Exemple #1
0
    def createBuffer(self, name, xsize, ysize, texgroup, depthbits=1):
        """ Low-level buffer creation.  Not intended for public use. """

        winprops = WindowProperties()
        winprops.setSize(xsize, ysize)
        props = FrameBufferProperties()
        props.setRgbColor(1)
        props.setDepthBits(depthbits)
        depthtex, colortex, auxtex0, auxtex1 = texgroup
        if auxtex0 != None:
            props.setAuxRgba(1)
        if auxtex1 != None:
            props.setAuxRgba(2)
        buffer = base.graphicsEngine.makeOutput(
            self.win.getPipe(),
            name,
            -1,
            props,
            winprops,
            GraphicsPipe.BFRefuseWindow | GraphicsPipe.BFResizeable,
            self.win.getGsg(),
            self.win,
        )
        if buffer == None:
            return buffer
        if depthtex:
            buffer.addRenderTexture(depthtex, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepthStencil)
        if colortex:
            buffer.addRenderTexture(colortex, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor)
        if auxtex0:
            buffer.addRenderTexture(auxtex0, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba0)
        if auxtex1:
            buffer.addRenderTexture(auxtex1, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba1)
        buffer.setSort(self.nextsort)
        buffer.disableClears()
        buffer.getDisplayRegion(0).disableClears()
        self.nextsort += 1
        return buffer
Exemple #2
0
 def makeFBO(self, name):
     # This routine creates an offscreen buffer.  All the complicated
     # parameters are basically demanding capabilities from the offscreen
     # buffer - we demand that it be able to render to texture on every
     # bitplane, that it can support aux bitplanes, that it track
     # the size of the host window, that it can render to texture
     # cumulatively, and so forth.
     winprops = WindowProperties()
     props = FrameBufferProperties()
     props.setRgbColor(1)
     return base.graphicsEngine.makeOutput(
         base.pipe, "model buffer", -2, props, winprops,
         GraphicsPipe.BFSizeTrackHost | GraphicsPipe.BFRefuseWindow,
         base.win.getGsg(), base.win)
Exemple #3
0
    def createBuffer(self, name, xsize, ysize, texgroup, depthbits=1):
        """ Low-level buffer creation.  Not intended for public use. """

        winprops = WindowProperties()
        winprops.setSize(xsize, ysize)
        props = FrameBufferProperties()
        props.setRgbColor(1)
        props.setDepthBits(depthbits)
        depthtex, colortex, auxtex0, auxtex1 = texgroup
        if (auxtex0 != None):
            props.setAuxRgba(1)
        if (auxtex1 != None):
            props.setAuxRgba(2)
        buffer = base.graphicsEngine.makeOutput(
            self.win.getPipe(), name, -1, props, winprops,
            GraphicsPipe.BFRefuseWindow | GraphicsPipe.BFResizeable,
            self.win.getGsg(), self.win)
        if (buffer == None):
            return buffer
        if (depthtex):
            buffer.addRenderTexture(depthtex, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPDepthStencil)
        if (colortex):
            buffer.addRenderTexture(colortex, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPColor)
        if (auxtex0):
            buffer.addRenderTexture(auxtex0, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPAuxRgba0)
        if (auxtex1):
            buffer.addRenderTexture(auxtex1, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPAuxRgba1)
        buffer.setSort(self.nextsort)
        buffer.disableClears()
        buffer.getDisplayRegion(0).disableClears()
        self.nextsort += 1
        return buffer
Exemple #4
0
    def __init__(self):

        # Check video card capabilities.

        if (base.win.getGsg().getSupportsBasicShaders() == 0):
            addTitle("Normal Mapping: Video driver reports that shaders are not supported.")
            return

        # Post the instructions
        self.title = addTitle("Panda3D: Tutorial - Normal Mapping (aka Bump Mapping)")
        self.inst1 = addInstructions(0.95, "Press ESC to exit")
        self.inst2 = addInstructions(0.90, "Move mouse to rotate camera")
        self.inst3 = addInstructions(0.85, "Left mouse button: Move forwards")
        self.inst4 = addInstructions(0.80, "Right mouse button: Move backwards")
        self.inst5 = addInstructions(0.75, "Enter: Turn normal maps Off")

        # Load the 'abstract room' model.  This is a model of an
        # empty room containing a pillar, a pyramid, and a bunch
        # of exaggeratedly bumpy textures.

        self.room = loader.loadModel( \
          "models/samples/normal_mapping/abstractroom")
        self.room.reparentTo(render)

        # Make the mouse invisible, turn off normal mouse controls
        base.disableMouse()
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

        # Set the current viewing target
        self.focus = Vec3(55,-55,20)
        self.heading = 180
        self.pitch = 0
        self.mousex = 0
        self.mousey = 0
        self.last = 0
        self.mousebtn = [0,0,0]

        # Start the camera control task:
        taskMgr.add(self.controlCamera, "camera-task")
        self.accept("escape", sys.exit, [0])
        self.accept("mouse1", self.setMouseBtn, [0, 1])
        self.accept("mouse1-up", self.setMouseBtn, [0, 0])
        self.accept("mouse2", self.setMouseBtn, [1, 1])
        self.accept("mouse2-up", self.setMouseBtn, [1, 0])
        self.accept("mouse3", self.setMouseBtn, [2, 1])
        self.accept("mouse3-up", self.setMouseBtn, [2, 0])
        self.accept("enter", self.toggleShader)
        self.accept("j", self.rotateLight, [-1])
        self.accept("k", self.rotateLight, [1])
        self.accept("arrow_left", self.rotateCam, [-1])
        self.accept("arrow_right", self.rotateCam, [1])

        # Add a light to the scene.
        self.lightpivot = render.attachNewNode("lightpivot")
        self.lightpivot.setPos(0,0,25)
        self.lightpivot.hprInterval(10,Point3(360,0,0)).loop()
        plight = PointLight('plight')
        plight.setColor(Vec4(1, 1, 1, 1))
        plight.setAttenuation(Vec3(0.7,0.05,0))
        plnp = self.lightpivot.attachNewNode(plight)
        plnp.setPos(45, 0, 0)
        self.room.setLight(plnp)
        self.room.setShaderInput("light", plnp)
        
        # Add an ambient light
        alight = AmbientLight('alight')
        alight.setColor(Vec4(0.2, 0.2, 0.2, 1))
        alnp = render.attachNewNode(alight)
        self.room.setLight(alnp)

        # create a sphere to denote the light
        sphere = loader.loadModel("models/samples/normal_mapping/sphere")
        sphere.reparentTo(plnp)

        # load and apply the shader.  This is using panda's
        # built-in shader generation capabilities to create the
        # shader for you.  However, if desired, you can supply
        # the shader manually.  Change this line of code to:
        #   self.room.setShader(Shader.load("bumpMapper.sha"))
        self.room.setShaderAuto()

        self.shaderenable = 1