def __init__(self, x1, y1, x2, y2, z): Att_base.__init__(self, False, "Water1") # Water surface maker = CardMaker( 'water' ) maker.setFrame( x1, x2, y1, y2 ) self.waterNP = render.attachNewNode(maker.generate()) self.waterNP.setHpr(0,-90,0) self.waterNP.setPos(0,0,z) self.waterNP.setTransparency(TransparencyAttrib.MAlpha ) self.waterNP.setShader(loader.loadShader( 'Shaders/water1.sha' )) # Reflection plane self.waterPlane = Plane( Vec3( 0, 0, z+1 ), Point3( 0, 0, z ) ) planeNode = PlaneNode( 'waterPlane' ) planeNode.setPlane( self.waterPlane ) # Buffer and reflection camera self.buffer = base.win.makeTextureBuffer( 'waterBuffer', 512, 512 ) self.buffer.setClearColor( Vec4( 0, 0, 0, 1 ) ) cfa = CullFaceAttrib.makeReverse( ) rs = RenderState.make(cfa) self.watercamNP = base.makeCamera( self.buffer ) self.watercamNP.reparentTo(render) sa = ShaderAttrib.make() sa = sa.setShader(loader.loadShader('Shaders/splut3Clipped.sha') ) self.cam = self.watercamNP.node() self.cam.getLens( ).setFov( base.camLens.getFov( ) ) self.cam.getLens().setNear(1) self.cam.getLens().setFar(5000) self.cam.setInitialState( rs ) self.cam.setTagStateKey('Clipped') self.cam.setTagState('True', RenderState.make(sa)) # ---- water textures --------------------------------------------- # reflection texture, created in realtime by the 'water camera' tex0 = self.buffer.getTexture( ) tex0.setWrapU(Texture.WMClamp) tex0.setWrapV(Texture.WMClamp) ts0 = TextureStage( 'reflection' ) self.waterNP.setTexture( ts0, tex0 ) # distortion texture tex1 = loader.loadTexture('Textures/water.png') ts1 = TextureStage('distortion') self.waterNP.setTexture(ts1, tex1)
def makeWater(self): self.water = loader.loadModel("models/water.egg") self.water.setPos(0,0,1) self.water.setShader(loader.loadShader('shaders/water.sha')) self.water.setShaderInput('wateranim', Vec4(0.03, -0.015, 64.0, 0)) self.water.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45)) self.water.setShaderInput('time', 0) buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512) #buffer.setClearColor(Vec4(0.3, 0.3, 1, 1)) cfa = CullFaceAttrib.makeReverse() rs = RenderState.make(cfa) self.watercamNP = base.makeCamera(buffer) self.watercamNP.reparentTo(render) cam = self.watercamNP.node() cam.getLens().setFov(base.camLens.getFov()) cam.getLens().setNear(1) cam.getLens().setFar(5000) cam.setInitialState(rs) self.waterPlane = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)) planeNode = PlaneNode('waterPlane') planeNode.setPlane(self.waterPlane) #cam.lookAt(0,0,-1) cam.setTagStateKey('Clipped') tex0 = buffer.getTexture() tex0.setWrapU(Texture.WMClamp) tex0.setWrapV(Texture.WMClamp) ts0 = TextureStage('reflection') self.water.setTexture(ts0, tex0) tex1 = loader.loadTexture('texture/water.png') ts1 = TextureStage('distortion') self.water.setTexture(ts1, tex1) self.keyMap={}; self.keyMap["sit"]=0 self.keyMap["call"]=0 self.keyMap["left"]=0 self.keyMap["forward"]=0 self.keyMap["right"]=0 taskMgr.add(self.waterUpdate, "waterTask") taskMgr.add(self.cameraControl,"cameraControl") self.water.reparentTo(render)
def createGuiObjects(self): self.dayButton = DirectButton(parent=self.dayButtonLocator, image=self.selectedFrame, relief=None, command=self.__clickedOnDay, pressEffect=1, rolloverSound=None, clickSound=None) self.numberWidget = DirectLabel(parent=self.numberLocator, relief=None, text=str(self.myDate.day), text_scale=0.04, text_align=TextNode.ACenter, text_font=ToontownGlobals.getInterfaceFont(), text_fg=Vec4(110 / 255.0, 126 / 255.0, 255 / 255.0, 1)) self.attachMarker(self.numberLocator) self.listXorigin = 0 self.listFrameSizeX = self.scrollBottomRightLocator.getX() - self.scrollLocator.getX() self.scrollHeight = self.scrollLocator.getZ() - self.scrollBottomRightLocator.getZ() self.listZorigin = self.scrollBottomRightLocator.getZ() self.listFrameSizeZ = self.scrollLocator.getZ() - self.scrollBottomRightLocator.getZ() self.arrowButtonXScale = 1 self.arrowButtonZScale = 1 self.itemFrameXorigin = 0 self.itemFrameZorigin = 0 self.buttonXstart = self.itemFrameXorigin + 0.21 self.gui = loader.loadModel('phase_3.5/models/gui/friendslist_gui') buttonOffSet = -0.01 incButtonPos = (0.0, 0, 0) decButtonPos = (0.0, 0, 0) itemFrameMinZ = self.listZorigin itemFrameMaxZ = self.listZorigin + self.listFrameSizeZ arrowUp = self.find('**/downScroll_up') arrowDown = self.find('**/downScroll_down') arrowHover = self.find('**/downScroll_hover') self.scrollList = DirectScrolledList(parent=self.scrollLocator, relief=None, pos=(0, 0, 0), incButton_image=(arrowUp, arrowDown, arrowHover, arrowUp), incButton_relief=None, incButton_scale=(self.arrowButtonXScale, 1, self.arrowButtonZScale), incButton_pos=incButtonPos, incButton_image3_color=Vec4(1, 1, 1, 0.2), decButton_image=(arrowUp, arrowDown, arrowHover, arrowUp), decButton_relief=None, decButton_scale=(self.arrowButtonXScale, 1, -self.arrowButtonZScale), decButton_pos=decButtonPos, decButton_image3_color=Vec4(1, 1, 1, 0.2), itemFrame_pos=(self.itemFrameXorigin, 0, -0.03), numItemsVisible=4, incButtonCallback=self.scrollButtonPressed, decButtonCallback=self.scrollButtonPressed) itemFrameParent = self.scrollList.itemFrame.getParent() self.scrollList.incButton.reparentTo(self.scrollDownLocator) self.scrollList.decButton.reparentTo(self.scrollUpLocator) arrowUp.removeNode() arrowDown.removeNode() arrowHover.removeNode() clipper = PlaneNode('clipper') clipper.setPlane(Plane(Vec3(-1, 0, 0), Point3(0.23, 0, 0))) clipNP = self.scrollList.component('itemFrame').attachNewNode(clipper) self.scrollList.component('itemFrame').setClipPlane(clipNP) return
def createGuiObjects(self): """Create the other gui objects in the month, assumes we have proper locators.""" # we create an invisible button so the day can be clicked on self.dayButton = DirectButton( parent=self.dayButtonLocator, image=self.selectedFrame, relief=None, command=self.__clickedOnDay, # next three settings are for debug pressEffect=1, rolloverSound=None, clickSound=None) self.numberWidget = DirectLabel( parent=self.numberLocator, relief=None, text=str(self.myDate.day), text_scale=0.04, text_align=TextNode.ACenter, text_font=ToontownGlobals.getInterfaceFont(), text_fg=Vec4(110 / 255.0, 126 / 255.0, 255 / 255.0, 1), ) self.attachMarker(self.numberLocator) self.listXorigin = 0 self.listFrameSizeX = self.scrollBottomRightLocator.getX( ) - self.scrollLocator.getX() self.scrollHeight = self.scrollLocator.getZ( ) - self.scrollBottomRightLocator.getZ() self.listZorigin = self.scrollBottomRightLocator.getZ() self.listFrameSizeZ = self.scrollLocator.getZ( ) - self.scrollBottomRightLocator.getZ() self.arrowButtonXScale = 1 self.arrowButtonZScale = 1 self.itemFrameXorigin = 0 self.itemFrameZorigin = 0 self.buttonXstart = self.itemFrameXorigin + 0.21 self.gui = loader.loadModel("phase_3.5/models/gui/friendslist_gui") buttonOffSet = -0.01 # these settings put the arrow buttons on the top incButtonPos = (0.0, 0, 0) decButtonPos = (0.0, 0, 0) # these settings put the arrow buttons on the right side # incButtonPos = (self.buttonXstart,0,self.listZorigin - buttonOffSet) # decButtonPos = (self.buttonXstart, 0, self.listZorigin + self.listFrameSizeZ + buttonOffSet) itemFrameMinZ = self.listZorigin itemFrameMaxZ = self.listZorigin + self.listFrameSizeZ arrowUp = self.find("**/downScroll_up") arrowDown = self.find("**/downScroll_down") arrowHover = self.find("**/downScroll_hover") self.scrollList = DirectScrolledList( parent=self.scrollLocator, relief=None, pos=(0, 0, 0), # inc and dec are DirectButtons # incButton is on the bottom of page, decButton is on the top! incButton_image=( arrowUp, arrowDown, arrowHover, arrowUp, ), incButton_relief=None, incButton_scale=(self.arrowButtonXScale, 1, self.arrowButtonZScale), incButton_pos=incButtonPos, # Make the disabled button fade out incButton_image3_color=Vec4(1, 1, 1, 0.2), decButton_image=( arrowUp, arrowDown, arrowHover, arrowUp, ), decButton_relief=None, decButton_scale=(self.arrowButtonXScale, 1, -self.arrowButtonZScale), decButton_pos=decButtonPos, # Make the disabled button fade out decButton_image3_color=Vec4(1, 1, 1, 0.2), # itemFrame is a DirectFrame, shift it down a bit to match top left scroll itemFrame_pos=(self.itemFrameXorigin, 0, -0.03), # each item is a button with text on it numItemsVisible=4, # so we select the day when we click on a scroll button incButtonCallback=self.scrollButtonPressed, decButtonCallback=self.scrollButtonPressed, ) # make sure the arrow buttons appear over item frame itemFrameParent = self.scrollList.itemFrame.getParent() self.scrollList.incButton.reparentTo(self.scrollDownLocator) self.scrollList.decButton.reparentTo(self.scrollUpLocator) arrowUp.removeNode() arrowDown.removeNode() arrowHover.removeNode() # Set up a clipping plane to truncate names that would extend # off the right end of the scrolled list. clipper = PlaneNode('clipper') clipper.setPlane(Plane(Vec3(-1, 0, 0), Point3(0.23, 0, 0))) clipNP = self.scrollList.component('itemFrame').attachNewNode(clipper) self.scrollList.component('itemFrame').setClipPlane(clipNP)
def __init__(self, world, x1, y1, x2, y2, z): self.world = world logging.info(('setting up water plane at z=' + str(z))) # Water surface maker = CardMaker('water') maker.setFrame(x1, x2, y1, y2) self.waterNP = render.attachNewNode(maker.generate()) self.waterNP.setHpr(0, -90, 0) self.waterNP.setPos(0, 0, z) self.waterNP.setTransparency(TransparencyAttrib.MAlpha) self.waterNP.setShader(loader.loadShader('shaders/water.sha')) self.waterNP.setShaderInput('wateranim', Vec4(0.03, -0.015, 64.0, 0)) # vx, vy, scale, skip # offset, strength, refraction factor (0=perfect mirror, 1=total refraction), refractivity self.waterNP.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45)) self.waterNP.setShaderInput('time', 0) # Reflection plane self.waterPlane = Plane(Vec3(0, 0, z + 1), Point3(0, 0, z)) planeNode = PlaneNode('waterPlane') planeNode.setPlane(self.waterPlane) # Buffer and reflection camera buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512) buffer.setClearColor(Vec4(0, 0, 0, 1)) cfa = CullFaceAttrib.makeReverse() rs = RenderState.make(cfa) self.watercamNP = base.makeCamera(buffer) self.watercamNP.reparentTo(render) #sa = ShaderAttrib.make() #sa = sa.setShader(loader.loadShader('shaders/splut3Clipped.sha') ) cam = self.watercamNP.node() cam.getLens().setFov(base.camLens.getFov()) cam.getLens().setNear(1) cam.getLens().setFar(5000) cam.setInitialState(rs) cam.setTagStateKey('Clipped') #cam.setTagState('True', RenderState.make(sa)) # ---- water textures ----------------------------------------------- #reflection texture, created in realtime by the 'water camera' tex0 = buffer.getTexture() tex0.setWrapU(Texture.WMClamp) tex0.setWrapV(Texture.WMClamp) ts0 = TextureStage('reflection') self.waterNP.setTexture(ts0, tex0) # distortion texture tex1 = loader.loadTexture('textures/water.png') ts1 = TextureStage('distortion') self.waterNP.setTexture(ts1, tex1) # ---- Fog --- broken min = Point3(x1, y1, -999.0) max = Point3(x2, y2, z) boundry = BoundingBox(min, max self.waterFog = Fog('waterFog') self.waterFog.setBounds(boundry) colour = (0.2, 0.5, 0.8) self.waterFog.setColor(*colour) self.waterFog.setExpDensity(0.05) render.attachNewNode(self.waterFog) #render.setFog(world.waterFog) taskMgr.add(self.update, "waterTask") def update(self, task): # update matrix of the reflection camera mc = base.camera.getMat() mf = self.waterPlane.getReflectionMat() self.watercamNP.setMat(mc * mf) self.waterNP.setShaderInput('time', task.time) self.waterNP.setX(self.world.ralph.getX()) self.waterNP.setY(self.world.ralph.getY()) return task.cont
def __init__(self, world, x1, y1, x2, y2, z): self.world = world logging.info(('setting up water plane at z=' + str(z))) # Water surface maker = CardMaker('water') maker.setFrame(x1, x2, y1, y2) self.waterNP = render.attachNewNode(maker.generate()) self.waterNP.setHpr(0, -90, 0) self.waterNP.setPos(0, 0, z) self.waterNP.setTransparency(TransparencyAttrib.MAlpha) self.waterNP.setShader(loader.loadShader('shaders/water.sha')) self.waterNP.setShaderInput('wateranim', Vec4(0.03, -0.015, 64.0, 0)) # vx, vy, scale, skip # offset, strength, refraction factor (0=perfect mirror, 1=total refraction), refractivity self.waterNP.setShaderInput('waterdistort', Vec4(0.4, 4.0, 0.25, 0.45)) self.waterNP.setShaderInput('time', 0) # Reflection plane self.waterPlane = Plane(Vec3(0, 0, z + 1), Point3(0, 0, z)) planeNode = PlaneNode('waterPlane') planeNode.setPlane(self.waterPlane) # Buffer and reflection camera buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512) buffer.setClearColor(Vec4(0, 0, 0, 1)) cfa = CullFaceAttrib.makeReverse() rs = RenderState.make(cfa) self.watercamNP = base.makeCamera(buffer) self.watercamNP.reparentTo(render) #sa = ShaderAttrib.make() #sa = sa.setShader(loader.loadShader('shaders/splut3Clipped.sha') ) cam = self.watercamNP.node() cam.getLens().setFov(base.camLens.getFov()) cam.getLens().setNear(1) cam.getLens().setFar(5000) cam.setInitialState(rs) cam.setTagStateKey('Clipped') #cam.setTagState('True', RenderState.make(sa)) # ---- water textures --------------------------------------------- # reflection texture, created in realtime by the 'water camera' tex0 = buffer.getTexture() tex0.setWrapU(Texture.WMClamp) tex0.setWrapV(Texture.WMClamp) ts0 = TextureStage('reflection') self.waterNP.setTexture(ts0, tex0) # distortion texture tex1 = loader.loadTexture('textures/water.png') ts1 = TextureStage('distortion') self.waterNP.setTexture(ts1, tex1) # ---- Fog --- broken min = Point3(x1, y1, -999.0) max = Point3(x2, y2, z) boundry = BoundingBox(min, max) self.waterFog = Fog('waterFog') self.waterFog.setBounds(boundry) colour = (0.2, 0.5, 0.8) self.waterFog.setColor(*colour) self.waterFog.setExpDensity(0.05) render.attachNewNode(self.waterFog) #render.setFog(world.waterFog) taskMgr.add(self.update, "waterTask")