forked from daela/P3DFramework
/
main.py
146 lines (104 loc) · 4.97 KB
/
main.py
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from panda3d.core import loadPrcFile, Vec3, Shader, RenderModeAttrib, SamplerState
from panda3d.core import Texture, ShaderAttrib, NodePath, loadPrcFileData
from direct.showbase.ShowBase import ShowBase
from Core.RSCoreModules import TerrainMeshRenderer
import math
import sys
sys.path.insert(0, "../RenderPipeline")
from __init__ import RenderPipeline
from Code.Util.MovementController import MovementController
class App(ShowBase):
def __init__(self):
loadPrcFileData("", "model-cache-dir")
self.render_pipeline = RenderPipeline(self)
self.render_pipeline.get_mount_manager().mount()
self.render_pipeline.load_settings("Config/pipeline.yaml")
self.render_pipeline.create()
self.controller = MovementController(self)
self.controller.set_initial_position_hpr(
Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0))
self.controller.setup()
self.render_pipeline.create_default_skybox()
self.accept("r", self._reload_shader)
self.accept("f3", self._toggle_scene_wireframe)
self.addTask(self.update, "update")
self.scene_wireframe = False
# Create some ocean
# self.water = ProjectedWaterGrid(self.render_pipeline)
# self.water.setWaterLevel(0)
self._init_terrain()
self._reload_shader()
def update(self, task):
self.terrain.update()
self.terrainShadow.update()
return task.cont
def _reload_shader(self):
self.render_pipeline.reload_shaders()
self.render_pipeline.set_effect(self.terrain.getNode(), "Data/Effects/terrain.yaml", {
"render_gbuffer": True,
"render_shadows": False,
})
self.render_pipeline.set_effect(self.terrainShadow.getNode(), "Data/Effects/terrain_shadow.yaml", {
"render_gbuffer": False,
"render_shadows": True,
}, 5000)
def _toggle_scene_wireframe(self):
self.scene_wireframe = not self.scene_wireframe
if self.scene_wireframe:
render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10)
else:
render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10)
def _init_terrain(self):
layout = "Layout0"
hmap = "Data/Terrain/" + layout + "/heightmap.png"
# TerrainMeshRenderer.generateBounds(hmap, "Data/Terrain/" + layout + "bounds.bin")
# sys.exit(0)
terrainOffset = Vec3(-4096, -4096, 70.0)
terrainScale = Vec3(1.0, 1.0, 700.0)
self.terrain = TerrainMeshRenderer()
self.terrain.setHeightfieldSize(8192)
self.terrain.setCullingEnabled(False)
self.terrain.loadChunkMesh("Core/Resources/Chunk32.bam")
self.terrain.setFocus(base.cam, base.camLens)
self.terrain.loadBounds("Data/Terrain/" + layout + "bounds.bin")
self.terrain.setTargetTriangleWidth(7.0)
self.terrain.setPos(terrainOffset)
self.terrain.setScale(terrainScale)
self.terrain.create()
node = self.terrain.getNode()
node.reparentTo(render)
self.terrainShadow = TerrainMeshRenderer()
self.terrainShadow.setHeightfieldSize(8192)
self.terrainShadow.loadChunkMesh("Core/Resources/Chunk32.bam")
self.terrainShadow.setFocus(base.cam, base.camLens)
self.terrainShadow.setTargetTriangleWidth(7.0)
self.terrainShadow.loadBounds("Data/Terrain/" + layout + "bounds.bin")
self.terrainShadow.setPos(terrainOffset)
self.terrainShadow.setScale(terrainScale)
self.terrainShadow.setCullingEnabled(False)
self.terrainShadow.create()
nodeShadow = self.terrainShadow.getNode()
nodeShadow.reparentTo(render)
hmap = loader.loadTexture("Data/Terrain/" + layout + "/heightmap.png")
hmap.setWrapU(Texture.WMClamp)
hmap.setWrapV(Texture.WMClamp)
node.setShaderInput("heightmap", hmap)
nodeShadow.setShaderInput("heightmap", hmap)
fmap = loader.loadTexture("Data/Terrain/" + layout + "/flowmap.png")
fmap.setWrapU(Texture.WMClamp)
fmap.setWrapV(Texture.WMClamp)
node.setShaderInput("flowmap", fmap)
for material in ['rock', 'grass', 'gravel', 'snow', 'moss']:
for i in xrange(2):
tex = loader.loadTexture("Data/Terrain/Materials/" + material + "_" + str(i+1) + ".png")
tex.setWrapU(Texture.WMRepeat)
tex.setWrapV(Texture.WMRepeat)
tex.setFormat(Texture.FSrgbAlpha)
tex.setMinfilter(Texture.FTLinearMipmapLinear)
tex.setMagfilter(Texture.FTLinear)
tex.setAnisotropicDegree(16)
node.setShaderInput(material + ("Diffuse" if i == 0 else "Normal"), tex)
# self.water.model.setShaderInput("terrainHeightmap", hmap)
# self.water.model.setShaderInput("terrainOffset", terrainOffset)
# self.water.model.setShaderInput("terrainScale", terrainScale)
App().run()