Example #1
0
 def init_camera(self):
     from pandac.PandaModules import OrthographicLens
     lens = OrthographicLens()
     lens.setAspectRatio(4.0 / 3.0)
     lens.setNear(-1000)
     base.cam.node().setLens(lens)
     base.camera.setHpr(60, 0 - IDEAL_AZIMUTH, 0)
Example #2
0
    def __init__(self):
        global taskMgr, base
        # Initialize the ShowBase class from which we inherit, which will
        # create a window and set up everything we need for rendering into it.
        ShowBase.__init__(self)

        lens = OrthographicLens()
        lens.setFilmSize(WINDOW_SZ, WINDOW_SZ)
        base.cam.node().setLens(lens)

        # Disable default mouse-based camera control.  This is a method on the
        # ShowBase class from which we inherit.
        self.disableMouse()

        # point camera down onto x-y plane
        camera.setPos(LVector3(0, 0, 1))
        camera.setP(-90)

        self.setBackgroundColor((0, 0, 0, 1))
        self.bg = loadObject("stars.jpg", WINDOW_SZ, (0, 0, 0, 1))

        self.accept("escape", sys.exit)  # Escape quits
        self.accept("space", self.newGame, [])  # Escape quits

        self.startupSeparateOne()
        #self.startupPerformMany()
        #self.startupDetective()

        self.newGame()

        self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
Example #3
0
	def __init__(self):
		global taskMgr, base
		# Initialize the ShowBase class from which we inherit, which will
		# create a window and set up everything we need for rendering into it.
		ShowBase.__init__(self)
		
		lens = OrthographicLens()
		lens.setFilmSize(FIELD_SZ, FIELD_SZ)
		base.cam.node().setLens(lens)

		# This code puts the standard title and instruction text on screen
	#	self.scoreBrd = genLabelText("Test", 0)
		self.scoreBrd = genTextNode("TEST")

		# Disable default mouse-based camera control.  This is a method on the
		# ShowBase class from which we inherit.
		self.disableMouse()
		
		# point camera down onto x-y plane
		camera.setPos(LVector3(0, 0, 1))
		camera.setP(-90)
		
		# Load the background starfield.
		self.setBackgroundColor((0, 0, 0, 1))
		self.bg = loadObject("stars.jpg", scale=FIELD_SZ, transparency=False)
		
		# Load the ship and set its initial velocity.
		self.ship = loadObject("ship.png", scale=2*SHIP_RAD)
		self.setTag("velocity", self.ship, LVector3.zero())
		
		self.accept("escape", sys.exit)  # Escape quits
		self.accept("space", self.endGame, [0])  # Escape quits
		
		# Now we create the task. taskMgr is the task manager that actually
		# calls the function each frame. The add method creates a new task.
		# The first argument is the function to be called, and the second
		# argument is the name for the task.  It returns a task object which
		# is passed to the function each frame.
		self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
		
		# Stores the time at which the next bullet may be fired.
		self.nextBullet = 0.0
		
		# This list will stored fired bullets.
		self.bullets = []
		
		self.shipAI = ShipAI(FIELD_SZ, AI_TIME, TURN_RATE,
							BULLET_SPEED, BULLET_REPEAT, BULLET_RAD,
							AST_SPEEDS, AST_DIAMS, NUM_FRAMES, PTS)
		self.currFrame = 0
		self.currGame = 0
		self.totalScore = 0
		self.bullets = []
		self.asteroids = []
		self.ship.setColor(1,1,1)
		self.newGame()
		self.shieldActive = False
		self.shieldFrames = 0
Example #4
0
    def __init__(self, table=None, mask=None):
        """
        @keyword table: filename of a table texture. See table_template.psd. Either
                        paint anywhere inside the mask for a complete background
                        or turn off the pads and spinner and paint in the table circle
                        for just a table texture that will have spinners and pads
                        put on top of it.
        @type mask: str
        @keyword mask: filename of a mask texture of the non-Jam-o-Drum area. probably
                       jod_mask.png that comes with the Jam-o-Drum library.
        @type mask: str
        """
        NodePath.__init__(self, "JamoDrum")

        totalHeight = max(1.0, math.sqrt(2) / 4.0 + SPINNER_RADIUS) * 2

        cm = CardMaker("card")
        cm.setFrame(-1, 1, -1, 1)
        self.tableCard = self.attachNewNode(cm.generate())
        self.tableCard.setP(-90)
        self.tableCard.setScale(4.0 / 3.0)
        self.tableCard.setLightOff()
        self.tableCard.setBin("background", 0)
        self.tableCard.setDepthTest(0)
        self.tableCard.setDepthWrite(0)
        self.tableCard.hide()

        if (table):
            self.setTableTexture(loader.loadTexture(table))

        if (mask):
            cm = CardMaker("JOD Mask")
            cm.setFrame(-4.0 / 3.0, 4.0 / 3.0, -4.0 / 3.0, 4.0 / 3.0)
            self.mask = aspect2d.attachNewNode(cm.generate())
            #self.mask.setP(-90)
            self.mask.setTexture(loader.loadTexture(mask), 1)
            self.mask.setTransparency(1)
            self.mask.setDepthTest(0)
        else:
            self.mask = None

        self.stations = []
        for i in range(4):
            station = Station(self, i)
            station.reparentTo(self)
            self.stations.append(station)

        self.reparentTo(render)
        base.disableMouse()
        self.lens = OrthographicLens()
        self.lens.setFilmSize(totalHeight * base.getAspectRatio(), totalHeight)
        base.cam.node().setLens(self.lens)
        camera.setPosHpr(0, 0, 10.0, 0, -90, 0)
        base.setBackgroundColor(0, 0, 0)

        self.audio3d = Audio3DManager(base.sfxManagerList[0], self)
        self.audio3d.setDropOffFactor(0)
Example #5
0
	def init_camera(self, aspect_ratio=4.0/3.0):
		from pandac.PandaModules import OrthographicLens
		lens = OrthographicLens()
		lens.setAspectRatio(aspect_ratio)
		lens.setNear(-32768)
		lens.setFar(131072)
		base.cam.node().setLens(lens)
    def renderQuadInto(self,
                       mul=1,
                       div=1,
                       align=1,
                       depthtex=None,
                       colortex=None,
                       auxtex0=None,
                       auxtex1=None):
        texgroup = (depthtex, colortex, auxtex0, auxtex1)
        (winx, winy) = self.getScaledSize(mul, div, align)
        depthbits = bool(depthtex != None)
        buffer = self.createBuffer('filter-stage', winx, winy, texgroup,
                                   depthbits)
        if buffer == None:
            return None

        cm = CardMaker('filter-stage-quad')
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))
        quadcamnode = Camera('filter-quad-cam')
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        buffer.getDisplayRegion(0).setCamera(quadcam)
        buffer.getDisplayRegion(0).setActive(1)
        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))
        return quad
    def __init__(self, scene_file, pedestrian_file, dir, mode):
        ShowBase.__init__(self)

        self.globalClock = ClockObject.getGlobalClock()
        self.globalClock.setMode(ClockObject.MSlave)

        self.directory = dir
        self.model = Model(dir)
        self.loadScene(scene_file)
        self.loadPedestrians(pedestrian_file)

        self.cam_label = OST("Top Down",
                             pos=(0, 0.95),
                             fg=(1, 1, 1, 1),
                             scale=0.05,
                             mayChange=True)
        self.time_label = OST("Time: 0.0",
                              pos=(-1.3, 0.95),
                              fg=(1, 1, 1, 1),
                              scale=0.06,
                              mayChange=True,
                              align=TextNode.ALeft)

        self.accept("arrow_right", self.changeCamera, [1])
        self.accept("arrow_left", self.changeCamera, [-1])
        self.accept("escape", self.exit)
        self.accept("aspectRatioChanged", self.setAspectRatio)
        self.accept("window-event", self.windowChanged)

        #base.disableMouse()
        lens = OrthographicLens()
        lens.setFilmSize(1550, 1000)
        self.display_region = base.win.makeDisplayRegion()
        self.default_camera = render.attachNewNode(Camera("top down"))
        self.default_camera.node().setLens(lens)
        self.default_camera.setPosHpr(Vec3(-75, 0, 2200), Vec3(0, -90, 0))

        self.setCamera(0)

        self.controller = Controller(self, mode)
        self.taskMgr.add(self.updateCameraModules, "Update Camera Modules", 80)

        self.globalClock.setFrameTime(0.0)
        self.width = WIDTH
        self.height = HEIGHT

        props = WindowProperties()
        props.setTitle('Virtual Vision Simulator')
        base.win.requestProperties(props)
    def renderSceneInto(self,
                        depthtex=None,
                        colortex=None,
                        auxtex=None,
                        auxbits=0,
                        textures=None):
        if textures:
            colortex = textures.get('color', None)
            depthtex = textures.get('depth', None)
            auxtex = textures.get('aux', None)

        if colortex == None:
            colortex = Texture('filter-base-color')
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex, None)
        (winx, winy) = self.getScaledSize(1, 1, 1)
        buffer = self.createBuffer('filter-base', winx, winy, texgroup)
        if buffer == None:
            return None

        cm = CardMaker('filter-base-quad')
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))
        cs = NodePath('dummy')
        cs.setState(self.camstate)
        if auxbits:
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))

        self.camera.node().setInitialState(cs.getState())
        quadcamnode = Camera('filter-quad-cam')
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        self.region.setCamera(quadcam)
        dr = buffer.getDisplayRegion(0)
        self.setStackedClears(dr, self.rclears, self.wclears)
        if auxtex:
            dr.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            dr.setClearValue(GraphicsOutput.RTPAuxRgba0,
                             Vec4(0.5, 0.5, 1.0, 0.0))

        self.region.disableClears()
        if self.isFullscreen():
            self.win.disableClears()

        dr.setCamera(self.camera)
        dr.setActive(1)
        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))
        return quad
Example #9
0
	def __init__(self):
		global taskMgr, base
		# Initialize the ShowBase class from which we inherit, which will
		# create a window and set up everything we need for rendering into it.
		ShowBase.__init__(self)
		
		lens = OrthographicLens()
		lens.setFilmSize(WINDOW_SZ, WINDOW_SZ)
		base.cam.node().setLens(lens)

		# Disable default mouse-based camera control.  This is a method on the
		# ShowBase class from which we inherit.
		self.disableMouse()
		
		# point camera down onto x-y plane
		camera.setPos(LVector3(0, 0, 1))
		camera.setP(-90)
		
		self.setBackgroundColor((0, 0, 0, 1))
		self.bg = loadObject("stars.jpg", WINDOW_SZ, (0, 0, 0, 1))
		
		self.accept("escape", sys.exit)  # Escape quits
		self.accept("space", self.newGame, [])  # Escape quits
	
		speed = random.random() * 45 + 5
		N = WINDOW_SZ / 2
		
		targetColor = (1, 0, 0, 1)
		target = loadObject("ship.png", 2*AVATAR_RAD, targetColor)
		targetKinematic = Kinematic(Point2(0, 0), 0, speed, target, WINDOW_SZ)
		#targetSteering = KinematicCircular(targetKinematic)
		#targetSteering = KinematicStationary(targetKinematic)
		targetSteering = KinematicLinear(targetKinematic)
		self.target = PlayerAndMovement(targetKinematic, targetSteering)
		
		avatarColor = (0, 1, 0, 1)
		avatar = loadObject("ship.png", 2*AVATAR_RAD, avatarColor)
		avatarKinematic = Kinematic(Point2(0, 0), 0, speed, avatar, WINDOW_SZ)

		avatarLinear = KinematicLinear(avatarKinematic)
		avatarSeek = KinematicSeek(avatarKinematic, targetKinematic)
		avatarFlee = KinematicFlee(avatarKinematic, targetKinematic)
		steerings = { 'Linear' : avatarLinear, 'Seek' : avatarSeek, 'Flee' : avatarFlee }
		fsm = SteeringFSM()
		self.avatarSteering = KinematicFSM(avatarKinematic, targetKinematic, fsm, steerings)
		self.avatar = PlayerAndMovement(avatarKinematic, self.avatarSteering)
		self.newGame()
		self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
Example #10
0
 def makeOrthographic(parent, name, campos):
     v = Viewport(name, parent)
     v.lens = OrthographicLens()
     v.lens.setFilmSize(30)
     v.camPos = campos
     v.camLookAt = Point3(0, 0, 0)
     v.grid = DirectGrid(parent=render)
     if name == 'left':
         v.grid.setHpr(0, 0, 90)
         collPlane = CollisionNode('LeftGridCol')
         collPlane.addSolid(CollisionPlane(Plane(1, 0, 0, 0)))
         collPlane.setIntoCollideMask(BitMask32.bit(21))
         v.collPlane = NodePath(collPlane)
         v.collPlane.wrtReparentTo(v.grid)
         #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_leftViewGridBack")
         LE_showInOneCam(v.grid, name)
     elif name == 'front':
         v.grid.setHpr(90, 0, 90)
         collPlane = CollisionNode('FrontGridCol')
         collPlane.addSolid(CollisionPlane(Plane(0, -1, 0, 0)))
         collPlane.setIntoCollideMask(BitMask32.bit(21))
         v.collPlane = NodePath(collPlane)
         v.collPlane.wrtReparentTo(v.grid)
         #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_frontViewGridBack")
         LE_showInOneCam(v.grid, name)
     else:
         collPlane = CollisionNode('TopGridCol')
         collPlane.addSolid(CollisionPlane(Plane(0, 0, 1, 0)))
         collPlane.setIntoCollideMask(BitMask32.bit(21))
         v.collPlane = NodePath(collPlane)
         v.collPlane.reparentTo(v.grid)
         #v.grid.gridBack.findAllMatches("**/+GeomNode")[0].setName("_topViewGridBack")
         LE_showInOneCam(v.grid, name)
     return v
Example #11
0
 def makeOrthographic(parent, campos):
     v = Viewport(parent)
     v.lens = OrthographicLens()
     v.lens.setFilmSize(30)
     v.camPos = campos
     v.camLookAt = Point3(0, 0, 0)
     return v
Example #12
0
    def renderQuadInto(self,
                       mul=1,
                       div=1,
                       align=1,
                       depthtex=None,
                       colortex=None,
                       auxtex0=None,
                       auxtex1=None):
        """ Creates an offscreen buffer for an intermediate
        computation. Installs a quad into the buffer.  Returns
        the fullscreen quad.  The size of the buffer is initially
        equal to the size of the main window.  The parameters 'mul',
        'div', and 'align' can be used to adjust that size. """

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        winx, winy = self.getScaledSize(mul, div, align)

        depthbits = bool(depthtex != None)

        buffer = self.createBuffer("filter-stage", winx, winy, texgroup,
                                   depthbits)

        if (buffer == None):
            return None

        cm = CardMaker("filter-stage-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)

        dr = buffer.makeDisplayRegion((0, 1, 0, 1))
        dr.disableClears()
        dr.setCamera(quadcam)
        dr.setActive(True)
        dr.setScissorEnabled(False)

        # This clear stage is important if the buffer is padded, so that
        # any pixels accidentally sampled in the padded region won't
        # be reading from unititialised memory.
        buffer.setClearColor((0, 0, 0, 1))
        buffer.setClearColorActive(True)

        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))

        return quad
 def __init__(self,table=None,mask=None):
     """
     @keyword table: filename of a table texture. See table_template.psd. Either
                     paint anywhere inside the mask for a complete background
                     or turn off the pads and spinner and paint in the table circle
                     for just a table texture that will have spinners and pads
                     put on top of it.
     @type mask: str
     @keyword mask: filename of a mask texture of the non-Jam-o-Drum area. probably
                    jod_mask.png that comes with the Jam-o-Drum library.
     @type mask: str
     """
     NodePath.__init__(self,"JamoDrum")
     
     totalHeight = max(1.0,math.sqrt(2)/4.0+SPINNER_RADIUS)*2
     
     cm = CardMaker("card")
     cm.setFrame(-1,1,-1,1)
     self.tableCard = self.attachNewNode(cm.generate())
     self.tableCard.setP(-90)
     self.tableCard.setScale(4.0/3.0)
     self.tableCard.setLightOff()
     self.tableCard.setBin("background",0)
     self.tableCard.setDepthTest(0)
     self.tableCard.setDepthWrite(0)
     self.tableCard.hide()
     
     if (table):
         self.setTableTexture(loader.loadTexture(table))
                    
     
     if (mask):
         cm = CardMaker("JOD Mask")
         cm.setFrame(-4.0/3.0,4.0/3.0,-4.0/3.0,4.0/3.0)
         self.mask = aspect2d.attachNewNode(cm.generate())
         #self.mask.setP(-90)
         self.mask.setTexture(loader.loadTexture(mask),1)
         self.mask.setTransparency(1)
         self.mask.setDepthTest(0)
     else:
         self.mask = None
     
     self.stations = []
     for i in range(4):
         station = Station(self,i)
         station.reparentTo(self)
         self.stations.append(station)
     
     self.reparentTo(render)
     base.disableMouse()
     self.lens = OrthographicLens()
     self.lens.setFilmSize(totalHeight*base.getAspectRatio(),totalHeight)
     base.cam.node().setLens(self.lens)
     camera.setPosHpr(0,0,10.0, 0,-90,0)
     base.setBackgroundColor(0,0,0)
     
     self.audio3d = Audio3DManager(base.sfxManagerList[0],self)
     self.audio3d.setDropOffFactor(0)
    def __init__(self, scene_file, pedestrian_file, dir, mode):
        ShowBase.__init__(self)

        self.globalClock = ClockObject.getGlobalClock()
        self.globalClock.setMode(ClockObject.MSlave)
        
        self.directory = dir
        self.model = Model(dir)
        self.loadScene(scene_file)
        self.loadPedestrians(pedestrian_file)
        
        self.cam_label = OST("Top Down", pos=(0, 0.95), fg=(1,1,1,1), 
                             scale=0.05, mayChange=True)
        self.time_label = OST("Time: 0.0", pos=(-1.3, 0.95), fg=(1,1,1,1), 
                              scale=0.06, mayChange=True, align=TextNode.ALeft)
                                       
        self.accept("arrow_right", self.changeCamera, [1])
        self.accept("arrow_left", self.changeCamera, [-1])
        self.accept("escape", self.exit)
        self.accept("aspectRatioChanged", self.setAspectRatio)
        self.accept("window-event", self.windowChanged)

        #base.disableMouse()
        lens = OrthographicLens()
        lens.setFilmSize(1550, 1000)
        self.display_region = base.win.makeDisplayRegion()
        self.default_camera = render.attachNewNode(Camera("top down"))
        self.default_camera.node().setLens(lens)
        self.default_camera.setPosHpr(Vec3( -75, 0, 2200), Vec3(0, -90, 0))

        self.setCamera(0)

        self.controller = Controller(self, mode)
        self.taskMgr.add(self.updateCameraModules, "Update Camera Modules", 80)
        
        self.globalClock.setFrameTime(0.0)
        self.width = WIDTH
        self.height = HEIGHT

        props = WindowProperties( ) 
        props.setTitle( 'Virtual Vision Simulator' ) 
        base.win.requestProperties( props ) 
Example #15
0
 def init_camera(self):
     from pandac.PandaModules import OrthographicLens
     lens = OrthographicLens()
     lens.setAspectRatio(4.0 / 3.0)
     lens.setNear(-1000)
     base.cam.node().setLens(lens)
     base.camera.setHpr(60, 0 - IDEAL_AZIMUTH, 0)
Example #16
0
    def __init__(self):
        global taskMgr, base, camera, render

        ShowBase.__init__(self)

        lens = OrthographicLens()
        lens.setFilmSize(GAME_SZ, GAME_SZ)
        base.cam.node().setLens(lens)

        self.disableMouse()

        camera.setPos(LVector3(0, 0, 1))
        camera.setP(-90)

        self.accept("escape", sys.exit)
        self.accept("space", self.nextConfig)

        self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
        self.whichConfig = NUM_CONFIGS - 1
        self.envNP = None
        self.pathNP = None
        self.nextConfig()
    def renderQuadInto(self,
                       mul=1,
                       div=1,
                       align=1,
                       depthtex=None,
                       colortex=None,
                       auxtex0=None,
                       auxtex1=None):
        """ Creates an offscreen buffer for an intermediate
        computation. Installs a quad into the buffer.  Returns
        the fullscreen quad.  The size of the buffer is initially
        equal to the size of the main window.  The parameters 'mul',
        'div', and 'align' can be used to adjust that size. """

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        winx, winy = self.getScaledSize(mul, div, align)

        depthbits = bool(depthtex != None)

        buffer = self.createBuffer("filter-stage", winx, winy, texgroup,
                                   depthbits)

        if (buffer == None):
            return None

        cm = CardMaker("filter-stage-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)

        buffer.getDisplayRegion(0).setCamera(quadcam)
        buffer.getDisplayRegion(0).setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))

        return quad
Example #18
0
    def initialize(self):

        asp = base.getAspectRatio()
        lens = OrthographicLens()
        lens.setFilmSize(2.0, 2.0)
        lens.setNearFar(-1000, 1000)
        self.getCamera().node().setLens(lens)

        # creates the root node
        if self.sceneRoot is None:
            self.sceneRoot = render2d.attachNewNode(
                PanoConstants.NODE2D_ROOT_NODE)

        self.raycaster = NodeRaycaster(self)
        self.raycaster.initialize()
Example #19
0
    def renderQuadInto(self, mul=1, div=1, align=1, depthtex=None, colortex=None, auxtex0=None, auxtex1=None):

        """ Creates an offscreen buffer for an intermediate
        computation. Installs a quad into the buffer.  Returns
        the fullscreen quad.  The size of the buffer is initially
        equal to the size of the main window.  The parameters 'mul',
        'div', and 'align' can be used to adjust that size. """

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        winx, winy = self.getScaledSize(mul, div, align)
        
        depthbits = bool(depthtex != None)
        
        buffer = self.createBuffer("filter-stage", winx, winy, texgroup, depthbits)

        if (buffer == None):
            return None

        cm = CardMaker("filter-stage-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1,0.5,0.5,1))

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        buffer.getDisplayRegion(0).setCamera(quadcam)
        buffer.getDisplayRegion(0).setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))
        
        return quad
Example #20
0
    def __init__(self, actor, state, lvl):

        #Setzte die Parameter
        self.CActor = actor  #Spieler erstellen
        self.CGame = state  #FSM - Gamestate erstellen
        self.mission = lvl  #Aktuelle Mission
        self.mMission = None

        #Grundeinstellen fuer die Welt
        base.disableMouse()  #Mouse ausmachen
        self.slowdown = 1  #Schnelligkeitsfaktor 1=Normal
        self.hud = False

        file, filename, description = imp.find_module("mission" +
                                                      str(self.mission))
        self.mMission = imp.load_module("mission" + str(self.mission), file,
                                        filename, description)

        #SPIELER - Variablen
        self.oldactorlevel = self.CActor.getLevel()
        self.CActor.CActorShip.setX(
            -165)  #Setze den Spieler links im Bildschirm
        self.CActor.CActorShip.setY(0)
        self.CActor.nActorShip.reparentTo(render)
        self.CActor.CActorShip.getWeapon().setWeapon(
            "laserGun")  #Standardwaffe setzen
        self.maxshield = self.CActor.CActorShip.getShield(
        )  #Schild speichern um Prozent berechnen zu koennen
        self.hitted = False  #Variable um abzufragen ob man getroffen wurde
        self.dead = False  #Spieler lebt
        self.lbullets = []  #Spielerbullets
        self.lbulletsspeed = []
        self.lcanon = []  #Spielercanonbullets
        self.lcanonspeed = []
        self.cameraeffectx = 0  #X-Wert der Camera um eine Sinuskurve zu implementieren
        self.cameraeffectamplitude = 5  #Die Amplitude der Sinuswelle - Maxima
        self.exppercent = (self.CActor.getExperience() * 100
                           ) / self.CActor.getMaxExperience()  #EXP in Prozent
        self.oldcash = self.CActor.getMoney()
        self.secweapon = 3

        #Resultattexte, wenn die Mission zu ende ist
        self.txtresultmission = addText(-0.15, 0.35, "")
        self.txtresultkills = addText(-0.15, 0.25, "")
        self.txtresultleft = addText(-0.15, 0.20, "")
        self.txtresultcash = addText(-0.15, 0.15, "")
        self.txtresultlevel = addText(-0.15, 0.10, "")
        self.txtresultmessage = addText(-0.15, 0.0, "")

        #ALLES FUER MOTION BLUR ***********************************************************************
        #Eine Texture erstellen, welches in das Hauptfenster kopiert wird
        self.CTex = Texture()
        self.CTex.setMinfilter(Texture.FTLinear)
        base.win.addRenderTexture(self.CTex,
                                  GraphicsOutput.RTMTriggeredCopyTexture)

        #Eine andere 2D Kamera erstellen, welches vor der Hauptkamera gerendert wird
        self.backcam = base.makeCamera2d(base.win, sort=-10)
        self.background = NodePath("background")
        self.backcam.reparentTo(self.background)
        self.background.setDepthTest(0)
        self.background.setDepthWrite(0)
        self.backcam.node().getDisplayRegion(0).setClearDepthActive(0)

        #Zwei Texturekarten ersten. Eins bevor, eins danach
        self.bcard = base.win.getTextureCard()
        self.bcard.reparentTo(self.background)
        self.bcard.setTransparency(1)
        self.fcard = base.win.getTextureCard()
        self.fcard.reparentTo(render2d)
        self.fcard.setTransparency(1)
        #**********************************************************************************************

        #Drops als Liste
        self.ldrop = []
        #Explosionen - oder besser gesagt Splittereffekt als Liste
        self.lexplosions = []

        #Soundklasse erstellen um Zugriff auf die Sound zu haben
        self.CSound = SoundMng()
        self.CSound.sndFlyAmbience.play()

        #GEGNER - Variablen
        self.destroyedenemy = 0
        self.lostenemy = 0
        self.lenemys = []  #Gegnerspeicher
        self.lbulletsenemy = []  #Gegnerbullets

        self.newwave = False  #Boolean,welches eine neue Gegnerwelle angibt

        #Effekte
        self.CEffects = Effects()  #Effektklasse erstellen
        #self.CEffects.createSpaceStars("particle/background.ptf") #Hintergrundeffekt erstellen

        #Die Game-Loop Voreinstellungen
        self.gameTask = taskMgr.add(self.gameLoop, "gameLoop")
        self.gameTask.last = 0
        self.gameTask.nextbullet = 0  #Timer wann geschossen werden darf, vom Spieler
        self.gameTask.gotHit = 0
        self.gameTask.lnextenemybullet = [
        ]  #Timer wann geschossen werden darf, unabhaengig von welche Gegner
        self.gameTask.resultkills = 0  #Timer fuer die Kills, im Resultat
        self.gameTask.resultleft = 0  #Timer fuer die geflohenen Gegner, im Resultat
        self.gameTask.introduction = 0
        self.gameTask.introdelete = 0
        self.gameTask.won = 0

        self.resultcounter = 0  #Zeahler der die Nummern der Kills im Result aktualisiert
        self.resultcounterleft = 0  #Zeahler der die Nummern der geflohenen Gegner im Result aktualisiert

        self.introcounter = 0

        self.ldata = []
        self.readytospawn = False

        self.musicplayed = False
        self.musicplayed2 = False
        self.resultplayed = False

        #2D Kamera erstellen
        lens = OrthographicLens()
        lens.setFilmSize(350, 250)
        base.cam.node().setLens(lens)
Example #21
0
    def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):

        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex, None)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1,1,1)
        buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1,0.5,0.5,1))

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        self.region.setCamera(quadcam)

        dr = buffer.getDisplayRegion(0)
        self.setStackedClears(dr, self.rclears, self.wclears)
        if (auxtex):
            dr.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            dr.setClearValue(GraphicsOutput.RTPAuxRgba0, Vec4(0.5,0.5,1.0,0.0))
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad
Example #22
0
    def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):

        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)
            auxtex0 = textures.get("aux0", auxtex)
            auxtex1 = textures.get("aux1", None)
        else:
            auxtex0 = auxtex
            auxtex1 = None

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1,1,1)
        buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1,0.5,0.5,1))

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        self.region.setCamera(quadcam)

        self.setStackedClears(buffer, self.rclears, self.wclears)
        if (auxtex0):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            buffer.setClearValue(GraphicsOutput.RTPAuxRgba0, Vec4(0.5, 0.5, 1.0, 0.0))
        if (auxtex1):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba1, 1)
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()

        dr = buffer.makeDisplayRegion()
        dr.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad
Example #23
0
File: GXO.py Project: crempp/psg
class GXOStar(GXOBase):
	def __init__(self, parent=render, pos=Vec3(50,0,0)):
		GXOBase.__init__(self, parent, pos)
				
		self._initializeFlare()
	
	def _initializeFlare(self):
		# Parameters
		self.distance     = 130000.0
		self.threshold    = 0.3
		self.radius       = 0.8
		self.strength     = 1.0
		self.suncolor     = Vec4( 1, 1, 1, 1 )
		self.suncardcolor = Vec4( 1, 1, 0, 0 )
		
		# Initialize some values
		self.obscured = 0.0
		
		# flaredata will hold the rendered image 
		self.flaredata = PNMImage()
		# flaretexture will store the rendered buffer
		self.flaretexture = Texture()
		
		# Create a 10x10 texture buffer for the flare
		self.flarebuffer = base.win.makeTextureBuffer("Flare Buffer", 10, 10)
		# Attach the texture to the buffer
		self.flarebuffer.addRenderTexture(self.flaretexture, GraphicsOutput.RTMCopyRam)
		self.flarebuffer.setSort(-100)
		
		# Camera that renders the flare buffer
		self.flarecamera = base.makeCamera(self.flarebuffer)
		#self.flarecamera.reparentTo(base.cam)
		#self.flarecamera.setPos(-50,0,0)
		self.ortlens = OrthographicLens()
		self.ortlens.setFilmSize(10, 10) # or whatever is appropriate for your scene
		self.ortlens.setNearFar(1,self.distance)
		self.flarecamera.node().setLens(self.ortlens)
		self.flarecamera.node().setCameraMask(GXMgr.MASK_GXM_HIDDEN)
		
		# Create a light for the flare
		self.sunlight = self.baseNode.attachNewNode(PointLight("Sun:Point Light"))
		self.sunlight.node().setColor(self.suncolor)
		self.sunlight.node().setAttenuation(Vec3( 0.1, 0.04, 0.0 ))
		
		# Load texture cards
		# Create a nodepath that'll hold the texture cards for the new lens-flare
		self.texcardNP = aspect2d.attachNewNode('Sun:flareNode1')
		self.texcardNP.attachNewNode('Sun:fakeHdr')
		self.texcardNP.attachNewNode('Sun:starburstNode')
		# Load a circle and assign it a color. This will be used to calculate
		# Flare occlusion
		self.starcard = loader.loadModel('../data/models/unitcircle.egg')
		self.starcard.reparentTo(self.baseNode)
		self.starcard.setColor(self.suncardcolor)
		self.starcard.setScale(1)
		#self.starcard.setTransparency(TransparencyAttrib.MAlpha)
		# This is necessary since a billboard always rotates the y-axis to the
		# target but we need the z-axis
		self.starcard.setP(-90)
		self.starcard.setBillboardPointEye(self.flarecamera, 0.0)
		# Don't let the main camera see the star card
		self.starcard.show(GXMgr.MASK_GXM_HIDDEN)
		self.starcard.hide(GXMgr.MASK_GXM_VISIBLE)
		
		#the models are really just texture cards create with egg-texture-cards
		# from the actual pictures
		self.hdr = loader.loadModel('../data/models/fx_flare.egg')
		self.hdr.reparentTo(self.texcardNP.find('**/Sun:fakeHdr'))
		
		# Flare specs
		self.starburst_0 = loader.loadModel('../data/models/fx_starburst_01.egg')
		self.starburst_1 = loader.loadModel('../data/models/fx_starburst_02.egg')
		self.starburst_2 = loader.loadModel('../data/models/fx_starburst_03.egg')
		self.starburst_0.setPos(0.5,0,0.5)
		self.starburst_1.setPos(0.5,0,0.5)
		self.starburst_2.setPos(0.5,0,0.5)
		self.starburst_0.setScale(.2)
		self.starburst_1.setScale(.2)
		self.starburst_2.setScale(.2)
		self.starburst_0.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		self.starburst_1.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		self.starburst_2.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		
		self.texcardNP.setTransparency(TransparencyAttrib.MAlpha)
		# Put the texture cards in the background bin
		self.texcardNP.setBin('background', 0)
		# The texture cards do not affect the depth buffer
		self.texcardNP.setDepthWrite(False)
		
		#attach a node to the screen middle, used for some math
		self.mid2d = aspect2d.attachNewNode('mid2d')
		
		#start the task that implements the lens-flare
		taskMgr.add(self._flareTask, 'Sun:flareTask')
		
	## this function returns the aspect2d position of a light source, if it enters the cameras field of view
	def _get2D(self, nodePath):
		#get the position of the light source relative to the cam
		p3d = base.cam.getRelativePoint(nodePath, Point3(0,0,0))
		p2d = Point2()
		
		#project the light source into the viewing plane and return 2d coordinates, if it is in the visible area(read: not behind the cam)
		if base.cam.node().getLens().project(p3d, p2d):
			return p2d
		
		return None

	def _getObscured(self, color):
		# This originally looked for the radius of the light but that caused
		# assertion errors. Now I use the radius of the hdr model.
		bounds = self.starcard.getBounds()
		#print ("bounds=%s rad=%s"%(bounds,bounds.getRadius()))
		if not bounds.isEmpty():
			r = bounds.getRadius()
			# Setting the film size sets the field-of-view and the aspect ratio
			# Maybe this should be done with setAspectRation() and setFov()
			self.ortlens.setFilmSize(r * self.radius, r * self.radius)
			
			# Point the flarecamera at the sun so we can determine if anything
			# is obscurring the sun
			self.flarecamera.lookAt(self.baseNode)
			
			# Renders the next frame in all the registered windows, and flips
			# all of the frame buffers. This will populate flaretexture since
			# it's attached to the flarebuffer.
			# Save the rendered frame in flaredata
			base.graphicsEngine.renderFrame()
			self.flaretexture.store(self.flaredata)
			
			#print ("flaredata=%s | color=%s"%(self.flaredata.getXel(5,5), color))
			
			# Initialize the obscured factor
			obscured = 100.0
			color = VBase3D(color[0],color[1],color[2])
			for x in xrange(0,9):
				for y in xrange(0,9):
					if color.almostEqual(self.flaredata.getXel(x,y), self.threshold):
						obscured -=  1.0
		else:
			obscured = 0
		return obscured
	
	
	def _flareTask(self, task):
		#going through the list of lightNodePaths
		#for index in xrange(0, len(self.lightNodes)):
			
		pos2d = self._get2D(self.sunlight)
		#if the light source is visible from the cam's point of view,
		# display the lens-flare
		if pos2d:
			#print ("Flare visible")
			
			# The the obscured factor
			obscured = self._getObscured(self.suncardcolor)
			# Scale it to [0,1]
			self.obscured = obscured/100
			##print obscured
			
			# Length is the length of the vector that goes from the screen
			# middle to the pos of the light. The length gets smaller the
			# closer the light is to the screen middle, however, since
			# length is used to calculate the brightness of the effect we
			# actually need an inverse behaviour, since the brightness
			# will be greates when center of screen= pos of light
			length = math.sqrt(pos2d.getX()*pos2d.getX()+pos2d.getY()*pos2d.getY())
			invLength= 1.0-length*2
			# Subtract the obscured factor from the inverted distence and
			# we have a value that simulates the power of the flare
			#brightness
			flarePower=invLength-self.obscured
			#print("light pos=%s | length=%s"%(pos2d,length))
			print("obs=%s | length=%s | inv=%s | pow=%s"%(self.obscured,length,invLength,flarePower))
			
			# Clamp the flare power to some values
			if flarePower < 0 and self.obscured > 0: flarePower = 0.0
			if flarePower < 0 and self.obscured <= 0: flarePower = 0.3
			if flarePower > 1  : flarePower = 1
			
			print("flarepower=%s"%(flarePower))
			
			#
			if self.obscured >= 0.8:
				self.texcardNP.find('**/Sun:starburstNode').hide()
			else:
				self.texcardNP.find('**/Sun:starburstNode').show()
				
				#drawing the lens-flare effect...
				r= self.suncolor.getX()
				g= self.suncolor.getY()
				b= self.suncolor.getZ()
				r = math.sqrt(r*r+length*length) * self.strength
				g = math.sqrt(g*g+length*length) * self.strength
				b = math.sqrt(b*b+length*length) * self.strength
				print("%s,%s,%s"%(r,g,b))
				
				# 
				if self.obscured > 0.19:
					a = self.obscured - 0.2
				else:
					a = 0.4 - flarePower
				
				#
				if a < 0 : a = 0
				if a > 0.8 : a = 0.8
				
				#
				self.hdr.setColor(r,g,b,0.8-a)
				self.hdr.setR(90*length)
				self.texcardNP.find('**/Sun:starburstNode').setColor(r,g,b,0.5+length)
				self.hdr.setPos(pos2d.getX(),0,pos2d.getY())
				self.hdr.setScale(8.5+(5*length))
				
				vecMid = Vec2(self.mid2d.getX(), self.mid2d.getZ())
				vec2d = Vec2(vecMid-pos2d)
				vec3d = Vec3(vec2d.getX(), 0, vec2d.getY())
				
				self.starburst_0.setPos(self.hdr.getPos()-(vec3d*10))
				self.starburst_1.setPos(self.hdr.getPos()-(vec3d*5))
				self.starburst_2.setPos(self.hdr.getPos()-(vec3d*10))
				self.texcardNP.show()
				#print "a",a
		else:
			#hide the lens-flare effect for a light source, if it is not visible...
			self.texcardNP.hide()
			
		return Task.cont
Example #24
0
    def __init__(self, objectPath, groundPath, lightPos=Vec3(0,0,1)):
        """ ShadowCaster::__init__
        objectPath is the shadow casting object
        groundPath is the shadow receiving object
        lightPos is the lights relative position to the objectPath
        """
        
        # uniq id-number for each shadow
        global shadowCasterObjectCounter
        shadowCasterObjectCounter += 1
        self.objectShadowId = shadowCasterObjectCounter
        
        # the object which will cast shadows
        self.objectPath = objectPath
        
        # get the objects bounds center and radius to
        # define the shadowrendering camera position and filmsize
        try:
            objectBoundRadius = self.objectPath.getBounds().getRadius()
            objectBoundCenter = self.objectPath.getBounds().getCenter()
        except:
            print "failed"
            objectBoundCenter = Point3( 0,0,0 )
            objectBoundRadius = 1
        
        lightPath = objectPath.attachNewNode('lightPath%i'%self.objectShadowId)
        # We can change this position at will to change the angle of the sun.
        lightPath.setPos( objectPath.getParent(), objectBoundCenter )
        self.lightPath = lightPath
        
        # the film size is the diameter of the object
        self.filmSize = objectBoundRadius * 2
        
        # Create an offscreen buffer to render the view of the avatar
        # into a texture.
        self.buffer = base.win.makeTextureBuffer(
            'shadowBuffer%i'%self.objectShadowId, self.texXSize, self.texYSize)

        # The background of this buffer--and the border of the
        # texture--is pure white.
        clearColor = VBase4(1, 1, 1, 1)
        self.buffer.setClearColor(clearColor)
        
        self.tex = self.buffer.getTexture()
        self.tex.setBorderColor(clearColor)
        self.tex.setWrapU(Texture.WMBorderColor)
        self.tex.setWrapV(Texture.WMBorderColor)

        # Set up a display region on this buffer, and create a camera.
        dr = self.buffer.makeDisplayRegion()
        self.camera = Camera('shadowCamera%i'%self.objectShadowId)
        self.cameraPath = self.lightPath.attachNewNode(self.camera)
        self.camera.setScene(self.objectPath)
        dr.setCamera(self.cameraPath)
        
        self.setLightPos( lightPos )
        
        # Use a temporary NodePath to define the initial state for the
        # camera.  The initial state will render everything in a
        # flat-shaded gray, as if it were a shadow.
        initial = NodePath('initial%i'%self.objectShadowId)
        initial.setColor( *SHADOWCOLOR )
        initial.setTextureOff(2)
        self.camera.setInitialState(initial.getState())
        
        # Use an orthographic lens for this camera instead of the
        # usual perspective lens.  An orthographic lens is better to
        # simulate sunlight, which is (almost) orthographic.  We set
        # the film size large enough to render a typical avatar (but
        # not so large that we lose detail in the texture).
        self.lens = OrthographicLens()
        self.lens.setFilmSize(self.filmSize, self.filmSize)
        self.camera.setLens(self.lens)
        
        # Finally, we'll need a unique TextureStage to apply this
        # shadow texture to the world.
        self.stage = TextureStage('shadow%i'%self.objectShadowId)

        # Make sure the shadowing object doesn't get its own shadow
        # applied to it.
        self.objectPath.setTextureOff(self.stage)
        
        # the object which will receive shadows
        self.setGround( groundPath )
Example #25
0
    def __init__(self, scene_file, pedestrian_file, dir, mode):
        ShowBase.__init__(self)

        self.globalClock = ClockObject.getGlobalClock()
        self.globalClock.setMode(ClockObject.MSlave)

        self.directory = dir
        self.model = Model(dir)
        self.loadScene(scene_file)
        self.loadPedestrians(pedestrian_file)

        #self.cam_label = OST("Top Down", pos=(0, 0.95), fg=(1,1,1,1),
        #                     scale=0.05, mayChange=True)
        #self.time_label = OST("Time: 0.0", pos=(-1.3, 0.95), fg=(1,1,1,1),
        #                      scale=0.06, mayChange=True, align=TextNode.ALeft)

        #self.accept("arrow_right", self.changeCamera, [1])
        #self.accept("arrow_left", self.changeCamera, [-1])
        self.accept("escape", self.exit)
        self.accept("aspectRatioChanged", self.setAspectRatio)
        self.accept("window-event", self.windowChanged)

        new_window_fbp = FrameBufferProperties.getDefault()
        new_window_properties = WindowProperties.getDefault()
        self.new_window = base.graphicsEngine.makeOutput(
            base.pipe, 'Top Down View Window', 0, new_window_fbp,
            new_window_properties, GraphicsPipe.BFRequireWindow)
        self.new_window_display_region = self.new_window.makeDisplayRegion()

        #base.disableMouse()
        lens = OrthographicLens()
        lens.setFilmSize(1500, 1500)
        lens.setNearFar(-5000, 5000)

        self.default_camera = render.attachNewNode(Camera("top down"))
        self.default_camera.node().setLens(lens)
        #self.default_camera.setPosHpr(Vec3( -75, 0, 2200), Vec3(0, -90, 0))
        self.default_camera.setPosHpr(Vec3(-75, 0, 0), Vec3(0, -90, 0))
        #self.new_window = base.openWindow()

        self.display_regions = []
        self.display_regions.append(self.new_window_display_region)
        self.display_regions.append(
            base.win.makeDisplayRegion(0, 0.32, 0.52, 1))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.34, 0.66, 0.52, 1))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.68, 1, 0.52, 1))
        self.display_regions.append(
            base.win.makeDisplayRegion(0, 0.32, 0, 0.48))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.34, 0.66, 0, 0.48))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.68, 1, 0, 0.48))
        self.display_regions[0].setCamera(self.default_camera)

        self.border_regions = []
        self.border_regions.append(
            base.win.makeDisplayRegion(0.32, 0.34, 0.52, 1))
        self.border_regions.append(
            base.win.makeDisplayRegion(0.66, 0.68, 0.52, 1))
        self.border_regions.append(base.win.makeDisplayRegion(
            0, 1, 0.48, 0.52))
        self.border_regions.append(
            base.win.makeDisplayRegion(0.32, 0.34, 0, 0.48))
        self.border_regions.append(
            base.win.makeDisplayRegion(0.66, 0.68, 0, 0.48))

        for i in range(0, len(self.border_regions)):
            border_region = self.border_regions[i]
            border_region.setClearColor(VBase4(0, 0, 0, 1))
            border_region.setClearColorActive(True)
            border_region.setClearDepthActive(True)

        #self.setCamera(0)

        self.controller = Controller(self, mode)
        self.taskMgr.add(self.updateCameraModules, "Update Camera Modules", 80)

        self.globalClock.setFrameTime(0.0)
        self.width = WIDTH
        self.height = HEIGHT

        props = WindowProperties()
        props.setTitle('Virtual Vision Simulator')
        base.win.requestProperties(props)
        """new_window_2d_display_region = self.new_window.makeDisplayRegion()
	new_window_2d_display_region.setSort(20)
	new_window_camera_2d = NodePath(Camera('2d camera of new window'))
	lens_2d = OrthographicLens()
	lens_2d.setFilmSize(2, 2)
	lens_2d.setNearFar(-1000, 1000)
	new_window_camera_2d.node().setLens(lens_2d) 
	new_window_render_2d = NodePath('render2d of new window')
	new_window_render_2d.setDepthTest(False)
	new_window_render_2d.setDepthWrite(False)
	new_window_camera_2d.reparentTo(new_window_render_2d)
	new_window_2d_display_region.setCamera(new_window_camera_2d)"""
        """aspectRatio = base.getAspectRatio()
        self.new_window_aspect2d = new_window_render_2d.attachNewNode(PGTop('Aspect2d of new window'))
        self.new_window_aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0)"""

        render.analyze()
Example #26
0
File: GXO.py Project: crempp/psg
class GXOStar(GXOBase):
    def __init__(self, parent=render, pos=Vec3(50, 0, 0)):
        GXOBase.__init__(self, parent, pos)

        self._initializeFlare()

    def _initializeFlare(self):
        # Parameters
        self.distance = 130000.0
        self.threshold = 0.3
        self.radius = 0.8
        self.strength = 1.0
        self.suncolor = Vec4(1, 1, 1, 1)
        self.suncardcolor = Vec4(1, 1, 0, 0)

        # Initialize some values
        self.obscured = 0.0

        # flaredata will hold the rendered image
        self.flaredata = PNMImage()
        # flaretexture will store the rendered buffer
        self.flaretexture = Texture()

        # Create a 10x10 texture buffer for the flare
        self.flarebuffer = base.win.makeTextureBuffer("Flare Buffer", 10, 10)
        # Attach the texture to the buffer
        self.flarebuffer.addRenderTexture(self.flaretexture,
                                          GraphicsOutput.RTMCopyRam)
        self.flarebuffer.setSort(-100)

        # Camera that renders the flare buffer
        self.flarecamera = base.makeCamera(self.flarebuffer)
        #self.flarecamera.reparentTo(base.cam)
        #self.flarecamera.setPos(-50,0,0)
        self.ortlens = OrthographicLens()
        self.ortlens.setFilmSize(
            10, 10)  # or whatever is appropriate for your scene
        self.ortlens.setNearFar(1, self.distance)
        self.flarecamera.node().setLens(self.ortlens)
        self.flarecamera.node().setCameraMask(GXMgr.MASK_GXM_HIDDEN)

        # Create a light for the flare
        self.sunlight = self.baseNode.attachNewNode(
            PointLight("Sun:Point Light"))
        self.sunlight.node().setColor(self.suncolor)
        self.sunlight.node().setAttenuation(Vec3(0.1, 0.04, 0.0))

        # Load texture cards
        # Create a nodepath that'll hold the texture cards for the new lens-flare
        self.texcardNP = aspect2d.attachNewNode('Sun:flareNode1')
        self.texcardNP.attachNewNode('Sun:fakeHdr')
        self.texcardNP.attachNewNode('Sun:starburstNode')
        # Load a circle and assign it a color. This will be used to calculate
        # Flare occlusion
        self.starcard = loader.loadModel('../data/models/unitcircle.egg')
        self.starcard.reparentTo(self.baseNode)
        self.starcard.setColor(self.suncardcolor)
        self.starcard.setScale(1)
        #self.starcard.setTransparency(TransparencyAttrib.MAlpha)
        # This is necessary since a billboard always rotates the y-axis to the
        # target but we need the z-axis
        self.starcard.setP(-90)
        self.starcard.setBillboardPointEye(self.flarecamera, 0.0)
        # Don't let the main camera see the star card
        self.starcard.show(GXMgr.MASK_GXM_HIDDEN)
        self.starcard.hide(GXMgr.MASK_GXM_VISIBLE)

        #the models are really just texture cards create with egg-texture-cards
        # from the actual pictures
        self.hdr = loader.loadModel('../data/models/fx_flare.egg')
        self.hdr.reparentTo(self.texcardNP.find('**/Sun:fakeHdr'))

        # Flare specs
        self.starburst_0 = loader.loadModel(
            '../data/models/fx_starburst_01.egg')
        self.starburst_1 = loader.loadModel(
            '../data/models/fx_starburst_02.egg')
        self.starburst_2 = loader.loadModel(
            '../data/models/fx_starburst_03.egg')
        self.starburst_0.setPos(0.5, 0, 0.5)
        self.starburst_1.setPos(0.5, 0, 0.5)
        self.starburst_2.setPos(0.5, 0, 0.5)
        self.starburst_0.setScale(.2)
        self.starburst_1.setScale(.2)
        self.starburst_2.setScale(.2)
        self.starburst_0.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))
        self.starburst_1.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))
        self.starburst_2.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))

        self.texcardNP.setTransparency(TransparencyAttrib.MAlpha)
        # Put the texture cards in the background bin
        self.texcardNP.setBin('background', 0)
        # The texture cards do not affect the depth buffer
        self.texcardNP.setDepthWrite(False)

        #attach a node to the screen middle, used for some math
        self.mid2d = aspect2d.attachNewNode('mid2d')

        #start the task that implements the lens-flare
        taskMgr.add(self._flareTask, 'Sun:flareTask')

    ## this function returns the aspect2d position of a light source, if it enters the cameras field of view
    def _get2D(self, nodePath):
        #get the position of the light source relative to the cam
        p3d = base.cam.getRelativePoint(nodePath, Point3(0, 0, 0))
        p2d = Point2()

        #project the light source into the viewing plane and return 2d coordinates, if it is in the visible area(read: not behind the cam)
        if base.cam.node().getLens().project(p3d, p2d):
            return p2d

        return None

    def _getObscured(self, color):
        # This originally looked for the radius of the light but that caused
        # assertion errors. Now I use the radius of the hdr model.
        bounds = self.starcard.getBounds()
        #print ("bounds=%s rad=%s"%(bounds,bounds.getRadius()))
        if not bounds.isEmpty():
            r = bounds.getRadius()
            # Setting the film size sets the field-of-view and the aspect ratio
            # Maybe this should be done with setAspectRation() and setFov()
            self.ortlens.setFilmSize(r * self.radius, r * self.radius)

            # Point the flarecamera at the sun so we can determine if anything
            # is obscurring the sun
            self.flarecamera.lookAt(self.baseNode)

            # Renders the next frame in all the registered windows, and flips
            # all of the frame buffers. This will populate flaretexture since
            # it's attached to the flarebuffer.
            # Save the rendered frame in flaredata
            base.graphicsEngine.renderFrame()
            self.flaretexture.store(self.flaredata)

            #print ("flaredata=%s | color=%s"%(self.flaredata.getXel(5,5), color))

            # Initialize the obscured factor
            obscured = 100.0
            color = VBase3D(color[0], color[1], color[2])
            for x in xrange(0, 9):
                for y in xrange(0, 9):
                    if color.almostEqual(self.flaredata.getXel(x, y),
                                         self.threshold):
                        obscured -= 1.0
        else:
            obscured = 0
        return obscured

    def _flareTask(self, task):
        #going through the list of lightNodePaths
        #for index in xrange(0, len(self.lightNodes)):

        pos2d = self._get2D(self.sunlight)
        #if the light source is visible from the cam's point of view,
        # display the lens-flare
        if pos2d:
            #print ("Flare visible")

            # The the obscured factor
            obscured = self._getObscured(self.suncardcolor)
            # Scale it to [0,1]
            self.obscured = obscured / 100
            ##print obscured

            # Length is the length of the vector that goes from the screen
            # middle to the pos of the light. The length gets smaller the
            # closer the light is to the screen middle, however, since
            # length is used to calculate the brightness of the effect we
            # actually need an inverse behaviour, since the brightness
            # will be greates when center of screen= pos of light
            length = math.sqrt(pos2d.getX() * pos2d.getX() +
                               pos2d.getY() * pos2d.getY())
            invLength = 1.0 - length * 2
            # Subtract the obscured factor from the inverted distence and
            # we have a value that simulates the power of the flare
            #brightness
            flarePower = invLength - self.obscured
            #print("light pos=%s | length=%s"%(pos2d,length))
            print("obs=%s | length=%s | inv=%s | pow=%s" %
                  (self.obscured, length, invLength, flarePower))

            # Clamp the flare power to some values
            if flarePower < 0 and self.obscured > 0: flarePower = 0.0
            if flarePower < 0 and self.obscured <= 0: flarePower = 0.3
            if flarePower > 1: flarePower = 1

            print("flarepower=%s" % (flarePower))

            #
            if self.obscured >= 0.8:
                self.texcardNP.find('**/Sun:starburstNode').hide()
            else:
                self.texcardNP.find('**/Sun:starburstNode').show()

                #drawing the lens-flare effect...
                r = self.suncolor.getX()
                g = self.suncolor.getY()
                b = self.suncolor.getZ()
                r = math.sqrt(r * r + length * length) * self.strength
                g = math.sqrt(g * g + length * length) * self.strength
                b = math.sqrt(b * b + length * length) * self.strength
                print("%s,%s,%s" % (r, g, b))

                #
                if self.obscured > 0.19:
                    a = self.obscured - 0.2
                else:
                    a = 0.4 - flarePower

                #
                if a < 0: a = 0
                if a > 0.8: a = 0.8

                #
                self.hdr.setColor(r, g, b, 0.8 - a)
                self.hdr.setR(90 * length)
                self.texcardNP.find('**/Sun:starburstNode').setColor(
                    r, g, b, 0.5 + length)
                self.hdr.setPos(pos2d.getX(), 0, pos2d.getY())
                self.hdr.setScale(8.5 + (5 * length))

                vecMid = Vec2(self.mid2d.getX(), self.mid2d.getZ())
                vec2d = Vec2(vecMid - pos2d)
                vec3d = Vec3(vec2d.getX(), 0, vec2d.getY())

                self.starburst_0.setPos(self.hdr.getPos() - (vec3d * 10))
                self.starburst_1.setPos(self.hdr.getPos() - (vec3d * 5))
                self.starburst_2.setPos(self.hdr.getPos() - (vec3d * 10))
                self.texcardNP.show()
                #print "a",a
        else:
            #hide the lens-flare effect for a light source, if it is not visible...
            self.texcardNP.hide()

        return Task.cont
    def __init__(self, scene_file, pedestrian_file, dir, mode):
        ShowBase.__init__(self)
        
        self.globalClock = ClockObject.getGlobalClock()
        self.globalClock.setMode(ClockObject.MSlave)
        
        self.directory = dir
        self.model = Model(dir)
        self.loadScene(scene_file)
        self.loadPedestrians(pedestrian_file)
        
        #self.cam_label = OST("Top Down", pos=(0, 0.95), fg=(1,1,1,1), 
        #                     scale=0.05, mayChange=True)
        #self.time_label = OST("Time: 0.0", pos=(-1.3, 0.95), fg=(1,1,1,1), 
        #                      scale=0.06, mayChange=True, align=TextNode.ALeft)
                                       
        #self.accept("arrow_right", self.changeCamera, [1])
        #self.accept("arrow_left", self.changeCamera, [-1])
        self.accept("escape", self.exit)
        self.accept("aspectRatioChanged", self.setAspectRatio)
        self.accept("window-event", self.windowChanged)
        
        new_window_fbp = FrameBufferProperties.getDefault()
        new_window_properties = WindowProperties.getDefault()
        self.new_window = base.graphicsEngine.makeOutput(base.pipe, 'Top Down View Window', 0, new_window_fbp, new_window_properties, GraphicsPipe.BFRequireWindow)
        self.new_window_display_region = self.new_window.makeDisplayRegion()
        
        #base.disableMouse()
        lens = OrthographicLens()
        lens.setFilmSize(1500, 1500)
        lens.setNearFar(-5000, 5000)
        
        self.default_camera = render.attachNewNode(Camera("top down"))
        self.default_camera.node().setLens(lens)
        #self.default_camera.setPosHpr(Vec3( -75, 0, 2200), Vec3(0, -90, 0))
	self.default_camera.setPosHpr(Vec3(-75, 0, 0), Vec3(0, -90, 0))
        #self.new_window = base.openWindow()
        
        self.display_regions = []
	self.display_regions.append(self.new_window_display_region)
        self.display_regions.append(base.win.makeDisplayRegion(0, 0.32, 0.52, 1))
        self.display_regions.append(base.win.makeDisplayRegion(0.34, 0.66, 0.52, 1))
        self.display_regions.append(base.win.makeDisplayRegion(0.68, 1, 0.52, 1))
        self.display_regions.append(base.win.makeDisplayRegion(0, 0.32, 0, 0.48))
        self.display_regions.append(base.win.makeDisplayRegion(0.34, 0.66, 0, 0.48))
        self.display_regions.append(base.win.makeDisplayRegion(0.68, 1, 0, 0.48))
	self.display_regions[0].setCamera(self.default_camera)
	
	self.border_regions = []
	self.border_regions.append(base.win.makeDisplayRegion(0.32, 0.34, 0.52, 1))
        self.border_regions.append(base.win.makeDisplayRegion(0.66, 0.68, 0.52, 1))
        self.border_regions.append(base.win.makeDisplayRegion(0, 1, 0.48, 0.52))
        self.border_regions.append(base.win.makeDisplayRegion(0.32, 0.34, 0, 0.48))
        self.border_regions.append(base.win.makeDisplayRegion(0.66, 0.68, 0, 0.48))
        
        for i in range(0, len(self.border_regions)):
	    border_region = self.border_regions[i]
	    border_region.setClearColor(VBase4(0, 0, 0, 1))
	    border_region.setClearColorActive(True)
	    border_region.setClearDepthActive(True)
        
        #self.setCamera(0)

        self.controller = Controller(self, mode)
        self.taskMgr.add(self.updateCameraModules, "Update Camera Modules", 80)
        
        self.globalClock.setFrameTime(0.0)
        self.width = WIDTH
        self.height = HEIGHT

        props = WindowProperties( ) 
        props.setTitle( 'Virtual Vision Simulator' ) 
        base.win.requestProperties( props )
       
	"""new_window_2d_display_region = self.new_window.makeDisplayRegion()
	new_window_2d_display_region.setSort(20)
	new_window_camera_2d = NodePath(Camera('2d camera of new window'))
	lens_2d = OrthographicLens()
	lens_2d.setFilmSize(2, 2)
	lens_2d.setNearFar(-1000, 1000)
	new_window_camera_2d.node().setLens(lens_2d) 
	new_window_render_2d = NodePath('render2d of new window')
	new_window_render_2d.setDepthTest(False)
	new_window_render_2d.setDepthWrite(False)
	new_window_camera_2d.reparentTo(new_window_render_2d)
	new_window_2d_display_region.setCamera(new_window_camera_2d)"""
        
        """aspectRatio = base.getAspectRatio()
        self.new_window_aspect2d = new_window_render_2d.attachNewNode(PGTop('Aspect2d of new window'))
        self.new_window_aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0)"""
        
        render.analyze()
Example #28
0
File: GXO.py Project: crempp/psg
	def _initializeFlare(self):
		# Parameters
		self.distance     = 130000.0
		self.threshold    = 0.3
		self.radius       = 0.8
		self.strength     = 1.0
		self.suncolor     = Vec4( 1, 1, 1, 1 )
		self.suncardcolor = Vec4( 1, 1, 0, 0 )
		
		# Initialize some values
		self.obscured = 0.0
		
		# flaredata will hold the rendered image 
		self.flaredata = PNMImage()
		# flaretexture will store the rendered buffer
		self.flaretexture = Texture()
		
		# Create a 10x10 texture buffer for the flare
		self.flarebuffer = base.win.makeTextureBuffer("Flare Buffer", 10, 10)
		# Attach the texture to the buffer
		self.flarebuffer.addRenderTexture(self.flaretexture, GraphicsOutput.RTMCopyRam)
		self.flarebuffer.setSort(-100)
		
		# Camera that renders the flare buffer
		self.flarecamera = base.makeCamera(self.flarebuffer)
		#self.flarecamera.reparentTo(base.cam)
		#self.flarecamera.setPos(-50,0,0)
		self.ortlens = OrthographicLens()
		self.ortlens.setFilmSize(10, 10) # or whatever is appropriate for your scene
		self.ortlens.setNearFar(1,self.distance)
		self.flarecamera.node().setLens(self.ortlens)
		self.flarecamera.node().setCameraMask(GXMgr.MASK_GXM_HIDDEN)
		
		# Create a light for the flare
		self.sunlight = self.baseNode.attachNewNode(PointLight("Sun:Point Light"))
		self.sunlight.node().setColor(self.suncolor)
		self.sunlight.node().setAttenuation(Vec3( 0.1, 0.04, 0.0 ))
		
		# Load texture cards
		# Create a nodepath that'll hold the texture cards for the new lens-flare
		self.texcardNP = aspect2d.attachNewNode('Sun:flareNode1')
		self.texcardNP.attachNewNode('Sun:fakeHdr')
		self.texcardNP.attachNewNode('Sun:starburstNode')
		# Load a circle and assign it a color. This will be used to calculate
		# Flare occlusion
		self.starcard = loader.loadModel('../data/models/unitcircle.egg')
		self.starcard.reparentTo(self.baseNode)
		self.starcard.setColor(self.suncardcolor)
		self.starcard.setScale(1)
		#self.starcard.setTransparency(TransparencyAttrib.MAlpha)
		# This is necessary since a billboard always rotates the y-axis to the
		# target but we need the z-axis
		self.starcard.setP(-90)
		self.starcard.setBillboardPointEye(self.flarecamera, 0.0)
		# Don't let the main camera see the star card
		self.starcard.show(GXMgr.MASK_GXM_HIDDEN)
		self.starcard.hide(GXMgr.MASK_GXM_VISIBLE)
		
		#the models are really just texture cards create with egg-texture-cards
		# from the actual pictures
		self.hdr = loader.loadModel('../data/models/fx_flare.egg')
		self.hdr.reparentTo(self.texcardNP.find('**/Sun:fakeHdr'))
		
		# Flare specs
		self.starburst_0 = loader.loadModel('../data/models/fx_starburst_01.egg')
		self.starburst_1 = loader.loadModel('../data/models/fx_starburst_02.egg')
		self.starburst_2 = loader.loadModel('../data/models/fx_starburst_03.egg')
		self.starburst_0.setPos(0.5,0,0.5)
		self.starburst_1.setPos(0.5,0,0.5)
		self.starburst_2.setPos(0.5,0,0.5)
		self.starburst_0.setScale(.2)
		self.starburst_1.setScale(.2)
		self.starburst_2.setScale(.2)
		self.starburst_0.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		self.starburst_1.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		self.starburst_2.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		
		self.texcardNP.setTransparency(TransparencyAttrib.MAlpha)
		# Put the texture cards in the background bin
		self.texcardNP.setBin('background', 0)
		# The texture cards do not affect the depth buffer
		self.texcardNP.setDepthWrite(False)
		
		#attach a node to the screen middle, used for some math
		self.mid2d = aspect2d.attachNewNode('mid2d')
		
		#start the task that implements the lens-flare
		taskMgr.add(self._flareTask, 'Sun:flareTask')
Example #29
0
class JamoDrumNodePath(NodePath):
    """
    A C{NodePath} of a heirarchy of a Jam-o-Drum. Creating one of these sets up
    the camera as well for displaying an orthographic view of this Jam-o-drum
    
    @ivar stations: list of 4 L{Station} objects representing each Jam-o-Drum station
    @type stations: L{Station}[]
    """
    def __init__(self, table=None, mask=None):
        """
        @keyword table: filename of a table texture. See table_template.psd. Either
                        paint anywhere inside the mask for a complete background
                        or turn off the pads and spinner and paint in the table circle
                        for just a table texture that will have spinners and pads
                        put on top of it.
        @type mask: str
        @keyword mask: filename of a mask texture of the non-Jam-o-Drum area. probably
                       jod_mask.png that comes with the Jam-o-Drum library.
        @type mask: str
        """
        NodePath.__init__(self, "JamoDrum")

        totalHeight = max(1.0, math.sqrt(2) / 4.0 + SPINNER_RADIUS) * 2

        cm = CardMaker("card")
        cm.setFrame(-1, 1, -1, 1)
        self.tableCard = self.attachNewNode(cm.generate())
        self.tableCard.setP(-90)
        self.tableCard.setScale(4.0 / 3.0)
        self.tableCard.setLightOff()
        self.tableCard.setBin("background", 0)
        self.tableCard.setDepthTest(0)
        self.tableCard.setDepthWrite(0)
        self.tableCard.hide()

        if (table):
            self.setTableTexture(loader.loadTexture(table))

        if (mask):
            cm = CardMaker("JOD Mask")
            cm.setFrame(-4.0 / 3.0, 4.0 / 3.0, -4.0 / 3.0, 4.0 / 3.0)
            self.mask = aspect2d.attachNewNode(cm.generate())
            #self.mask.setP(-90)
            self.mask.setTexture(loader.loadTexture(mask), 1)
            self.mask.setTransparency(1)
            self.mask.setDepthTest(0)
        else:
            self.mask = None

        self.stations = []
        for i in range(4):
            station = Station(self, i)
            station.reparentTo(self)
            self.stations.append(station)

        self.reparentTo(render)
        base.disableMouse()
        self.lens = OrthographicLens()
        self.lens.setFilmSize(totalHeight * base.getAspectRatio(), totalHeight)
        base.cam.node().setLens(self.lens)
        camera.setPosHpr(0, 0, 10.0, 0, -90, 0)
        base.setBackgroundColor(0, 0, 0)

        self.audio3d = Audio3DManager(base.sfxManagerList[0], self)
        self.audio3d.setDropOffFactor(0)

    # end __init__

    def setTableTexture(self, texture, scale=None):
        """
        sets the background texture on the table

        @param texture: C{Texture} or image file to show on the table
        @type texture: C{Texture} or string
        @keyword scale: scale of the texture. Default is set for the table_template.psd
        @type scale: float
        """
        if (not isinstance(texture, Texture)):
            texture = loader.loadTexture(texture)
        self.tableCard.setTexture(texture)
        if (scale):
            self.tableCard.setScale(scale)
        self.showTable()

    # end setTableTexture

    def showTable(self):
        """
        displays the table's background texture
        """
        self.tableCard.show()

    # end showTable

    def hideTable(self):
        """
        hides the table's background texture
        """
        self.tableCard.hide()

    # end hideSpinner

    def loadSfx(self, file, object=None):
        """
        load a sound with positional audio support
        
        @param file: wav file to load. Must be mono.
        @type file: string
        @keyword object: object to attach sound to
        @type object: C{NodePath}
        @return: a Panda sound object
        @rtype: C{AudioSound}        
        """
        sfx = self.audio3d.loadSfx(file)
        if (object):
            self.attachSoundToObject(sfx, object)
        return sfx

    # loadSfx

    def attachSoundToObject(self, sound, object):
        """
        attach a positional sound to an object it will come from
        
        @param sound: positional sound object to attach
        @type sound: C{AudioSound}
        @param object: object sound should come from
        @type object: C{NodePath}
        """
        self.audio3d.attachSoundToObject(sound, object)

    # end attachSoundToObject

    def detachSound(self, sound):
        """
        detach a positional sound from it's object. It will no longer move.
        
        @param sound: positional sound object to detach
        @type sound: C{AudioSound}
        """
        self.audio3d.detachSound(sound)
class JamoDrumNodePath(NodePath):
    """
    A C{NodePath} of a heirarchy of a Jam-o-Drum. Creating one of these sets up
    the camera as well for displaying an orthographic view of this Jam-o-drum
    
    @ivar stations: list of 4 L{Station} objects representing each Jam-o-Drum station
    @type stations: L{Station}[]
    """
    def __init__(self,table=None,mask=None):
        """
        @keyword table: filename of a table texture. See table_template.psd. Either
                        paint anywhere inside the mask for a complete background
                        or turn off the pads and spinner and paint in the table circle
                        for just a table texture that will have spinners and pads
                        put on top of it.
        @type mask: str
        @keyword mask: filename of a mask texture of the non-Jam-o-Drum area. probably
                       jod_mask.png that comes with the Jam-o-Drum library.
        @type mask: str
        """
        NodePath.__init__(self,"JamoDrum")
        
        totalHeight = max(1.0,math.sqrt(2)/4.0+SPINNER_RADIUS)*2
        
        cm = CardMaker("card")
        cm.setFrame(-1,1,-1,1)
        self.tableCard = self.attachNewNode(cm.generate())
        self.tableCard.setP(-90)
        self.tableCard.setScale(4.0/3.0)
        self.tableCard.setLightOff()
        self.tableCard.setBin("background",0)
        self.tableCard.setDepthTest(0)
        self.tableCard.setDepthWrite(0)
        self.tableCard.hide()
        
        if (table):
            self.setTableTexture(loader.loadTexture(table))
                       
        
        if (mask):
            cm = CardMaker("JOD Mask")
            cm.setFrame(-4.0/3.0,4.0/3.0,-4.0/3.0,4.0/3.0)
            self.mask = aspect2d.attachNewNode(cm.generate())
            #self.mask.setP(-90)
            self.mask.setTexture(loader.loadTexture(mask),1)
            self.mask.setTransparency(1)
            self.mask.setDepthTest(0)
        else:
            self.mask = None
        
        self.stations = []
        for i in range(4):
            station = Station(self,i)
            station.reparentTo(self)
            self.stations.append(station)
        
        self.reparentTo(render)
        base.disableMouse()
        self.lens = OrthographicLens()
        self.lens.setFilmSize(totalHeight*base.getAspectRatio(),totalHeight)
        base.cam.node().setLens(self.lens)
        camera.setPosHpr(0,0,10.0, 0,-90,0)
        base.setBackgroundColor(0,0,0)
        
        self.audio3d = Audio3DManager(base.sfxManagerList[0],self)
        self.audio3d.setDropOffFactor(0)
    # end __init__
    
    def setTableTexture(self,texture,scale=None):
        """
        sets the background texture on the table

        @param texture: C{Texture} or image file to show on the table
        @type texture: C{Texture} or string
        @keyword scale: scale of the texture. Default is set for the table_template.psd
        @type scale: float
        """
        if (not isinstance(texture,Texture)):
            texture = loader.loadTexture(texture)
        self.tableCard.setTexture(texture)
        if (scale):
            self.tableCard.setScale(scale)
        self.showTable()
    # end setTableTexture
    
    def showTable(self):
        """
        displays the table's background texture
        """
        self.tableCard.show()
    # end showTable
    
    def hideTable(self):
        """
        hides the table's background texture
        """
        self.tableCard.hide()
    # end hideSpinner
    
    def loadSfx(self,file,object=None):
        """
        load a sound with positional audio support
        
        @param file: wav file to load. Must be mono.
        @type file: string
        @keyword object: object to attach sound to
        @type object: C{NodePath}
        @return: a Panda sound object
        @rtype: C{AudioSound}        
        """
        sfx = self.audio3d.loadSfx(file)
        if (object):
            self.attachSoundToObject(sfx,object)
        return sfx
    # loadSfx
    
    def attachSoundToObject(self,sound,object):
        """
        attach a positional sound to an object it will come from
        
        @param sound: positional sound object to attach
        @type sound: C{AudioSound}
        @param object: object sound should come from
        @type object: C{NodePath}
        """
        self.audio3d.attachSoundToObject(sound,object)
    # end attachSoundToObject
    
    def detachSound(self,sound):
        """
        detach a positional sound from it's object. It will no longer move.
        
        @param sound: positional sound object to detach
        @type sound: C{AudioSound}
        """
        self.audio3d.detachSound(sound)
Example #31
0
File: GXO.py Project: crempp/psg
    def _initializeFlare(self):
        # Parameters
        self.distance = 130000.0
        self.threshold = 0.3
        self.radius = 0.8
        self.strength = 1.0
        self.suncolor = Vec4(1, 1, 1, 1)
        self.suncardcolor = Vec4(1, 1, 0, 0)

        # Initialize some values
        self.obscured = 0.0

        # flaredata will hold the rendered image
        self.flaredata = PNMImage()
        # flaretexture will store the rendered buffer
        self.flaretexture = Texture()

        # Create a 10x10 texture buffer for the flare
        self.flarebuffer = base.win.makeTextureBuffer("Flare Buffer", 10, 10)
        # Attach the texture to the buffer
        self.flarebuffer.addRenderTexture(self.flaretexture,
                                          GraphicsOutput.RTMCopyRam)
        self.flarebuffer.setSort(-100)

        # Camera that renders the flare buffer
        self.flarecamera = base.makeCamera(self.flarebuffer)
        #self.flarecamera.reparentTo(base.cam)
        #self.flarecamera.setPos(-50,0,0)
        self.ortlens = OrthographicLens()
        self.ortlens.setFilmSize(
            10, 10)  # or whatever is appropriate for your scene
        self.ortlens.setNearFar(1, self.distance)
        self.flarecamera.node().setLens(self.ortlens)
        self.flarecamera.node().setCameraMask(GXMgr.MASK_GXM_HIDDEN)

        # Create a light for the flare
        self.sunlight = self.baseNode.attachNewNode(
            PointLight("Sun:Point Light"))
        self.sunlight.node().setColor(self.suncolor)
        self.sunlight.node().setAttenuation(Vec3(0.1, 0.04, 0.0))

        # Load texture cards
        # Create a nodepath that'll hold the texture cards for the new lens-flare
        self.texcardNP = aspect2d.attachNewNode('Sun:flareNode1')
        self.texcardNP.attachNewNode('Sun:fakeHdr')
        self.texcardNP.attachNewNode('Sun:starburstNode')
        # Load a circle and assign it a color. This will be used to calculate
        # Flare occlusion
        self.starcard = loader.loadModel('../data/models/unitcircle.egg')
        self.starcard.reparentTo(self.baseNode)
        self.starcard.setColor(self.suncardcolor)
        self.starcard.setScale(1)
        #self.starcard.setTransparency(TransparencyAttrib.MAlpha)
        # This is necessary since a billboard always rotates the y-axis to the
        # target but we need the z-axis
        self.starcard.setP(-90)
        self.starcard.setBillboardPointEye(self.flarecamera, 0.0)
        # Don't let the main camera see the star card
        self.starcard.show(GXMgr.MASK_GXM_HIDDEN)
        self.starcard.hide(GXMgr.MASK_GXM_VISIBLE)

        #the models are really just texture cards create with egg-texture-cards
        # from the actual pictures
        self.hdr = loader.loadModel('../data/models/fx_flare.egg')
        self.hdr.reparentTo(self.texcardNP.find('**/Sun:fakeHdr'))

        # Flare specs
        self.starburst_0 = loader.loadModel(
            '../data/models/fx_starburst_01.egg')
        self.starburst_1 = loader.loadModel(
            '../data/models/fx_starburst_02.egg')
        self.starburst_2 = loader.loadModel(
            '../data/models/fx_starburst_03.egg')
        self.starburst_0.setPos(0.5, 0, 0.5)
        self.starburst_1.setPos(0.5, 0, 0.5)
        self.starburst_2.setPos(0.5, 0, 0.5)
        self.starburst_0.setScale(.2)
        self.starburst_1.setScale(.2)
        self.starburst_2.setScale(.2)
        self.starburst_0.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))
        self.starburst_1.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))
        self.starburst_2.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))

        self.texcardNP.setTransparency(TransparencyAttrib.MAlpha)
        # Put the texture cards in the background bin
        self.texcardNP.setBin('background', 0)
        # The texture cards do not affect the depth buffer
        self.texcardNP.setDepthWrite(False)

        #attach a node to the screen middle, used for some math
        self.mid2d = aspect2d.attachNewNode('mid2d')

        #start the task that implements the lens-flare
        taskMgr.add(self._flareTask, 'Sun:flareTask')