj=LMatrix4.rotateMat(45, axis)*LMatrix4.scaleMat(radius)*LMatrix4.translateMat(pos)

    perp1 = vecList[1]
    perp2 = vecList[2]

    # vertex information is written here
    for i in range(numVertices):
        adjCircle = pos + \
            (perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)) * \
            radius
        normal = perp1 * math.cos(currAngle) + perp2 * math.sin(currAngle)
        normalWriter.addData3f(normal)
        vertWriter.addData3f(adjCircle)
        texReWriter.addData2f(sCoord, (i + 0.001) / (numVertices - 1))
        colorWriter.addData4f(0.5, 0.5, 0.5, 1)
        drawReWriter.addData1f(keepDrawing)
        currAngle += angleSlice

    drawReader = GeomVertexReader(vdata, "drawFlag")
    drawReader.setRow(startRow - numVertices)

    # we cant draw quads directly so we use Tristrips
    if (startRow != 0) & (drawReader.getData1f() != False):
        lines = GeomTristrips(Geom.UHStatic)
        half = int(numVertices * 0.5)
        for i in range(numVertices):
            lines.addVertex(i + startRow)
            if i < half:
                lines.addVertex(i + startRow - half)
            else:
                lines.addVertex(i + startRow - half - numVertices)

        lines.addVertex(startRow)
        lines.addVertex(startRow - half)
        lines.closePrimitive()
        lines.decompose()
        circleGeom.addPrimitive(lines)

        circleGeomNode = GeomNode("Debug")
        circleGeomNode.addGeom(circleGeom)

        # I accidentally made the front-face face inwards. Make reverse makes the tree render properly and
        # should cause any surprises to any poor programmer that tries to use
        # this code
        circleGeomNode.setAttrib(CullFaceAttrib.makeReverse(), 1)
        global numPrimitives
        numPrimitives += numVertices * 2

        nodePath.attachNewNode(circleGeomNode)
Example #11
0
    def __init__(self, x1, y1, x2, y2, z, scale, parent):

        # Water surface
        maker = CardMaker('water')
        maker.setFrame(x1, x2, y1, y2)

        self.waterNP = parent.instance.attachNewNode(maker.generate())
        self.waterNP.setHpr(0, -90, 0)
        self.waterNP.setPos(0, 0, z)
        self.waterNP.setTransparency(TransparencyAttrib.MAlpha)
        self.waterNP.setShader(
            Shader.load(
                Shader.SL_GLSL,
                vertex=defaultDirContext.find_shader('water-vertex.glsl'),
                fragment=defaultDirContext.find_shader('water-fragment.glsl')))
        self.waterNP.setShaderInput('wateranim',
                                    Vec4(0.03, -0.015, scale,
                                         0))  # vx, vy, scale, skip
        # offset, strength, refraction factor (0=perfect mirror, 1=total refraction), refractivity
        self.waterNP.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45))
        self.waterNP.setShaderInput('time', 0)

        # Reflection plane
        self.waterPlane = Plane(Vec3(0, 0, z + 1), Point3(0, 0, z))
        planeNode = PlaneNode('waterPlane')
        planeNode.setPlane(self.waterPlane)

        if self.watercamNP is None:
            # Buffer and reflection camera
            WaterNode.buffer = base.win.makeTextureBuffer(
                'waterBuffer', 512, 512)
            self.buffer.setClearColor(Vec4(0, 0, 0, 1))

            cfa = CullFaceAttrib.makeReverse()
            rs = RenderState.make(cfa)

            WaterNode.watercamNP = base.makeCamera(self.buffer)
            self.watercamNP.reparentTo(render)

            #sa = ShaderAttrib.make()
            #sa = sa.setShader(loader.loadShader('shaders/splut3Clipped.sha') )

            cam = self.watercamNP.node()
            cam.getLens().setFov(base.camLens.getFov())
            cam.getLens().setNear(1)
            cam.getLens().setFar(5000)
            cam.setInitialState(rs)
            cam.setTagStateKey('Clipped')
            #cam.setTagState('True', RenderState.make(sa))

        # ---- water textures ---------------------------------------------

        # reflection texture, created in realtime by the 'water camera'
        tex0 = self.buffer.getTexture()
        tex0.setWrapU(Texture.WMClamp)
        tex0.setWrapV(Texture.WMClamp)
        ts0 = TextureStage('reflection')
        self.waterNP.setTexture(ts0, tex0)

        # distortion texture
        tex1 = loader.loadTexture('textures/water.png')
        ts1 = TextureStage('distortion')
        self.waterNP.setTexture(ts1, tex1)
        self.task = taskMgr.add(self.update, "waterTask")
Example #12
0
    def __init__(self, name, size=10000, resolution=1024):
        """Arguments:
        size -- Edge length of the water square.
        resolution -- Texture size of the rendered reflection buffer.
        """
        # Uncomment to see the output of the refclection buffer.
        base.bufferViewer.toggleEnable()

        AssetBase.__init__(self)
        self.name = name

        self.cm = CardMaker("water surface")
        self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size)
        self.cm.setHasUvs(True)
        self.node = NodePath(self.cm.generate())

        self.node.setP(self.node, -90)
        self.node.flattenLight()
        self.node.hide(BitMask32.bit(1))
        #self.node.setTwoSided(True)
        self.node.setShaderOff()

        # size of one texture tile in meters
        self.tex_size = 100.0

        diffuse = TexturePool.loadTexture("textures/water.diffuse.png")
        diffuse.setWrapU(Texture.WMRepeat)
        diffuse.setWrapV(Texture.WMRepeat)
        diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
        diffuse.setMagfilter(Texture.FTLinearMipmapLinear)
        self.diffuse_stage = TextureStage("diffuse")
        self.diffuse_stage.setSort(2)
        self.node.setTexture(self.diffuse_stage, diffuse)
        self.node.setTexScale(self.diffuse_stage, size / self.tex_size,
                              size / self.tex_size)

        # Reflection camera renders to 'buffer' which is projected onto the
        # water surface.
        buffer = base.win.makeTextureBuffer("water reflection", resolution,
                                            resolution)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        self.refl_cam = base.makeCamera(buffer)
        self.refl_cam.reparentTo(self.node)
        self.refl_cam.node().setCameraMask(BitMask32.bit(1))
        self.refl_cam.node().getLens().setFov(base.camLens.getFov())
        self.refl_cam.node().getLens().setNearFar(1, 100000)

        plane = PlaneNode("water culling plane",
                          Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        cfa = CullFaceAttrib.makeReverse()
        cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane)
        rs = RenderState.make(cfa, cpa)
        self.refl_cam.node().setInitialState(rs)

        reflection = buffer.getTexture()
        reflection.setMinfilter(Texture.FTLinear)
        reflection.setMagfilter(Texture.FTLinear)
        self.refl_stage = TextureStage("reflection")
        self.refl_stage.setSort(1)
        self.node.projectTexture(self.refl_stage, reflection, base.cam)
        self.node.setTexture(self.refl_stage, reflection)

        # Blend between diffuse and reflection.
        self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2))  # opacity of 20%
        self.diffuse_stage.setCombineRgb(
            TextureStage.CMInterpolate, TextureStage.CSTexture,
            TextureStage.COSrcColor, TextureStage.CSPrevious,
            TextureStage.COSrcColor, TextureStage.CSConstant,
            TextureStage.COSrcAlpha)

        self.addTask(self.update,
                     name="water update",
                     sort=1,
                     taskChain="world")
    def __init__(self, name, reso, height, planeVec, reflection = False, needDepth = False):
        fbp = FrameBufferProperties()
        fbp.set_depth_bits( 8 )
        fbp.set_force_hardware( True )
        fbp.set_rgba_bits( 8, 8, 8, 8 )
        fbp.set_stencil_bits( 0 )
        fbp.set_float_color( False )
        fbp.set_float_depth( False )
        fbp.set_stereo( False )
        fbp.set_accum_bits( 0 )
        fbp.set_aux_float( 0 )
        fbp.set_aux_rgba( 0 )
        fbp.set_aux_hrgba( 0 )
        fbp.set_coverage_samples( 0 )
        fbp.set_multisamples( 0 )
        
        buffer = base.win.makeTextureBuffer(name, reso, reso, None, False, fbp)
        buffer.setSort(-10000)
        buffer.setClearColorActive(False)
        buffer.setClearStencilActive(False)
        buffer.setClearDepthActive(True)

        self.buffer = buffer
        
        self.camera = base.makeCamera(buffer)
        self.camera.node().setLens(base.camLens)
        if reflection:
            self.camera.node().setCameraMask(CIGlobals.ReflectionCameraBitmask)
        else:
            self.camera.node().setCameraMask(CIGlobals.RefractionCameraBitmask)

        self.texture = buffer.getTexture()
        self.texture.setWrapU(Texture.WMClamp)
        self.texture.setWrapV(Texture.WMClamp)
        self.texture.setMinfilter(Texture.FTLinearMipmapLinear)

        if needDepth:
            depthTex = Texture(name + "_depth")
            depthTex.setWrapU(Texture.WMClamp)
            depthTex.setWrapV(Texture.WMClamp)
            depthTex.setMinfilter(Texture.FTLinearMipmapLinear)

            buffer.addRenderTexture(depthTex, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPDepth)

            self.depthTex = depthTex

        self.plane = Plane(planeVec, Point3(0, 0, height))
        self.planeNode = PlaneNode(name + "_plane", self.plane)
        self.planeNP = render.attachNewNode(self.planeNode)
        tmpnp = NodePath("StateInitializer")
        tmpnp.setClipPlane(self.planeNP)
        if reflection:
            tmpnp.setAttrib(CullFaceAttrib.makeReverse())
        else:
            tmpnp.setAttrib(CullFaceAttrib.makeDefault())
        # As an optimization, disable any kind of shaders (mainly the ShaderGenerator) on the
        # reflected/refracted scene.
        #tmpnp.setShaderOff(10)
        tmpnp.setLightOff(10)
        tmpnp.setAntialias(0, 10)
        self.camera.node().setInitialState(tmpnp.getState())

        self.disable()
Example #14
0
 def generateWater(self, style):
     print "Generate Water:", self.waterXMin, self.waterXMax, self.waterYMin,  self.waterYMax
     '''Generates water
     style 0: blue card
     style 1: reflective card
     style 2: reflective card with shaders
     '''
     self.waterHeight = 22.0
     if self.water:
         self.water.removeNode()
     if style is 0:
         cm = CardMaker("water")
         #cm.setFrame(-1, 1, -1, 1)
         cm.setFrame(self.waterXMin, self.waterXMax, self.waterYMin,  self.waterYMax)
         cm.setColor(0, 0, 1, 0.9)
         self.water = render.attachNewNode(cm.generate())
         if self.waterYMax > self.waterXMax:
             size = self.waterYMax
         else:
             size = self.waterXMax
         self.water.lookAt(0, 0, -1)
         self.water.setZ(self.waterHeight)
         messenger.send('makePickable', [self.water])
     elif style is 1:
         # From Prosoft's super awesome terrain demo
         cm = CardMaker("water")
         #cm.setFrame(-1, 1, -1, 1)
         cm.setFrame(self.waterXMin, self.waterXMax, self.waterYMin,  self.waterYMax)
         self.water = render.attachNewNode(cm.generate())
         if self.waterYMax > self.waterXMax:
             size = self.waterYMax
         else:
             size = self.waterXMax
         #self.water.setScale(size)
         self.water.lookAt(0, 0, -1)
         self.water.setZ(self.waterHeight)
         self.water.setShaderOff(1)
         self.water.setLightOff(1)
         self.water.setAlphaScale(0.5)
         self.water.setTransparency(TransparencyAttrib.MAlpha)
         wbuffer = base.win.makeTextureBuffer("water", 512, 512)
         wbuffer.setClearColorActive(True)
         wbuffer.setClearColor(base.win.getClearColor())
         self.wcamera = base.makeCamera(wbuffer)
         self.wcamera.reparentTo(render)
         self.wcamera.node().setLens(base.camLens)
         self.wcamera.node().setCameraMask(BitMask32.bit(1))
         self.water.hide(BitMask32.bit(1))
         wtexture = wbuffer.getTexture()
         wtexture.setWrapU(Texture.WMClamp)
         wtexture.setWrapV(Texture.WMClamp)
         wtexture.setMinfilter(Texture.FTLinearMipmapLinear)
         self.wplane = Plane(Vec3(0, 0, 1), Point3(0, 0, self.water.getZ()))
         wplanenp = render.attachNewNode(PlaneNode("water", self.wplane))
         tmpnp = NodePath("StateInitializer")
         tmpnp.setClipPlane(wplanenp)
         tmpnp.setAttrib(CullFaceAttrib.makeReverse())
         self.wcamera.node().setInitialState(tmpnp.getState())
         self.water.projectTexture(TextureStage("reflection"), wtexture, self.wcamera)
         messenger.send('makePickable', [self.water])
     elif style is 2:
         # From Clcheung just as super awesome demomaster
         self.water_level = Vec4(0.0, 0.0, self.waterHeight, 1.0)
         self.water = water.WaterNode(self.waterXMin, self.waterYMin, self.waterXMax, self.waterYMax, self.water_level.getZ())
         self.water.setStandardControl()
         self.water.changeParams(None)
         wl=self.water_level
         wl.setZ(wl.getZ()-0.05)
         #root.setShaderInput('waterlevel', self.water_level)
         render.setShaderInput('time', 0)
         messenger.send('makePickable', [self.water.waterNP])