Example #1
0
class Terrain():

    def __init__(self, _heightField):

    	texture = loader.loadTexture("ground_tex.png")
        self.zScale = 45

        self.terrain = GeoMipTerrain("BasicTerrain")
        self.terrain.setHeightfield(_heightField)

        # Dynamic settings?
        self.terrain.setBlockSize(16)
        self.terrain.setNear(20)
        self.terrain.setFar(100)
        self.terrain.setFocalPoint(base.camera)

        # Settings
        self.terrain.getRoot().setSz(self.zScale)
        self.terrain.getRoot().setTexture(texture)
        self.terrain.getRoot().reparentTo(render)
        self.terrain.generate()

        self.terrainSize = (self.terrain.heightfield().getReadXSize(), self.terrain.heightfield().getReadYSize())
        print "Terrain Size:", self.terrainSize
        taskMgr.add(self.terrainTask, "TerrainTask")

        self.skydome = loader.loadModel("Skydome")
        self.skydome.setDepthTest(False)
        self.skydome.setAttrib(CullBinAttrib.make("skydomeBin", 1000))
        self.skydome.reparentTo(camera)
        self.skydome.setScale(2)
        self.skydome.setPos(0, 0, -0.5)
        self.skydome.setCollideMask(BitMask32.allOff())
        taskMgr.add(self.skydomeTask, "paperplanet_skydome")

        # Add some fancy fog
        self.fog = Fog("Fog Name")
        self.fog.setColor(0.4,0.2,0.3)
        self.fog.setExpDensity(0.015)
        render.setFog(self.fog)

        # Some Test light
        dlight = DirectionalLight("dlight")
        dlight.setColor(VBase4(0.8, 0.8, 0.5, 1))
        dlnp = render.attachNewNode(dlight)
        dlnp.setHpr(0, -60, 0)
        render.setLight(dlnp)


        # Add basic blacksmith hut
        tmp = loader.loadModel("blacksmith_hut")
        tmp.reparentTo(render)
        tmp.setPos(164.054, 340.92, 11.3384)

    def skydomeTask(self, task):
        self.skydome.setHpr(render, 0,0,0)
        return task.cont

    def terrainTask(self, task):
        # tmp
        self.terrain.update()
        return task.cont
Example #2
0
class Terrain:
    folder = os.path.dirname(os.path.abspath(__file__))
    subfolder = "/Maps/"
    file = "simple.jpg"
    filepath = folder + subfolder + file

    def __init__(self):
        fn = Filename.fromOsSpecific(self.filepath)
        self.terrain = GeoMipTerrain("mySimpleTerrain")
        self.terrain.setHeightfield("Entities/Maps/heightmap.png")
        self.terrain.getRoot().setSz(40)
        #terrain.setBruteforce(True)
        self.terrain.getRoot().reparentTo(render)

        # Set terrain properties
        self.terrain.setBlockSize(16)
        self.terrain.setNear(500)
        self.terrain.setFar(100)
        self.terrain.setFocalPoint(base.camera)

        # Store the root NodePath for convenience
        root = self.terrain.getRoot()
        root.reparentTo(render)

        # some tinkering
        """
        # tell renderer to repeat texture when reading over the edge.
        texGrass.setWrapU(Texture.WM_repeat)
        texGrass.setWrapV(Texture.WM_repeat)
        # apply mipmapping: tell renderer how to handle multiple texture pixels being rendered t a single screen pixel (makes textures 30% larger in GPU mem.)
        texGrass.setMinfilter(SamplerState.FT_linear_mipmap_linear)
        """
        self.terrain.generate()
        """
        new attempt to include blend mapping:
        """
        # determine terrain size
        self.heightmap = self.terrain.heightfield()
        if self.heightmap.getXSize() > self.heightmap.getYSize():
            self.size = self.heightmap.getXSize() - 1
        else:
            self.size = self.heightmap.getYSize() - 1
        self.xsize = self.heightmap.getXSize() - 1
        self.ysize = self.heightmap.getYSize() - 1

        # Set multi texture
        # Source http://www.panda3d.org/phpbb2/viewtopic.php?t=4536
        self.generateSurfaceTextures()

        # load a blend texture from file:
        self.blendTexture = loader.loadTexture("Entities/Maps/blendMap.png")

        self.blendTS = TextureStage('blend')
        self.blendTS.setSort(0)
        self.blendTS.setPriority(1)
        # apply textures to the terrain and connect custom shader for blend mapping:
        self.setSurfaceTextures()

        # Add a task to keep updating the terrain (for changing terrain, or synamic resolution)
        def updateTask(task):
            self.terrain.update()
            return task.cont

        taskMgr.add(updateTask, "update")

        # this is where we load the textures to be assigned to the terrain
    def generateSurfaceTextures(self):
        # Textureize
        self.grassTexture = loader.loadTexture("Entities/Maps/grassy2.png")
        self.grassTexture.setWrapU(Texture.WMRepeat)
        self.grassTexture.setWrapV(Texture.WMRepeat)
        self.grassTexture.setMinfilter(SamplerState.FT_linear_mipmap_linear)
        self.grassTexture.setAnisotropicDegree(8)
        self.grassTS = TextureStage('grass')
        self.grassTS.setSort(
            1)  # sorting order is relevent for assigning textures to the four

        self.rockTexture = loader.loadTexture("Entities/Maps/simple.jpg")
        self.rockTexture.setWrapU(Texture.WMRepeat)
        self.rockTexture.setWrapV(Texture.WMRepeat)
        self.rockTexture.setMinfilter(SamplerState.FT_linear_mipmap_linear)
        #self.grassTexture.setAnisotropicDegree(8)
        self.rockTS = TextureStage('rock')
        self.rockTS.setSort(2)
        # self.rockTS.setCombineRgb(TextureStage.CMAdd, TextureStage.CSLastSavedResult, TextureStage.COSrcColor, TextureStage.CSTexture, TextureStage.COSrcColor)

        self.sandTexture = loader.loadTexture("Entities/Maps/stars.png")
        self.sandTexture.setWrapU(Texture.WMRepeat)
        self.sandTexture.setWrapV(Texture.WMRepeat)
        self.sandTexture.setMinfilter(SamplerState.FT_linear_mipmap_linear)
        #self.sandTexture.setAnisotropicDegree(8)
        self.sandTS = TextureStage('sand')
        self.sandTS.setSort(3)
        self.sandTS.setPriority(5)  # TODO: figure out what this is for...

        self.snowTexture = loader.loadTexture("Entities/Maps/grass.png")
        self.snowTexture.setWrapU(Texture.WMRepeat)
        self.snowTexture.setWrapV(Texture.WMRepeat)
        self.snowTexture.setMinfilter(SamplerState.FT_linear_mipmap_linear)
        #self.snowTexture.setAnisotropicDegree(8)
        self.snowTS = TextureStage('snow')
        self.snowTS.setSort(4)
        self.snowTS.setPriority(0)

        # a background (or rather freground?) texture that will be present independently from the blend map (consider removal)
        self.overlayTexture = loader.loadTexture("Entities/Maps/heightmap.png")
        self.overlayTexture.setWrapU(Texture.WMRepeat)
        self.overlayTexture.setWrapV(Texture.WMRepeat)
        self.overlayTexture.setMinfilter(SamplerState.FT_linear_mipmap_linear)
        #self.overlayTexture.setAnisotropicDegree(8)
        self.overlayTS = TextureStage('overlay')
        self.overlayTS.setSort(5)
        self.overlayTS.setPriority(10)

    # this is where we assign loaded textures to be blended in the shader.
    def setSurfaceTextures(self):
        self.ownerview = False
        root = self.terrain.getRoot()
        root.clearTexture()
        #self.terrain.setTextureMap()
        root.setTexture(
            self.blendTS, self.snowTexture
        )  # this texture determines where the other textures are visible

        root.setTexture(self.grassTS, self.snowTexture)
        #root.setTexScale(self.grassTS, self.size*5, self.size*5) # I try to make the texture 20 times smaller then the blend map...

        root.setTexture(self.rockTS, self.snowTexture)  #rockTexture
        #root.setTexScale(self.rockTS, self.size*5, self.size*5)

        root.setTexture(self.sandTS, self.snowTexture)  #sandTexture
        #root.setTexScale(self.sandTS, self.size*5, self.size*5)

        root.setTexture(self.snowTS, self.snowTexture)  #snowTexture
        #root.setTexScale(self.snowTS, self.size*5, self.size*5)

        #(consider removal)
        root.setTexture(self.overlayTS, self.overlayTexture)  #overlayTexture
        #root.setTexScale(self.overlayTS, self.xsize, self.ysize)

        root.setShaderInput('size', self.xsize, self.ysize, self.size,
                            self.size)
        root.setShader(loader.loadShader('Entities/Maps/terrainblender.sha'))