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() self.renderPipeline.enableDefaultEarthScattering() # 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) # Hotkey to reload all shaders self.accept("r", self.setShaders) # Create a sun light dPos = Vec3(60, 30, 100) dirLight = DirectionalLight() dirLight.setDirection(dPos) dirLight.setShadowMapResolution(2048) dirLight.setAmbientColor(Vec3(0.0, 0.0, 0.0)) dirLight.setPos(dPos) dirLight.setColor(Vec3(3)) 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) self.dirLight.setDirection(sunPos) # Tell the GI which light casts the GI self.renderPipeline.setGILightSource(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 = None self.loadSkybox() # Set default object shaders self.setShaders(refreshPipeline=False) self.createGUI()
from Code.DirectionalLight import DirectionalLight #from Code.GlobalIllumination import GlobalIllumination from direct.showbase.ShowBaseWide import ShowBase base = ShowBase() rp = RenderingPipeline(base) #rp.getMountManager().setBasePath(".") rp.loadSettings("Config/pipeline.ini") rp.create() dLight = DirectionalLight() dLight.setDirection(Vec3(60, 30, 100)) dLight.setShadowMapResolution(2048) dLight.setAmbientColor(Vec3(0.0, 0.0, 0.0)) dLight.setPos(Vec3(60, 30, 100)) dLight.setColor(Vec3(3)) dLight.setPssmTarget(base.cam, base.camLens) dLight.setCastsShadows(True) rp.addLight(dLight) rp.setGILightSource(dLight) scene = loader.loadModel("../phase_3/models/gui/quit_button.bam") scene.reparentTo(render) scene.setScale(5) scene.setShader(rp.getDefaultObjectShader(False)) rp.reloadShaders()
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) # Uncomment to use temp directory # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp') # writeDirectory = "Temp/" # Clear write directory when app exits # atexit.register(os.remove, writeDirectory) # Set a write directory, where the shader cache and so on is stored # self.renderPipeline.getMountManager().setWritePath(writeDirectory) self.renderPipeline.getMountManager().setBasePath(".") ####### END OF RENDER PIPELINE SETUP ####### # Load some demo source # self.sceneSource = "Demoscene.ignore/sponza.egg.bam" # self.sceneSource = "Demoscene.ignore/occlusionTest/Model.egg" # self.sceneSource = "Demoscene.ignore/lost-empire/Model.egg" # self.sceneSource = "Models/PSSMTest/Model.egg.bam" # self.sceneSource = "Demoscene.ignore/GITest/Model.egg" # self.sceneSource = "Demoscene.ignore/PSSMTest/Model.egg.bam" # self.sceneSource = "Demoscene.ignore/Room/LivingRoom.egg" # self.sceneSource = "Models/CornelBox/Model.egg" # self.sceneSource = "Models/HouseSet/Model.egg" self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg" self.renderPipeline.loadSettings("Config/pipeline.ini") # Create the pipeline, and enable scattering self.renderPipeline.create() self.renderPipeline.enableDefaultEarthScattering() # Load scene from disk self.debug("Loading Scene '" + self.sceneSource + "'") self.scene = self.loader.loadModel(self.sceneSource) # Wheter to use a ground floor self.usePlane = False self.sceneWireframe = False # Flatten scene? self.scene.flattenStrong() self.scene.analyze() # Load ground plane if configured if self.usePlane: self.groundPlane = self.loader.loadModel( "Models/Plane/Model.egg.bam") self.groundPlane.setPos(0, 0, -0.01) self.groundPlane.setScale(2.0) self.groundPlane.setTwoSided(True) self.groundPlane.flattenStrong() self.groundPlane.reparentTo(self.scene) # Some artists really don't know about backface culling # self.scene.setTwoSided(True) # Required for tesselation # self.convertToPatches(self.scene) self.scene.reparentTo(self.render) # Prepare textures with SRGB format self.prepareSRGB(self.scene) # Create movement controller (Freecam)wwww 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) # Hotkey to reload all shaders self.accept("r", self.setShaders) # for i in xrange(1): # pointLight = PointLight() # pointLight.setPos(Vec3( (i-1)*3, 0, 7)) # pointLight.setColor(Vec3(0.1)) # pointLight.setShadowMapResolution(1024) # pointLight.setRadius(50) # pointLight.setCastsShadows(True) # # pointLight.attachDebugNode(render) # self.renderPipeline.addLight(pointLight) # Create a sun light dPos = Vec3(60, 30, 100) dirLight = DirectionalLight() dirLight.setDirection(dPos) dirLight.setShadowMapResolution(2048) dirLight.setAmbientColor(Vec3(0.0, 0.0, 0.0)) dirLight.setPos(dPos) dirLight.setColor(Vec3(3)) dirLight.setPssmTarget(base.cam, base.camLens) dirLight.setCastsShadows(True) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight sunPos = Vec3(56.7587, -31.3601, 189.196) self.dirLight.setPos(sunPos) self.dirLight.setDirection(sunPos) # Tell the GI which light casts the GI self.renderPipeline.setGILightSource(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 = None self.loadSkybox() # Set default object shaders self.setShaders(refreshPipeline=False)
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) self.renderPipeline.loadSettings("Config/pipeline.ini") # Uncomment to use temp directory # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp') # writeDirectory = "Temp/" # Clear write directory when app exits # atexit.register(os.remove, writeDirectory) # Set a write directory, where the shader cache and so on is stored # self.renderPipeline.getMountManager().setWritePath(writeDirectory) self.renderPipeline.getMountManager().setBasePath(".") ####### END OF RENDER PIPELINE SETUP ####### # Load some demo source # self.sceneSource = "Demoscene.ignore/sponza.egg.bam" # self.sceneSource = "Demoscene.ignore/occlusionTest/Model.egg" # self.sceneSource = "Demoscene.ignore/lost-empire/Model.egg" # self.sceneSource = "Models/PSSMTest/Model.egg.bam" # self.sceneSource = "Scene.ignore/Car.bam" # self.sceneSource = "Demoscene.ignore/GITest/Model.egg" # self.sceneSource = "Demoscene.ignore/PSSMTest/Model.egg.bam" # self.sceneSource = "Models/Raventon/Model.egg" # self.sceneSource = "Demoscene.ignore/Room/LivingRoom.egg.bam" self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg" # If global illumination is enabled, load the voxel grid GlobalIllumination.setSceneRoot( "Toolkit/Blender Material Library/voxelized/") # Create the pipeline, and enable scattering self.renderPipeline.create() self.renderPipeline.enableDefaultEarthScattering() # Load scene from disk self.debug("Loading Scene '" + self.sceneSource + "'") self.scene = self.loader.loadModel(self.sceneSource) # Wheter to use a ground floor self.usePlane = False 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, -0.01) self.groundPlane.setScale(2.0) self.groundPlane.setTwoSided(True) self.groundPlane.flattenStrong() self.groundPlane.reparentTo(self.scene) # Some artists really don't know about backface culling # self.scene.setTwoSided(True) # Required for tesselation # self.convertToPatches(self.scene) self.scene.reparentTo(self.render) # Prepare textures with SRGB format self.prepareSRGB(self.scene) # Create movement controller (Freecam) self.controller = MovementController(self) self.controller.setInitialPosition( Vec3(0.422895, -6.49557, 4.72692), Vec3(0, 0, 3)) self.controller.setup() # Hotkey for wireframe self.accept("f3", self.toggleSceneWireframe) # Hotkey to reload all shaders self.accept("r", self.setShaders) # Create a sun light dPos = Vec3(60, 30, 100) dirLight = DirectionalLight() dirLight.setDirection(dPos) dirLight.setShadowMapResolution(4096) dirLight.setAmbientColor(Vec3(0.5, 0.5, 0.5)) dirLight.setCastsShadows(True) dirLight.setPos(dPos) dirLight.setColor(Vec3(4)) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight sunPos = Vec3(56.7587, -31.3601, 189.196) self.dirLight.setPos(sunPos) self.dirLight.setDirection(sunPos) # Slider to move the sun if self.renderPipeline.settings.displayOnscreenDebugger: self.renderPipeline.guiManager.demoSlider.node[ "command"] = self.setSunPos self.lastSliderValue = 0.0 # Load skybox self.skybox = None self.loadSkybox() # Set default object shaders self.setShaders(refreshPipeline=False)
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() self.renderPipeline.enableDefaultEarthScattering() # 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) # Hotkey to reload all shaders self.accept("r", self.setShaders) # Create a sun light dPos = Vec3(60, 30, 100) dirLight = DirectionalLight() dirLight.setDirection(dPos) dirLight.setShadowMapResolution(2048) dirLight.setAmbientColor(Vec3(0.0, 0.0, 0.0)) dirLight.setPos(dPos) dirLight.setColor(Vec3(3)) 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) self.dirLight.setDirection(sunPos) # Tell the GI which light casts the GI self.renderPipeline.setGILightSource(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) # Set default object shaders self.setShaders(refreshPipeline=False) self.createGUI()