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
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)
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
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