def _computeMVP(self): projMat = Mat4.convertMat(CSYupRight, base.camLens.getCoordinateSystem( )) * base.camLens.getProjectionMat() transformMat = TransformState.makeMat( Mat4.convertMat(base.win.getGsg().getInternalCoordinateSystem(), CSZupRight)) modelViewMat = transformMat.invertCompose(render.getTransform( base.cam)).getMat() self.lastMVP = modelViewMat * projMat
def computeMVP(self): projMat = Mat4.convertMat( CSYupRight, self.lens.getCoordinateSystem()) * self.lens.getProjectionMat() transformMat = TransformState.makeMat( Mat4.convertMat(base.win.getGsg().getInternalCoordinateSystem(), CSZupRight)) modelViewMat = transformMat.invertCompose( render.getTransform(self.cameraNode)).getMat() self.mvp = UnalignedLMatrix4f(modelViewMat * projMat)
def _computeMVP(self): """ Computes the current mvp. Actually, this is the worldViewProjectionMatrix, but for convience it's called mvp. """ camLens = self.showbase.camLens projMat = Mat4.convertMat( CSYupRight, camLens.getCoordinateSystem()) * camLens.getProjectionMat() transformMat = TransformState.makeMat( Mat4.convertMat( self.showbase.win.getGsg().getInternalCoordinateSystem(), CSZupRight)) modelViewMat = transformMat.invertCompose( self.showbase.render.getTransform(self.showbase.cam)).getMat() return UnalignedLMatrix4f(modelViewMat * projMat)
def __init__(self): """ Creates a new ShadowSource. After the creation, a lens can be added with setupPerspectiveLens or setupOrtographicLens. """ self.index = self._generateUID() DebugObject.__init__(self, "ShadowSource-" + str(self.index)) ShaderStructElement.__init__(self) self.valid = False self.camera = Camera("ShadowSource-" + str(self.index)) self.camera.setActive(False) self.cameraNode = NodePath(self.camera) self.cameraNode.reparentTo(Globals.render.find("RPCameraDummys")) self.cameraNode.hide() self.resolution = 512 self.atlasPos = Vec2(0) self.doesHaveAtlasPos = False self.sourceIndex = 0 self.mvp = UnalignedLMatrix4f() self.sourceIndex = -1 self.nearPlane = 0.0 self.farPlane = 1000.0 self.converterYUR = None self.transforMat = TransformState.makeMat( Mat4.convertMat( Globals.base.win.getGsg().getInternalCoordinateSystem(), CSZupRight))
def _createInputHandles(self): """ Defines various inputs to be used in the shader passes. Most inputs use pta-arrays, so updating them is faster than using setShaderInput all the time. """ self.cameraPosition = PTAVecBase3f.emptyArray(1) self.currentViewMat = PTALMatrix4f.emptyArray(1) self.currentProjMatInv = PTALMatrix4f.emptyArray(1) self.lastMVP = PTALMatrix4f.emptyArray(1) self.currentMVP = PTALMatrix4f.emptyArray(1) self.frameIndex = PTAInt.emptyArray(1) self.frameDelta = PTAFloat.emptyArray(1) self.renderPassManager.registerStaticVariable("lastMVP", self.lastMVP) self.renderPassManager.registerStaticVariable("currentMVP", self.currentMVP) self.renderPassManager.registerStaticVariable("frameIndex", self.frameIndex) self.renderPassManager.registerStaticVariable("cameraPosition", self.cameraPosition) self.renderPassManager.registerStaticVariable("mainCam", self.showbase.cam) self.renderPassManager.registerStaticVariable("mainRender", self.showbase.render) self.renderPassManager.registerStaticVariable("frameDelta", self.frameDelta) self.renderPassManager.registerStaticVariable("currentViewMat", self.currentViewMat) self.renderPassManager.registerStaticVariable("currentProjMatInv", self.currentProjMatInv) self.renderPassManager.registerStaticVariable("zeroVec2", Vec2(0)) self.renderPassManager.registerStaticVariable("zeroVec3", Vec3(0)) self.renderPassManager.registerStaticVariable("zeroVec4", Vec4(0)) self.transformMat = TransformState.makeMat(Mat4.convertMat(CSYupRight, CSZupRight))
def rebuildMatrixCache(self): """ Computes values frequently used to compute the mvp """ self.converterYUR = Mat4.convertMat(CSYupRight, self.lens.getCoordinateSystem()) * self.lens.getProjectionMat()