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 __init__(self, parent): self.parent = parent self.baseNode = self.parent.attachNewNode(self.__class__.__name__) x1 = -200 y1 = -200 x2 = 200 y2 = 200 z = 0.0 #waterNP = NodePath("Water Node Parent") #waterNP.reparentTo(parent) #sn = self.drawSquare(-100, -100, 0, 100, 100, 0); #sn.reparentTo(self.baseNode) water = Square(self.baseNode, Point3(x1, y1, 0.2), Point3(x2, y2, 0.2), Vec4(0.0, 0.0, 0.5, 0.5)) wNp = water.draw() t1 = loader.loadTexture('assets/textures/wave.png') t1.setWrapU(Texture.WMRepeat) t1.setWrapV(Texture.WMRepeat) wNp.setTexture(t1) # Water Shader from # http://www.panda3d.org/forums/viewtopic.php?p=70853&sid=53d92b5ae1683bd9458f21d6026ad36e # anim: vx, vy, scale, skip # distort: offset, strength, refraction factor (0 = perfect mirror, # 1 = total refraction), refractivity anim = (.022, -.012, 2.5, 0) distort = (.1, 2, .5, .45) self.buffer = base.win.makeTextureBuffer('waterBuffer', 512, 512) self.watercamNP = base.makeCamera(self.buffer) # Create water surface using a card # The surface will be centered and maker = CardMaker('water') # Water surface maker.setFrame(x1, x2, y1, y2) self.waterNP = self.baseNode.attachNewNode(maker.generate()) self.waterNP.setPosHpr((0, 0, z), (0, -90, 0)) self.waterNP.setTransparency(TransparencyAttrib.MAlpha) self.waterNP.setTwoSided(True) # Attach the water shader to the water shader surface waterShader = Shader.load("shaders/water.sha") self.waterNP.setShader(waterShader) self.waterNP.setShaderInput('wateranim', anim) self.waterNP.setShaderInput('waterdistort', distort) self.waterNP.setShaderInput('time', 0) self.waterPlane = Plane((0, 0, z + 1), (0, 0, z)) # Reflection plane PlaneNode('waterPlane').setPlane(self.waterPlane) self.buffer.setClearColor((0, 0, 0.5, 1)) # buffer self.watercamNP.reparentTo(self.baseNode) # reflection camera cam = self.watercamNP.node() cam.getLens().setFov(base.camLens.getFov()) cam.getLens().setNearFar(1, 5000) cam.setInitialState(RenderState.make(CullFaceAttrib.makeReverse())) cam.setTagStateKey('Clipped') cam.setTagState( 'True', RenderState.make(ShaderAttrib.make().setShader( loader.loadShader('shaders/splut3Clipped.sha')))) tex0 = self.buffer.getTexture() # reflection texture, created in # realtime by the 'water camera' tex0.setWrapU(Texture.WMClamp) tex0.setWrapV(Texture.WMClamp) self.waterNP.setTexture(TextureStage('reflection'), tex0) self.waterNP.setTexture( TextureStage('distortion'), loader.loadTexture( 'assets/textures/water.png')) # distortion texture self.task = taskMgr.add(self.update, 'waterUpdate', sort=50)
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, _base): self._base = _base self._base.cam.node().setActive(0) # window properties self.winprops = WindowProperties.size(base.win.getXSize(),base.win.getYSize()) self.props = FrameBufferProperties() self.props.setDepthBits(1) self.props.setColorBits(1) self.props.setAlphaBits(1) # buffers creation self.geom_buffer = self.make_FBO("geom buffer",3) self.light_buffer = self.make_FBO("light buffer",0) self.transparency_buffer = self.make_FBO("transparency buffer",0) # cameras creation self.geom_cam = self._base.makeCamera(self.geom_buffer) self.light_cam = self._base.makeCamera(self.light_buffer) self.transparency_cam = self._base.makeCamera(self.transparency_buffer) # cameras setup self.geom_cam.node().getDisplayRegion(0).setClearColorActive(1) self.geom_cam.node().getDisplayRegion(0).setClearColor(Vec4(1,0,0,1)) self.geom_cam.node().getDisplayRegion(0).setClearDepthActive(1) self.light_cam.node().getDisplayRegion(0).setClearColorActive(1) self.geom_cam.node().getDisplayRegion(0).setClearColor(Vec4(0,1,0,1)) self.light_cam.node().getDisplayRegion(0).setClearDepthActive(1) self.transparency_cam.node().getDisplayRegion(0).setClearColorActive(1) self.transparency_cam.node().getDisplayRegion(0).setClearDepthActive(1) self.geom_cam.node().getLens().setNear(0.1) self.light_cam.node().getLens().setNear(0.1) self.transparency_cam.node().getLens().setNear(0.1) self.geom_cam.node().getLens().setFov(90) self.light_cam.node().getLens().setFov(90) self._base.cam.node().getLens().setFov(90) self.transparency_cam.node().getLens().setFov(90) # cameras masks self.geom_mask = BitMask32(1) self.light_mask = BitMask32(2) self.transparency_mask = BitMask32(4) self.light_cam.node().setCameraMask(self.light_mask) self.geom_cam.node().setCameraMask(self.geom_mask) self.transparency_cam.node().setCameraMask(self.transparency_mask) RENDER_NODES['LIGHTS'].hide(self.geom_mask) RENDER_NODES['GEOMS'].hide(self.light_mask) RENDER_NODES['TRANSPS'].hide(self.geom_mask) # link cameras self.geom_cam.node().setScene(RENDER_NODES['GEOMS']) self.light_cam.node().setScene(RENDER_NODES['LIGHTS']) self.transparency_cam.node().setScene(RENDER_NODES['TRANSPS']) # buffers rendering order self.light_buffer.setSort(0) self.geom_buffer.setSort(-50) self.transparency_buffer.setSort(50) self._base.win.setSort(-100) # shadows cube creation self.shadow_cube = RENDER_NODES['GEOMS'].attachNewNode("cubemap") self.shadow_cube.setPos(0, 0, 0) buffer_cube_shadow = self._base.win.makeCubeMap("cube 1", 512, self.shadow_cube, camera_mask = self.geom_mask, to_ram = False, fbp = self.props) self.shadow_cube_texture = buffer_cube_shadow.getTexture() cameras = [] for camera in self.shadow_cube.getChildren(): cameras.append(camera) camera.node().getLens().setFov(90) camera.node().getLens().setNearFar(0.1 ,10.0) camera.node().setCameraMask(self.geom_mask) cameraInit = NodePath(PandaNode("cube camera initiator")) cameraInit.setShader(Shader.load('shaders/point_lights_cube.sha')) cameraInit.setShaderInput("light2", self.shadow_cube) cameraInit.setShaderInput("lightCamera", camera) cameraInit.setShaderInput("lensFar", Vec4(camera.node().getLens().getFar())) cameraInit.setShaderInput("transparency", Vec4(1)) camera.node().setInitialState(cameraInit.getState()) # reflections cube creation self.reflection_cube = RENDER_NODES['GEOMS'].attachNewNode("cubemap pivot") self.buffer_reflection_cube = self._base.win.makeCubeMap("cube 2", 512, self.reflection_cube, camera_mask = self.geom_mask, to_ram = False, fbp = self.props) self.reflection_cube_texture = self.buffer_reflection_cube.getTexture() for camera in self.reflection_cube.getChildren(): camera.node().getLens().setNearFar(0.1 ,500.0) # shader rendering normal maps normal_shader = ShaderAttrib.make() normal_shader = normal_shader.setShader(Shader.load(CG_NORMALMAP)) # shader rendering light light_shader = ShaderAttrib.make() light_shader = light_shader.setShader(Shader.load(CG_LIGHT)) # link states with cameras self.geom_cam.node().setTagStateKey(SHADER_TAGS['g-buffer']) self.geom_cam.node().setTagState("True", RenderState.make(normal_shader)) self.light_cam.node().setTagStateKey(SHADER_TAGS['compute light']) self.light_cam.node().setTagState("True", RenderState.make(light_shader)) # render textures creation self.albedo_map = Texture() self.normal_map = Texture() self.depth_map = Texture() self.specular_map = Texture() self.misc_map = Texture() self.light_map = Texture() self.transparency_map = Texture() self.transparency_depth_map = Texture() # render textures self.transparency_buffer.addRenderTexture(self.transparency_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor) self.transparency_buffer.addRenderTexture(self.transparency_depth_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepth) self.geom_buffer.addRenderTexture(self.normal_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor) self.geom_buffer.addRenderTexture(self.depth_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepth) self.geom_buffer.addRenderTexture(self.albedo_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba0) self.geom_buffer.addRenderTexture(self.specular_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba1) self.geom_buffer.addRenderTexture(self.misc_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba2) self.light_buffer.addRenderTexture(self.light_map, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor) taskMgr.add(self.update,'update reflections cubemap')
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 __init__(self, parent): self.parent = parent self.baseNode = self.parent.attachNewNode(self.__class__.__name__) x1 = -200 y1 = -200 x2 = 200 y2 = 200 z = 0.0 #waterNP = NodePath("Water Node Parent") #waterNP.reparentTo(parent) #sn = self.drawSquare(-100, -100, 0, 100, 100, 0); #sn.reparentTo(self.baseNode) water = Square(self.baseNode, Point3(x1, y1, 0.2), Point3(x2, y2, 0.2), Vec4(0.0,0.0,0.5,0.5)) wNp = water.draw() t1 = loader.loadTexture( 'assets/textures/wave.png' ) t1.setWrapU(Texture.WMRepeat) t1.setWrapV(Texture.WMRepeat) wNp.setTexture(t1) # Water Shader from # http://www.panda3d.org/forums/viewtopic.php?p=70853&sid=53d92b5ae1683bd9458f21d6026ad36e # anim: vx, vy, scale, skip # distort: offset, strength, refraction factor (0 = perfect mirror, # 1 = total refraction), refractivity anim = ( .022, -.012, 2.5, 0 ) distort = ( .1, 2, .5, .45 ) self.buffer = base.win.makeTextureBuffer( 'waterBuffer', 512, 512 ) self.watercamNP = base.makeCamera( self.buffer ) # Create water surface using a card # The surface will be centered and maker = CardMaker( 'water' ) # Water surface maker.setFrame( x1, x2, y1, y2 ) self.waterNP = self.baseNode.attachNewNode( maker.generate() ) self.waterNP.setPosHpr( ( 0, 0, z ), ( 0, -90, 0 ) ) self.waterNP.setTransparency( TransparencyAttrib.MAlpha ) self.waterNP.setTwoSided(True) # Attach the water shader to the water shader surface waterShader = Shader.load("shaders/water.sha") self.waterNP.setShader(waterShader) self.waterNP.setShaderInput('wateranim', anim ) self.waterNP.setShaderInput('waterdistort', distort ) self.waterNP.setShaderInput('time', 0 ) self.waterPlane = Plane( ( 0, 0, z + 1 ), ( 0, 0, z ) ) # Reflection plane PlaneNode( 'waterPlane' ).setPlane( self.waterPlane ) self.buffer.setClearColor( ( 0, 0, 0.5, 1 ) ) # buffer self.watercamNP.reparentTo( self.baseNode ) # reflection camera cam = self.watercamNP.node() cam.getLens().setFov( base.camLens.getFov() ) cam.getLens().setNearFar( 1, 5000 ) cam.setInitialState( RenderState.make( CullFaceAttrib.makeReverse() ) ) cam.setTagStateKey( 'Clipped' ) cam.setTagState('True', RenderState.make( ShaderAttrib.make().setShader( loader.loadShader( 'shaders/splut3Clipped.sha' ) ) ) ) tex0 = self.buffer.getTexture() # reflection texture, created in # realtime by the 'water camera' tex0.setWrapU( Texture.WMClamp ); tex0.setWrapV( Texture.WMClamp ) self.waterNP.setTexture( TextureStage( 'reflection' ), tex0 ) self.waterNP.setTexture( TextureStage( 'distortion' ), loader.loadTexture( 'assets/textures/water.png' ) ) # distortion texture self.task = taskMgr.add( self.update, 'waterUpdate', sort = 50 )