Exemple #1
0
class Main(ShowBase, DebugObject):

    """ This is the material explorer. You can try different materials"""

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)
        self.renderPipeline.getMountManager().setBasePath("../../")       
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        # Load some demo source
        self.sceneSource = "Models/SmoothCube/Cube.bam"

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.model = self.loader.loadModel(self.sceneSource)
        self.scene = render.attachNewNode("Scene")
        self.model.reparentTo(self.scene)
        self.model.setZ(1.0)

        # Wheter to use a ground floor
        self.usePlane = True
        self.sceneWireframe = False

        # Flatten scene
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, 0)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)


        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0, -5, 5.0), Vec3(0, 0, 5))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)


        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setShadowMapResolution(1024)
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(1))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setPssmDistance(50.0)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)

        # Tell the GI which light casts the GI
        self.renderPipeline.setGILightSource(dirLight)
        self.renderPipeline.setScatteringSource(dirLight)


        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node[
                "value"] = 20

            self.lastSliderValue = 0.0

        # Load skyboxn
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        self.renderPipeline.setEffect(self.model, "DynamicMaterial.effect")


        self.renderPipeline.onSceneInitialized()

        self.createGUI()

    def createGUI(self):
        self.slider_opts = {
            "roughness": {
                "name": "Roughness",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.4,
            },
            "metallic": {
                "name": "Metallic",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.0,
            },
            "specular": {
                "name": "Specular",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.5,
            },
            "basecolor_r": {
                "name": "Base Color [Red]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(1,0.2,0.2)
            },
            "basecolor_g": {
                "name": "Base Color [Green]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.6,1.0,0.2)
            },
            "basecolor_b": {
                "name": "Base Color [Blue]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.2,0.6,1)
            },

        }

        self.sliderOrder = ["roughness", "metallic", "specular", "", "basecolor_r", "basecolor_g", "basecolor_b"]


        self.guiParent = UIWindow(
            "Material Explorer", 280, 400)
        self.guiParent.getNode().setPos(self.win.getXSize() - 340, 0, -120)

        self.windowNode = self.guiParent.getContentNode()
        currentY = 5

        for name in self.sliderOrder:
            if name == "":
                currentY += 30
                continue
            opts = self.slider_opts[name]
            opts["slider"] = BetterSlider(
                x=20, y=currentY+20, size=230, minValue=opts["min"],maxValue=opts["max"], value=opts["default"], parent=self.windowNode, callback=self.materialOptionChanged)

            col = Vec3(1.0)
            if "color" in opts:
                col = opts["color"]

            opts["label"] = BetterOnscreenText(x=20, y=currentY,
                                           text=opts["name"], align="left", parent=self.windowNode,
                                           size=15, color=col)

            opts["value_label"] = BetterOnscreenText(x=250, y=currentY,
                                           text=str(opts["default"]), align="right", parent=self.windowNode,
                                           size=15, color=Vec3(0.6),mayChange=True)
            currentY += 50

    def materialOptionChanged(self):
        container = self.model

        for name, opt in self.slider_opts.items():
            container.setShaderInput("opt_" + name, opt["slider"].getValue())
            opt["value_label"].setText("{:0.4f}".format(opt["slider"].getValue()))
        


    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0, math.cos(rawValue) * 100.0, 200)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos * 10000000.0)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)


    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
class World(ShowBase):

    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Now create the pipeline
        self.renderPipeline.create()

        # Add a directional light
        dPos = Vec3(40, 40, 15)
        dirLight = DirectionalLight()
        dirLight.setPos(dPos * 1000000.0)
        dirLight.setShadowMapResolution(1024)
        dirLight.setCastsShadows(True)
        dirLight.setColor(Vec3(8))
        self.renderPipeline.addLight(dirLight)
        self.renderPipeline.setScatteringSource(dirLight)
        self.dirLight = dirLight



        self.keyMap = {
            "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0}
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # Post the instructions

        self.title = addTitle(
            "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
        self.inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # Set up the environment
        # This environment model contains collision meshes.  If you look
        # in the egg file, you will see the following:
        #
        #    <Collide> { Polyset keep descend }
        #
        # This tag causes the following mesh to be converted to a collision
        # mesh -- a mesh which is optimized for collision, not rendering.
        # It also keeps the original mesh, so there are now two copies ---
        # one optimized for rendering, one for collisions.

        self.environ = loader.loadModel("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        self.environ.find("**/wall").removeNode()

        # Create the main character, Ralph
        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph",
                           {"run": "models/ralph-run",
                            "walk": "models/ralph-walk"})
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)

        self.renderPipeline.setEffect(self.ralph, "Effects/Default/Default.effect", {
                "dynamic": True
            })

        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["cam-left", 1])
        self.accept("s", self.setKey, ["cam-right", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("a-up", self.setKey, ["cam-left", 0])
        self.accept("s-up", self.setKey, ["cam-right", 0])

        # NOTICE: It is important that your update tasks have a lower priority
        # than -10000
        taskMgr.add(self.move, "moveTask", priority=-20000)

        self.accept("r", self.reloadShader)

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 1.2)

        # We will detect the height of the terrain by creating a collision
        # ray and casting it downward toward the terrain.  One ray will
        # start above ralph's head, and the other will start above the camera.
        # A ray may hit the terrain, or it may hit a rock or a tree.  If it
        # hits the terrain, we can detect the height.  If it hits anything
        # else, we rule that the move is illegal.

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0, 0, 1000)
        self.camGroundRay.setDirection(0, 0, -1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        # self.ralphGroundColNp.show()
        # self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # self.cTrav.showCollisions(render)


        # Create some ocean
        self.water = ProjectedWaterGrid(self.renderPipeline)
        self.water.setWaterLevel(-4.0)

        # Create the skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        self.prepareSRGB(render)
        self.reloadShader()
        self.renderPipeline.onSceneInitialized()

        # Add demo slider to move the sun position
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node[
                "value"] = 50

    def setSunPos(self):
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        dPos = Vec3(100, 100, rawValue - 20)
        self.dirLight.setPos(dPos * 100000000.0)

        
    def reloadShader(self):
        self.renderPipeline.reloadShaders()

    # Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            if baseFormat == Texture.FRgb:
                tex.setFormat(Texture.FSrgb)
            elif baseFormat == Texture.FRgba:
                tex.setFormat(Texture.FSrgbAlpha)
            else:
                print "Unkown texture format:", baseFormat
                print "\tTexture:", tex

            # tex.setMinfilter(Texture.FTLinearMipmapLinear)
            # tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        base.camera.lookAt(self.ralph)
        if (self.keyMap["cam-left"] != 0):
            base.camera.setX(base.camera, -20 * globalClock.getDt())
        if (self.keyMap["cam-right"] != 0):
            base.camera.setX(base.camera, +20 * globalClock.getDt())

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["left"] != 0):
            self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
        if (self.keyMap["right"] != 0):
            self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
        if (self.keyMap["forward"] != 0):
            self.ralph.setY(self.ralph, -25 * globalClock.getDt())

        # If ralph is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if (self.keyMap["forward"] != 0) or (self.keyMap["left"] != 0) or (self.keyMap["right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        # If the camera is too far from ralph, move it closer.
        # If the camera is too close to ralph, move it farther.

        camvec = self.ralph.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 7.0):
            base.camera.setPos(base.camera.getPos() + camvec * (camdist - 7))
            camdist = 7.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist))
            camdist = 5.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(y.getSurfacePoint(render).getZ(),
                                      x.getSurfacePoint(render).getZ()))
        if (len(entries) > 0) and (entries[0].getIntoNode().getName() == "terrain"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.ralph.setPos(startpos)

        # Keep the camera at one foot above the terrain,
        # or two feet above ralph, whichever is greater.

        entries = []
        for i in range(self.camGroundHandler.getNumEntries()):
            entry = self.camGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(y.getSurfacePoint(render).getZ(),
                                      x.getSurfacePoint(render).getZ()))
        if (len(entries) > 0) and (entries[0].getIntoNode().getName() == "terrain"):
            base.camera.setZ(entries[0].getSurfacePoint(render).getZ() + 1.0)
        if (base.camera.getZ() < self.ralph.getZ() + 2.5):
            base.camera.setZ(self.ralph.getZ() + 2.5)

        # The camera should look in ralph's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above ralph's head.

        self.floater.setPos(self.ralph.getPos())
        self.floater.setZ(self.ralph.getZ() + 2.0)
        base.camera.lookAt(self.floater)

        return task.cont
Exemple #3
0
class Main(ShowBase, DebugObject):

    """ This is the render pipeline testing showbase """

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)


        # Show loading screen
        self.loadingScreen = PipelineLoadingScreen(self)
        self.loadingScreen.render()
        self.loadingScreen.setStatus("Creating pipeline", 10)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        writeDirectory = "Temp/"

        # Set the pipeline base path
        self.renderPipeline.getMountManager().setBasePath(".")
        
        # Load pipeline settings
        self.renderPipeline.loadSettings("Config/pipeline.ini")

        self.loadingScreen.setStatus("Compiling shaders", 20)

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        ####### END OF RENDER PIPELINE SETUP #######

        # Select demo scene here:

        # This sources are not included in the repo, for size reasons
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam"
        # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam"
        # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg"
        # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg"
        # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg"
        # self.sceneSource = "Demoscene.ignore/Tuscany/Tuscany.egg"
        # self.sceneSource = "Demoscene.ignore/EiffelTower/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/HarvesterModel/Model.egg"
        # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/DabrovicSponza/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/Avolition/level5.bam"
        # self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/Alphatest/alphatest.egg"
        # self.sceneSource = "Demoscene.ignore/TestScene/Test.bam"

        # This sources are included in the repo
        # self.sceneSource = "Models/CornelBox/Model.egg"
        # self.sceneSource = "Models/HouseSet/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Models/PBSTest/Scene.egg.bam"
        # self.sceneSource = "Models/HDRTest/Scene.egg"
        # self.sceneSource = "Models/GITestScene/Scene.egg"
        # self.sceneSource = "Models/VertexPerformanceTest/Scene.egg"
        # self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg"
        self.sceneSource = "panda"

        # Select surrounding scene here
        self.sceneSourceSurround = None
        # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg"
        # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg"
        # self.sceneSourceSurround = "Models/LittleHouse/couch.bam"

        # Store a list of transparent objects
        self.transparentObjects = []

        # Create a sun light
        dPos = Vec3(60, 30, 100)

        if True:
            dirLight = DirectionalLight()
            dirLight.setPos(dPos * 100000.0)
            dirLight.setShadowMapResolution(2048)
            dirLight.setColor(Vec3(1.1, 1.05, 0.9) * 3.0)
            dirLight.setCastsShadows(True)
            dirLight.setPssmDistance(140)
            self.renderPipeline.addLight(dirLight)
            self.dirLight = dirLight

            # Tell the GI which light casts the GI
            self.renderPipeline.setScatteringSource(dirLight)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node[
                "value"] = 50

            self.lastSliderValue = 0.5

        self.movingLights = []

        self.demoLights = []

        # Create some lights
        for i in xrange(0):
            pointLight = PointLight()

            radius = float(i) / 3.0 * 6.28 + 1.52
            xoffs = i * 3.0
            yoffs = math.cos(radius) * 0.0
            pointLight.setPos(0, 0, 15)
            pointLight.setColor(Vec3(0.2,0.6,1.0)*6)
            pointLight.setShadowMapResolution(512)
            pointLight.setRadius(18)
            pointLight.setCastsShadows(True)
            self.renderPipeline.addLight(pointLight)
            # pointLight.attachDebugNode(render)
            # self.movingLights.append(pointLight)

        # Create more lights
        for i in xrange(0):
            pointLight = PointLight()
            radius = float(i) / 12.0 * 6.28 + 5.22
            xoffs = math.sin(radius) * 50.0
            yoffs = math.cos(radius) * 50.0
            pointLight.setPos(Vec3( xoffs, yoffs, 12))
            # pointLight.setColor(Vec3(0.2,0.6,1.0) * 0.05)
            pointLight.setColor(random(), random(), random())
            pointLight.setRadius(90)
            self.renderPipeline.addLight(pointLight)
            # pointLight.attachDebugNode(render)


        for x in xrange(0):
            spotLight = SpotLight()
            spotLight.setColor(Vec3(0.5, 0.8, 1.0) * 0.3)

            lightPos = Vec3(math.sin(x/10.0 * 6.28) * 16.0, math.cos(x/10.0 * 6.28) * 16.0, 29.0)

            spotLight.setPos(lightPos)
            spotLight.lookAt(lightPos - Vec3(0, 0, 1))
            spotLight.setFov(90)
            spotLight.setShadowMapResolution(1024)
            spotLight.setCastsShadows(True)
            spotLight.setNearFar(2.0, 60.0)
            spotLight.setIESProfile("AreaLight")
            self.renderPipeline.addLight(spotLight)
            # spotLight.attachDebugNode(render)
            # self.movingLights.append(spotLight)

        # Attach update task
        self.addTask(self.update, "update")

        # Update loading screen status
        self.loadingScreen.setStatus("Loading scene", 55)
       

        # Show loading screen a bit
        if True:
            self.doMethodLater(0.5, self.loadScene, "Load Scene")
        else:
            self.loadScene()


    def addDemoLight(self):
        """ Spawns a new light at a random position with a random color """
        randomRadius = 40.0
        light = SpotLight()
        spot = Vec3( (random()-0.5) * randomRadius, (random()-0.5) * randomRadius, 22)
        # spot = self.cam.getPos(self.render)
        light.setPos(spot)
        light.lookAt(Vec3(spot.x,spot.y,0))
        # print "pos is", spot,"look at",Vec3(spot.x,spot.y,0)
        light.setColor(Vec3( random(), random(), random()) * 0.2)
        # light.setColor(Vec3( 1.0, 0.5, 0.3) * 0.05)
        light.setNearFar(1.0, 50)
        light.setFov(140)
        light.setIESProfile("SoftArrow")
        # light.setIESProfileIndex(randint(0, 30))
        light.setShadowMapResolution(2048)
        # light.attachDebugNode(render)
        light.setCastsShadows(True)
        self.renderPipeline.addLight(light)
        self.demoLights.append(light)

    def removeDemoLight(self):
        """ Removes the last added demo light if present """
        if len(self.demoLights) > 0:
            self.renderPipeline.removeLight(self.demoLights[-1])
            del self.demoLights[-1]


    def update(self, task):
        """ Main update task """

        for idx, light in enumerate(self.movingLights):
            light.setZ(math.sin(idx +globalClock.getFrameTime())*2.0 + 10)
            # light.setZ(5)


        # import time
        # time.sleep(0.2)
        # globalClock.setMode(ClockObject.MLimited)
        # globalClock.setFrameRate(10)

        # Uncomment for party mode :-)
        # self.removeDemoLight()
        # self.addDemoLight()

        return task.cont

    def loadScene(self, task=None):
        """ Starts loading the scene, this is done async """
        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.loader.loadModel(self.sceneSource, callback = self.onSceneLoaded)


    def onSceneLoaded(self, scene):
        """ Callback which gets called after the scene got loaded """

        self.debug("Successfully loaded scene")

        self.loadingScreen.setStatus("Loading skybox", 70)

        self.scene = scene
        # self.scene.hide(self.renderPipeline.getMainPassBitmask())
        self.scene.prepareScene(self.win.getGsg())

        # Load surround scene
        if self.sceneSourceSurround is not None:
            self.debug("Loading Surround-Scene '" + self.sceneSourceSurround + "'")
            self.sceneSurround = self.loader.loadModel(self.sceneSourceSurround)
            self.sceneSurround.reparentTo(self.scene)
            # self.sceneSurround.setScale(0.7)
            # self.sceneSurround.setH(180)
            # self.sceneSurround.setPos(0, -4.7, 0.73)

        seed(1)

        # Performance testing
        if False:
            highPolyObj = self.scene.find("**/HighPolyObj")

            if highPolyObj is not None and not highPolyObj.isEmpty():
                # highPolyObj.detachNode()
                self.loadingScreen.setStatus("Preparing Performance Test", 75)

                for x in xrange(0, 20):
                    # for y in xrange(0, 1):
                    if True:
                        y = 5
                        copiedObj = copy.deepcopy(highPolyObj)
                        copiedObj.setColorScale(random(), random(), random(), 1)
                        # if random() < 0.2:
                            # copiedObj.setColorScale(0.4, 1.2, 2.0, 1.0)

                        copiedObj.reparentTo(self.scene)
                        copiedObj.setPos(x*1.5 + random(), y*1.5 + random(), random()*5.0 + 0.4)

        # Find transparent objects and mark them as transparent
        if self.renderPipeline.settings.useTransparency:
            self.transpObjRoot = render.attachNewNode("transparentObjects")
            matches = self.scene.findAllMatches("**/T__*")
            if matches:
                for match in matches:
                    # match.hide()
                    # continue
                    self.transparentObjects.append(match)
                    self.renderPipeline.setEffect(match, "Effects/Default/Default.effect", {
                        "transparent": True
                        })
                    match.setAttrib(CullFaceAttrib.make(CullFaceAttrib.M_none))

        for i in ["53", "54", "55", "56", "57"]:
            matches = self.scene.findAllMatches("**/" + i)
            for match in matches:
                match.remove()

        # Wheter to use a ground plane
        self.usePlane = True
        self.sceneWireframe = False

        # Flatten scene?
        self.loadingScreen.setStatus("Optimizing Scene", 90)

        # self.scene.clearModelNodes()
        # loader.asyncFlattenStrong(self.scene, inPlace=False, callback=self.onScenePrepared)
        self.onScenePrepared()

    def onScenePrepared(self, cb=None):
        """ Callback which gets called after the scene got prepared """

        self.scene.reparentTo(self.render)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Prepare Materials
        self.renderPipeline.fillTextureStages(render)

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.bam")
            # self.groundPlane.setPos(0, 0, -5.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(render)


        # lerpTop = self.scene.posInterval(0.8, Vec3(0, 0, 7), startPos=Vec3(0,0,2))
        # lerpBot = self.scene.posInterval(0.8, Vec3(0, 0, 2), startPos=Vec3(0,0,7))
        # sequence = Sequence(lerpTop, lerpBot)
        # sequence.loop()


        # self.renderPipeline.setEffect(self.scene, "Effects/Default/Default.effect", {
        #     "dynamic": True,
        #     })

        # Some artists really don't know about backface culling
        # self.scene.setTwoSided(True)

        # Create some ocean
        # self.water = ProjectedWaterGrid(self.renderPipeline)
        # self.water.setWaterLevel(-100)



        # Required for tesselation
        # self.convertToPatches(self.scene)

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # For rdb
        self.accept("f12", self.screenshot)

        # Hotkeys to spawn / remove lights
        self.accept("u", self.addDemoLight)
        self.accept("i", self.removeDemoLight)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)

        camPos = Vec3(-4.92549, -7.57746, 7.20246)
        camHpr = Vec3(-42.3281, -1.38704, 0)

        self.controller.setInitialPositionHpr(
            camPos, camHpr)
        self.controller.setup()

        # self.fpCamera = FirstPersonCamera(self, self.cam, self.render)
        # self.fpCamera.start()

        # Load skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        # Set default object shaders
        self.setShaders(refreshPipeline=False)

        # Hide loading screen
        self.loadingScreen.hide()
        # self.toggleSceneWireframe()
        self.renderPipeline.onSceneInitialized()


    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 30.0, math.cos(rawValue) * 30.0, 20.0)
            # dPos = Vec3(100, 100, self.lastSliderValue*2 10)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 0)

        # dPos = Vec3(-2, 0, 40)

        if abs(diff) > 0.0001:
            if hasattr(self, "dirLight"):
                self.dirLight.setPos(dPos * 100000000.0)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10)
        else:
            render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10)

        self.skybox.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 20)

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def loadLights(self, scene):
        """ Loads lights from a .egg. Lights should be empty objects (blender) """
        model = self.loader.loadModel(scene)
        lights = model.findAllMatches("**/PointLight*")

        for prefab in lights:
            light = PointLight()
            light.setRadius(prefab.getScale().x)
            light.setColor(Vec3(2))
            light.setPos(prefab.getPos())
            light.setShadowMapResolution(2048)
            light.setCastsShadows(False)
            self.renderPipeline.addLight(light)
            print "Adding Light:", prefab.getPos(), prefab.getScale()
            self.lights.append(light)
            self.initialLightPos.append(prefab.getPos())
            self.test = light

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            # for obj in self.transparentObjects:
            #     obj.setShader(
            #         self.renderPipeline.getDefaultTransparencyShader(), 30)

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

    def convertToPatches(self, model):
        """ Converts a model to patches. This is required before being able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
Exemple #4
0
class World(ShowBase):
    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Now create the pipeline
        self.renderPipeline.create()

        # Add a directional light
        dPos = Vec3(40, 40, 15)
        dirLight = DirectionalLight()
        dirLight.setPos(dPos * 1000000.0)
        dirLight.setShadowMapResolution(1024)
        dirLight.setCastsShadows(True)
        dirLight.setColor(Vec3(8))
        self.renderPipeline.addLight(dirLight)
        self.renderPipeline.setScatteringSource(dirLight)
        self.dirLight = dirLight

        self.keyMap = {
            "left": 0,
            "right": 0,
            "forward": 0,
            "cam-left": 0,
            "cam-right": 0
        }
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # Post the instructions

        self.title = addTitle(
            "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
        self.inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # Set up the environment
        # This environment model contains collision meshes.  If you look
        # in the egg file, you will see the following:
        #
        #    <Collide> { Polyset keep descend }
        #
        # This tag causes the following mesh to be converted to a collision
        # mesh -- a mesh which is optimized for collision, not rendering.
        # It also keeps the original mesh, so there are now two copies ---
        # one optimized for rendering, one for collisions.

        self.environ = loader.loadModel("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        self.environ.find("**/wall").removeNode()

        # Create the main character, Ralph
        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph", {
            "run": "models/ralph-run",
            "walk": "models/ralph-walk"
        })
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)

        self.renderPipeline.setEffect(self.ralph,
                                      "Effects/Default/Default.effect",
                                      {"dynamic": True})

        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["cam-left", 1])
        self.accept("s", self.setKey, ["cam-right", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
        self.accept("arrow_up-up", self.setKey, ["forward", 0])
        self.accept("a-up", self.setKey, ["cam-left", 0])
        self.accept("s-up", self.setKey, ["cam-right", 0])

        # NOTICE: It is important that your update tasks have a lower priority
        # than -10000
        taskMgr.add(self.move, "moveTask", priority=-20000)

        self.accept("r", self.reloadShader)

        # Game state variables
        self.isMoving = False

        # Set up the camera

        base.disableMouse()
        base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 1.2)

        # We will detect the height of the terrain by creating a collision
        # ray and casting it downward toward the terrain.  One ray will
        # start above ralph's head, and the other will start above the camera.
        # A ray may hit the terrain, or it may hit a rock or a tree.  If it
        # hits the terrain, we can detect the height.  If it hits anything
        # else, we rule that the move is illegal.

        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0, 0, 1000)
        self.camGroundRay.setDirection(0, 0, -1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        # self.ralphGroundColNp.show()
        # self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # self.cTrav.showCollisions(render)

        # Create some ocean
        self.water = ProjectedWaterGrid(self.renderPipeline)
        self.water.setWaterLevel(-3.0)

        # Create the skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        self.prepareSRGB(render)
        self.reloadShader()
        self.renderPipeline.onSceneInitialized()

        # Add demo slider to move the sun position
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node["value"] = 50

    def setSunPos(self):
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        dPos = Vec3(100, 100, rawValue - 20)
        self.dirLight.setPos(dPos * 100000000.0)

    def reloadShader(self):
        self.renderPipeline.reloadShaders()

    # Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            if baseFormat == Texture.FRgb:
                tex.setFormat(Texture.FSrgb)
            elif baseFormat == Texture.FRgba:
                tex.setFormat(Texture.FSrgbAlpha)
            else:
                print "Unkown texture format:", baseFormat
                print "\tTexture:", tex

            # tex.setMinfilter(Texture.FTLinearMipmapLinear)
            # tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.

        base.camera.lookAt(self.ralph)
        if (self.keyMap["cam-left"] != 0):
            base.camera.setX(base.camera, -20 * globalClock.getDt())
        if (self.keyMap["cam-right"] != 0):
            base.camera.setX(base.camera, +20 * globalClock.getDt())

        # save ralph's initial position so that we can restore it,
        # in case he falls off the map or runs into something.

        startpos = self.ralph.getPos()

        # If a move-key is pressed, move ralph in the specified direction.

        if (self.keyMap["left"] != 0):
            self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
        if (self.keyMap["right"] != 0):
            self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
        if (self.keyMap["forward"] != 0):
            self.ralph.setY(self.ralph, -25 * globalClock.getDt())

        # If ralph is moving, loop the run animation.
        # If he is standing still, stop the animation.

        if (self.keyMap["forward"] != 0) or (self.keyMap["left"] !=
                                             0) or (self.keyMap["right"] != 0):
            if self.isMoving is False:
                self.ralph.loop("run")
                self.isMoving = True
        else:
            if self.isMoving:
                self.ralph.stop()
                self.ralph.pose("walk", 5)
                self.isMoving = False

        # If the camera is too far from ralph, move it closer.
        # If the camera is too close to ralph, move it farther.

        camvec = self.ralph.getPos() - base.camera.getPos()
        camvec.setZ(0)
        camdist = camvec.length()
        camvec.normalize()
        if (camdist > 7.0):
            base.camera.setPos(base.camera.getPos() + camvec * (camdist - 7))
            camdist = 7.0
        if (camdist < 5.0):
            base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist))
            camdist = 5.0

        # Now check for collisions.

        self.cTrav.traverse(render)

        # Adjust ralph's Z coordinate.  If ralph's ray hit terrain,
        # update his Z. If it hit anything else, or didn't hit anything, put
        # him back where he was last frame.

        entries = []
        for i in range(self.ralphGroundHandler.getNumEntries()):
            entry = self.ralphGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(
            y.getSurfacePoint(render).getZ(),
            x.getSurfacePoint(render).getZ()))
        if (len(entries) > 0) and (entries[0].getIntoNode().getName()
                                   == "terrain"):
            self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
        else:
            self.ralph.setPos(startpos)

        # Keep the camera at one foot above the terrain,
        # or two feet above ralph, whichever is greater.

        entries = []
        for i in range(self.camGroundHandler.getNumEntries()):
            entry = self.camGroundHandler.getEntry(i)
            entries.append(entry)
        entries.sort(lambda x, y: cmp(
            y.getSurfacePoint(render).getZ(),
            x.getSurfacePoint(render).getZ()))
        if (len(entries) > 0) and (entries[0].getIntoNode().getName()
                                   == "terrain"):
            base.camera.setZ(entries[0].getSurfacePoint(render).getZ() + 1.0)
        if (base.camera.getZ() < self.ralph.getZ() + 2.5):
            base.camera.setZ(self.ralph.getZ() + 2.5)

        # The camera should look in ralph's direction,
        # but it should also try to stay horizontal, so look at
        # a floater which hovers above ralph's head.

        self.floater.setPos(self.ralph.getPos())
        self.floater.setZ(self.ralph.getZ() + 2.0)
        base.camera.lookAt(self.floater)

        return task.cont
Exemple #5
0
class Main(ShowBase, DebugObject):
    """ This is the material explorer. You can try different materials"""
    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)
        self.renderPipeline.getMountManager().setBasePath("../../")
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        # Load some demo source
        # self.sceneSource = "Models/SmoothCube/Cube.bam"
        self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam"

        # Load scene from disk
        self.scene = render.attachNewNode("Scene")
        self.debug("Loading Scene '" + self.sceneSource + "'")

        self.model = self.scene.attachNewNode("model")

        for metallic in xrange(2):
            for roughness in xrange(10):
                for specular in xrange(10):

                    model = self.loader.loadModel(self.sceneSource)
                    model.reparentTo(self.model)
                    model.setZ(5.0)
                    model.setX(metallic * 40.0 + roughness * 3.0)
                    model.setY(specular * 3.0)

                    model.setShaderInput("opt_roughness", roughness / 10.0)
                    model.setShaderInput("opt_metallic", metallic)
                    model.setShaderInput("opt_specular", specular / 10.0)

        ntex = loader.loadTexture("DemoNormalTex.png")
        ntex.setWrapU(Texture.WMRepeat)
        ntex.setWrapV(Texture.WMRepeat)
        ntex.setMinfilter(Texture.FTLinear)
        ntex.setMagfilter(Texture.FTLinear)
        self.model.setShaderInput("demoBumpTex", ntex)

        # Create some lights
        for i in xrange(10):
            continue
            pointLight = PointLight()
            xoffs = (i - 25) * 15.0
            pointLight.setPos(xoffs, 0, 8)
            pointLight.setColor(Vec3(random(), random(), random()) * 1)
            pointLight.setRadius(15)
            self.renderPipeline.addLight(pointLight)

        # Wheter to use a ground floor
        self.usePlane = True
        self.sceneWireframe = False

        # Flatten scene
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel("Models/Plane/Plane.bam")
            self.groundPlane.setPos(0, 0, 0)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(Vec3(0, -5, 5.0), Vec3(0, 0, 5))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setShadowMapResolution(1024)
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(1))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setPssmDistance(180.0)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)

        self.renderPipeline.setScatteringSource(dirLight)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node["value"] = 20

            self.lastSliderValue = 0.0

        # Load skyboxn
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        self.renderPipeline.setEffect(self.model, "DynamicMaterial.effect")

        self.renderPipeline.onSceneInitialized()
        self.renderPipeline.fillTextureStages(render)

        self.createGUI()

    def createGUI(self):
        self.slider_opts = {

            # "roughness": {
            #     "name": "Roughness",
            #     "min": 0.0001,
            #     "max": 1.0,
            #     "default": 0.4,
            # },
            # "metallic": {
            #     "name": "Metallic",
            #     "min": 0.0001,
            #     "max": 1.0,
            #     "default": 0.0,
            # },
            # "specular": {
            #     "name": "Specular",
            #     "min": 0.0001,
            #     "max": 1.0,
            #     "default": 0.5,
            # },
            "bump_factor": {
                "name": "Bump Factor",
                "min": 0.0001,
                "max": 1.0,
                "default": 0.5,
            },
            "basecolor_r": {
                "name": "Base Color [Red]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(1, 0.2, 0.2)
            },
            "basecolor_g": {
                "name": "Base Color [Green]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.6, 1.0, 0.2)
            },
            "basecolor_b": {
                "name": "Base Color [Blue]",
                "min": 0.0001,
                "max": 1.0,
                "default": 1.0,
                "color": Vec3(0.2, 0.6, 1)
            },
        }

        self.sliderOrder = [
            "basecolor_r", "basecolor_g", "basecolor_b", "bump_factor"
        ]

        self.guiParent = UIWindow("Material Explorer", 280, 400)
        self.guiParent.getNode().setPos(self.win.getXSize() - 340, 0, -120)

        self.windowNode = self.guiParent.getContentNode()
        currentY = 5

        for name in self.sliderOrder:
            if name == "":
                currentY += 30
                continue
            opts = self.slider_opts[name]
            opts["slider"] = BetterSlider(x=20,
                                          y=currentY + 20,
                                          size=230,
                                          minValue=opts["min"],
                                          maxValue=opts["max"],
                                          value=opts["default"],
                                          parent=self.windowNode,
                                          callback=self.materialOptionChanged)

            col = Vec3(1.0)
            if "color" in opts:
                col = opts["color"]

            opts["label"] = BetterOnscreenText(x=20,
                                               y=currentY,
                                               text=opts["name"],
                                               align="left",
                                               parent=self.windowNode,
                                               size=15,
                                               color=col)

            opts["value_label"] = BetterOnscreenText(x=250,
                                                     y=currentY,
                                                     text=str(opts["default"]),
                                                     align="right",
                                                     parent=self.windowNode,
                                                     size=15,
                                                     color=Vec3(0.6),
                                                     mayChange=True)
            currentY += 50

        # self.guiParent.getNode().hide()

    def materialOptionChanged(self):
        container = self.model

        for name, opt in self.slider_opts.items():
            container.setShaderInput("opt_" + name, opt["slider"].getValue())
            opt["value_label"].setText("{:0.4f}".format(
                opt["slider"].getValue()))

    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0,
                math.cos(rawValue) * 100.0, 200)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos * 10000000.0)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
Exemple #6
0
class Main(ShowBase, DebugObject):
    """ This is the render pipeline testing showbase """
    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Show loading screen
        self.loadingScreen = PipelineLoadingScreen(self)
        self.loadingScreen.render()
        self.loadingScreen.setStatus("Creating pipeline", 10)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        writeDirectory = "Temp/"

        # Set the pipeline base path
        self.renderPipeline.getMountManager().setBasePath(".")

        # Load pipeline settings
        self.renderPipeline.loadSettings("Config/pipeline.ini")

        self.loadingScreen.setStatus("Compiling shaders", 20)

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        ####### END OF RENDER PIPELINE SETUP #######

        # Select demo scene here:

        # This sources are not included in the repo, for size reasons
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam"
        # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam"
        # self.sceneSource = "Demoscene.ignore/LittleHouse/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg"
        # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg"
        # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg"
        # self.sceneSource = "Demoscene.ignore/Tuscany/Tuscany.egg"
        # self.sceneSource = "Demoscene.ignore/EiffelTower/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/HarvesterModel/Model.egg"
        # self.sceneSource = "Demoscene.ignore/AudiR8/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam"
        self.sceneSource = "Demoscene.ignore/DabrovicSponza/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/Sponza/sponza.egg.bam"
        # self.sceneSource = "Demoscene.ignore/Avolition/level5.bam"
        # self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/Alphatest/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/TestScene/Test.bam"
        # self.sceneSource = "Demoscene.ignore/BokehTest/Scene.egg"

        # This sources are included in the repo
        # self.sceneSource = "Models/CornelBox/Model.egg"
        # self.sceneSource = "Models/HouseSet/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Models/PBSTest/Scene.egg.bam"
        # self.sceneSource = "Models/HDRTest/Scene.egg"
        # self.sceneSource = "Models/GITestScene/Scene.egg"
        # self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.bam"
        # self.sceneSource = "panda"

        # Select surrounding scene here
        self.sceneSourceSurround = None
        # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg"
        # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg"

        # Wheter to create the default ground plane
        self.usePlane = False

        # Store a list of transparent objects
        self.transparentObjects = []

        # Create a sun light
        dPos = Vec3(60, 30, 100)

        if True:
            dirLight = DirectionalLight()
            dirLight.setPos(dPos * 100000.0)
            dirLight.setShadowMapResolution(2048)
            dirLight.setColor(Vec3(1.0, 1.0, 1.0) * 5.0)
            dirLight.setCastsShadows(True)
            dirLight.setPssmDistance(140)
            self.renderPipeline.addLight(dirLight)
            self.dirLight = dirLight

            # Tell the GI which light casts the GI
            self.renderPipeline.setScatteringSource(dirLight)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node["value"] = 89

            self.lastSliderValue = 0.5

        self.movingLights = []

        self.demoLights = []

        # Create some lights
        for i in xrange(5):
            continue
            pointLight = PointLight()

            radius = float(i) / 3.0 * 6.28 + 1.52
            xoffs = (i - 3) * 10.0
            yoffs = math.cos(radius) * 0.0
            pointLight.setPos(xoffs, 0, 8)
            # pointLight.setColor(Vec3(0.2,0.6,1.0)*6)
            pointLight.setColor(Vec3(random(), random(), random()) * 3)
            pointLight.setShadowMapResolution(512)
            pointLight.setRadius(18)
            pointLight.setCastsShadows(True)
            self.renderPipeline.addLight(pointLight)
            pointLight.attachDebugNode()
            # self.movingLights.append(pointLight)

        # Create more lights
        for i in xrange(0):
            pointLight = PointLight()
            radius = float(i) / 12.0 * 6.28 + 5.22
            xoffs = math.sin(radius) * 50.0
            yoffs = math.cos(radius) * 50.0
            pointLight.setPos(Vec3(xoffs, yoffs, 12))
            # pointLight.setColor(Vec3(0.2,0.6,1.0) * 0.05)
            pointLight.setColor(random(), random(), random())
            pointLight.setRadius(90)
            self.renderPipeline.addLight(pointLight)
            # pointLight.attachDebugNode(render)

        for x in xrange(0):
            spotLight = SpotLight()
            spotLight.setColor(Vec3(0.5, 0.8, 1.0) * 0.3)

            lightPos = Vec3(
                math.sin(x / 10.0 * 6.28) * 16.0,
                math.cos(x / 10.0 * 6.28) * 16.0, 29.0)

            spotLight.setPos(lightPos)
            spotLight.lookAt(lightPos - Vec3(0, 0, 1))
            spotLight.setFov(90)
            spotLight.setShadowMapResolution(1024)
            spotLight.setCastsShadows(True)
            spotLight.setNearFar(2.0, 60.0)
            spotLight.setIESProfile("AreaLight")
            self.renderPipeline.addLight(spotLight)
            # spotLight.attachDebugNode(render)
            # self.movingLights.append(spotLight)

        # Attach update task
        self.addTask(self.update, "update")

        # Update loading screen status
        self.loadingScreen.setStatus("Loading scene", 55)

        # Show loading screen a bit
        if False:
            self.doMethodLater(0.5, self.loadScene, "Load Scene")
        else:
            self.loadScene()

    def addDemoLight(self):
        """ Spawns a new light at a random position with a random color """
        light = PointLight()
        spot = self.cam.getPos(self.render)
        light.setPos(spot)
        light.setRadius(45)
        light.setColor(Vec3(1.3, 1.05, 0.9) * 2.0)
        light.setShadowMapResolution(512)
        light.setCastsShadows(True)
        self.renderPipeline.addLight(light)
        self.demoLights.append(light)

    def removeDemoLight(self):
        """ Removes the last added demo light if present """
        if len(self.demoLights) > 0:
            self.renderPipeline.removeLight(self.demoLights[-1])
            del self.demoLights[-1]

    def update(self, task):
        """ Main update task """

        for idx, light in enumerate(self.movingLights):
            light.setZ(math.sin(idx + globalClock.getFrameTime()) * 2.0 + 10)
            # light.setZ(5)

        # import time
        # time.sleep(0.2)
        # globalClock.setMode(ClockObject.MLimited)
        # globalClock.setFrameRate(10)

        # Uncomment for party mode :-)
        # self.removeDemoLight()
        # self.addDemoLight()

        return task.cont

    def loadScene(self, task=None):
        """ Starts loading the scene, this is done async """
        # Load scene from disk

        if not os.path.isfile(self.sceneSource) and self.sceneSource not in [
                "panda", "environment"
        ]:
            self.error("The scene source could not be found!")
            dlLink = None

            if "DabrovicSponza" in self.sceneSource:
                dlLink = "http://rdb.name/renderpipeline/DabrovicSponza.7z"

            if dlLink is not None:
                self.error("You can download it from here: " + dlLink)
                self.error("After downloading, extract it to '" +
                           self.sceneSource + "'")

            sys.exit(0)

        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.loader.loadModel(self.sceneSource, callback=self.onSceneLoaded)

    def onSceneLoaded(self, scene):
        """ Callback which gets called after the scene got loaded """

        self.debug("Successfully loaded scene")

        self.loadingScreen.setStatus("Loading skybox", 70)

        self.scene = scene
        self.scene.prepareScene(self.win.getGsg())
        # render.hide(self.renderPipeline.getVoxelizePassBitmask())
        # self.scene.hide(self.renderPipeline.getVoxelizePassBitmask())

        # Load surround scene
        if self.sceneSourceSurround is not None:
            self.debug("Loading Surround-Scene '" + self.sceneSourceSurround +
                       "'")
            self.sceneSurround = self.loader.loadModel(
                self.sceneSourceSurround)
            self.sceneSurround.reparentTo(self.scene)
            # self.sceneSurround.setScale(0.7)
            # self.sceneSurround.setH(180)
            # self.sceneSurround.setPos(0, -4.7, 0.73)

        seed(1)

        # Performance testing
        if False:
            highPolyObj = self.scene.find("**/HighPolyObj")

            if highPolyObj is not None and not highPolyObj.isEmpty():
                # highPolyObj.detachNode()
                self.loadingScreen.setStatus("Preparing Performance Test", 75)

                for x in xrange(0, 20):
                    for y in xrange(0, 1):
                        # if True:
                        # y = 5
                        copiedObj = copy.deepcopy(highPolyObj)
                        copiedObj.setColorScale(random(), random(), random(),
                                                1)
                        # if random() < 0.2:
                        # copiedObj.setColorScale(0.4, 1.2, 2.0, 1.0)

                        copiedObj.reparentTo(self.scene)
                        copiedObj.setPos(x * 1.5 + random(),
                                         y * 1.5 + random(),
                                         random() * 5.0 + 0.4)

        # Find transparent objects and mark them as transparent
        if self.renderPipeline.settings.useTransparency:
            self.transpObjRoot = render.attachNewNode("transparentObjects")
            matches = self.scene.findAllMatches("**/T__*")
            if matches:
                for match in matches:
                    # match.hide()
                    # continue
                    self.transparentObjects.append(match)
                    self.renderPipeline.setEffect(
                        match, "Effects/Default/Default.effect",
                        {"transparent": True})
                    match.setAttrib(CullFaceAttrib.make(CullFaceAttrib.M_none))

        for i in ["53", "54", "55", "56", "57"]:
            matches = self.scene.findAllMatches("**/" + i)
            for match in matches:
                match.remove()

        # Wheter to use a ground plane

        self.sceneWireframe = False

        # Flatten scene?
        self.loadingScreen.setStatus("Optimizing Scene", 90)

        # self.scene.clearModelNodes()
        loader.asyncFlattenStrong(self.scene,
                                  inPlace=False,
                                  callback=self.onScenePrepared)
        # self.onScenePrepared()

    def onScenePrepared(self, cb=None):
        """ Callback which gets called after the scene got prepared """

        self.scene.reparentTo(self.render)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel("Models/Plane/Plane.bam")
            # self.groundPlane.setPos(0, 0, -5.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.setName("GroundPlane")
            self.groundPlane.reparentTo(render)

        # Prepare Materials
        self.renderPipeline.fillTextureStages(render)

        # lerpTop = self.scene.posInterval(0.8, Vec3(0, 0, 7), startPos=Vec3(0,0,2))
        # lerpBot = self.scene.posInterval(0.8, Vec3(0, 0, 2), startPos=Vec3(0,0,7))
        # sequence = Sequence(lerpTop, lerpBot)
        # sequence.loop()

        # self.renderPipeline.setEffect(self.scene, "Effects/Default/Default.effect", {
        #     "dynamic": True,
        #     })

        # Some artists really don't know about backface culling
        # self.scene.setTwoSided(True)

        # Create some ocean
        # self.water = ProjectedWaterGrid(self.renderPipeline)
        # self.water.setWaterLevel(-10)

        #
        if "sponza" in self.sceneSource:
            b1, b2 = self.scene.getTightBounds()

            c1 = loader.loadModel("Demoscene.ignore/CubeOpen/Scene.bam")
            c1.setPos(b1)
            c1.setScale(b2 - b1)
            c1.reparentTo(render)

        # Required for tesselation
        # self.convertToPatches(self.scene)

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # For rdb
        self.accept("f12", self.screenshot)

        # Hotkeys to spawn / remove lights
        self.accept("u", self.addDemoLight)
        self.accept("i", self.removeDemoLight)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)

        camPos = Vec3(-34.68, -2.88, 20.01)
        camHpr = Vec3(272.67, -5.55, 0.0)
        self.controller.setInitialPositionHpr(camPos, camHpr)
        self.controller.setup()

        # self.fpCamera = FirstPersonCamera(self, self.cam, self.render)
        # self.fpCamera.start()

        # Load skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        # Set default object shaders
        self.setShaders(refreshPipeline=False)

        # Hide loading screen
        self.loadingScreen.hide()
        # self.toggleSceneWireframe()
        self.renderPipeline.onSceneInitialized()

    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 30.0,
                math.cos(rawValue) * 30.0, 32.0)
            # dPos = Vec3(100, 100, self.lastSliderValue*2 10)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 0)

        # dPos = Vec3(-2, 0, 40)

        if abs(diff) > 0.0001:
            if hasattr(self, "dirLight"):
                self.dirLight.setPos(dPos * 100000000.0)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            render.setAttrib(
                RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10)
            # render2d.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10)
        else:
            render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled),
                             10)
            # render2d.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10)

        self.skybox.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled),
                              20)

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def loadLights(self, scene):
        """ Loads lights from a .egg. Lights should be empty objects (blender) """
        model = self.loader.loadModel(scene)
        lights = model.findAllMatches("**/PointLight*")

        for prefab in lights:
            light = PointLight()
            light.setRadius(prefab.getScale().x)
            light.setColor(Vec3(2))
            light.setPos(prefab.getPos())
            light.setShadowMapResolution(512)
            light.setCastsShadows(False)
            self.renderPipeline.addLight(light)
            print "Adding Light:", prefab.getPos(), prefab.getScale()
            self.lights.append(light)
            self.initialLightPos.append(prefab.getPos())
            self.test = light

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            # for obj in self.transparentObjects:
            #     obj.setShader(
            #         self.renderPipeline.getDefaultTransparencyShader(), 30)

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

    def convertToPatches(self, model):
        """ Converts a model to patches. This is required before being able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()