class App(ShowBase): def __init__(self): # Load the default configuration.prc. This is recommended, as it # contains some important panda options loadPrcFile("../../Config/configuration.prc") # Init the showbase ShowBase.__init__(self) # Create a new pipeline instance self.renderPipeline = RenderingPipeline(self) # Set the base path for the pipeline. This is required as we are in # a subdirectory self.renderPipeline.getMountManager().setBasePath("../../") # Also set the write path self.renderPipeline.getMountManager().setWritePath("../../Temp/") # Load the default settings self.renderPipeline.loadSettings("../../Config/pipeline.ini") # Now create the pipeline self.renderPipeline.create() # Load the skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) # Create the default movement controler self.controller = MovementController(self) self.controller.setInitialPositionHpr( Vec3(-2.5, -10.5, 7.5), Vec3(0, -14, 0)) self.controller.setup() # At this point we are done with the initialization. Now you want to # load your scene, and create the game logic. # Call this to tell the pipeline that the scene is done loading self.renderPipeline.onSceneInitialized()
class App(ShowBase): def __init__(self): # Load the default configuration.prc. This is recommended, as it # contains some important panda options loadPrcFile("../../Config/configuration.prc") # Init the showbase ShowBase.__init__(self) # Create a new pipeline instance self.renderPipeline = RenderingPipeline(self) # Set the base path for the pipeline. This is required as we are in # a subdirectory self.renderPipeline.getMountManager().setBasePath("../../") # Also set the write path self.renderPipeline.getMountManager().setWritePath("../../Temp/") # Load the default settings self.renderPipeline.loadSettings("../../Config/pipeline.ini") # Now create the pipeline self.renderPipeline.create() # Load the skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) # Create the default movement controler self.controller = MovementController(self) self.controller.setInitialPositionHpr(Vec3(-2.5, -10.5, 7.5), Vec3(0, -14, 0)) self.controller.setup() # At this point we are done with the initialization. Now you want to # load your scene, and create the game logic. # Call this to tell the pipeline that the scene is done loading self.renderPipeline.onSceneInitialized()
class Main(ShowBase, DebugObject): """ This is the render pipeline testing showbase """ 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) # Show loading screen self.loadingScreen = PipelineLoadingScreen(self) self.loadingScreen.render() self.loadingScreen.setStatus("Creating pipeline", 10) # 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/" # Set the pipeline base path self.renderPipeline.getMountManager().setBasePath(".") # Load pipeline settings self.renderPipeline.loadSettings("Config/pipeline.ini") self.loadingScreen.setStatus("Compiling shaders", 20) # Create the pipeline, and enable scattering self.renderPipeline.create() ####### END OF RENDER PIPELINE SETUP ####### # Select demo scene here: # This sources are not included in the repo, for size reasons # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg" # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam" # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg" # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam" # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg" # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg" # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg" # self.sceneSource = "Demoscene.ignore/Tuscany/Tuscany.egg" # self.sceneSource = "Demoscene.ignore/EiffelTower/Scene.bam" # self.sceneSource = "Demoscene.ignore/HarvesterModel/Model.egg" # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg" # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg" # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg" # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam" # self.sceneSource = "Demoscene.ignore/DabrovicSponza/Scene.egg" # self.sceneSource = "Demoscene.ignore/Avolition/level5.bam" # self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam" # self.sceneSource = "Demoscene.ignore/Alphatest/alphatest.egg" # self.sceneSource = "Demoscene.ignore/TestScene/Test.bam" # This sources are included in the repo # self.sceneSource = "Models/CornelBox/Model.egg" # self.sceneSource = "Models/HouseSet/Model.egg" # self.sceneSource = "Models/PSSMTest/Model.egg.bam" # self.sceneSource = "Models/PBSTest/Scene.egg.bam" # self.sceneSource = "Models/HDRTest/Scene.egg" # self.sceneSource = "Models/GITestScene/Scene.egg" # self.sceneSource = "Models/VertexPerformanceTest/Scene.egg" # self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg" self.sceneSource = "panda" # Select surrounding scene here self.sceneSourceSurround = None # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg" # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # self.sceneSourceSurround = "Models/LittleHouse/couch.bam" # Store a list of transparent objects self.transparentObjects = [] # Create a sun light dPos = Vec3(60, 30, 100) if True: dirLight = DirectionalLight() dirLight.setPos(dPos * 100000.0) dirLight.setShadowMapResolution(2048) dirLight.setColor(Vec3(1.1, 1.05, 0.9) * 3.0) dirLight.setCastsShadows(True) dirLight.setPssmDistance(140) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight # Tell the GI which light casts the GI self.renderPipeline.setScatteringSource(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"] = 50 self.lastSliderValue = 0.5 self.movingLights = [] self.demoLights = [] # Create some lights for i in xrange(0): pointLight = PointLight() radius = float(i) / 3.0 * 6.28 + 1.52 xoffs = i * 3.0 yoffs = math.cos(radius) * 0.0 pointLight.setPos(0, 0, 15) pointLight.setColor(Vec3(0.2,0.6,1.0)*6) pointLight.setShadowMapResolution(512) pointLight.setRadius(18) pointLight.setCastsShadows(True) self.renderPipeline.addLight(pointLight) # pointLight.attachDebugNode(render) # self.movingLights.append(pointLight) # Create more lights for i in xrange(0): pointLight = PointLight() radius = float(i) / 12.0 * 6.28 + 5.22 xoffs = math.sin(radius) * 50.0 yoffs = math.cos(radius) * 50.0 pointLight.setPos(Vec3( xoffs, yoffs, 12)) # pointLight.setColor(Vec3(0.2,0.6,1.0) * 0.05) pointLight.setColor(random(), random(), random()) pointLight.setRadius(90) self.renderPipeline.addLight(pointLight) # pointLight.attachDebugNode(render) for x in xrange(0): spotLight = SpotLight() spotLight.setColor(Vec3(0.5, 0.8, 1.0) * 0.3) lightPos = Vec3(math.sin(x/10.0 * 6.28) * 16.0, math.cos(x/10.0 * 6.28) * 16.0, 29.0) spotLight.setPos(lightPos) spotLight.lookAt(lightPos - Vec3(0, 0, 1)) spotLight.setFov(90) spotLight.setShadowMapResolution(1024) spotLight.setCastsShadows(True) spotLight.setNearFar(2.0, 60.0) spotLight.setIESProfile("AreaLight") self.renderPipeline.addLight(spotLight) # spotLight.attachDebugNode(render) # self.movingLights.append(spotLight) # Attach update task self.addTask(self.update, "update") # Update loading screen status self.loadingScreen.setStatus("Loading scene", 55) # Show loading screen a bit if True: self.doMethodLater(0.5, self.loadScene, "Load Scene") else: self.loadScene() def addDemoLight(self): """ Spawns a new light at a random position with a random color """ randomRadius = 40.0 light = SpotLight() spot = Vec3( (random()-0.5) * randomRadius, (random()-0.5) * randomRadius, 22) # spot = self.cam.getPos(self.render) light.setPos(spot) light.lookAt(Vec3(spot.x,spot.y,0)) # print "pos is", spot,"look at",Vec3(spot.x,spot.y,0) light.setColor(Vec3( random(), random(), random()) * 0.2) # light.setColor(Vec3( 1.0, 0.5, 0.3) * 0.05) light.setNearFar(1.0, 50) light.setFov(140) light.setIESProfile("SoftArrow") # light.setIESProfileIndex(randint(0, 30)) light.setShadowMapResolution(2048) # light.attachDebugNode(render) light.setCastsShadows(True) self.renderPipeline.addLight(light) self.demoLights.append(light) def removeDemoLight(self): """ Removes the last added demo light if present """ if len(self.demoLights) > 0: self.renderPipeline.removeLight(self.demoLights[-1]) del self.demoLights[-1] def update(self, task): """ Main update task """ for idx, light in enumerate(self.movingLights): light.setZ(math.sin(idx +globalClock.getFrameTime())*2.0 + 10) # light.setZ(5) # import time # time.sleep(0.2) # globalClock.setMode(ClockObject.MLimited) # globalClock.setFrameRate(10) # Uncomment for party mode :-) # self.removeDemoLight() # self.addDemoLight() return task.cont def loadScene(self, task=None): """ Starts loading the scene, this is done async """ # Load scene from disk self.debug("Loading Scene '" + self.sceneSource + "'") self.loader.loadModel(self.sceneSource, callback = self.onSceneLoaded) def onSceneLoaded(self, scene): """ Callback which gets called after the scene got loaded """ self.debug("Successfully loaded scene") self.loadingScreen.setStatus("Loading skybox", 70) self.scene = scene # self.scene.hide(self.renderPipeline.getMainPassBitmask()) self.scene.prepareScene(self.win.getGsg()) # Load surround scene if self.sceneSourceSurround is not None: self.debug("Loading Surround-Scene '" + self.sceneSourceSurround + "'") self.sceneSurround = self.loader.loadModel(self.sceneSourceSurround) self.sceneSurround.reparentTo(self.scene) # self.sceneSurround.setScale(0.7) # self.sceneSurround.setH(180) # self.sceneSurround.setPos(0, -4.7, 0.73) seed(1) # Performance testing if False: highPolyObj = self.scene.find("**/HighPolyObj") if highPolyObj is not None and not highPolyObj.isEmpty(): # highPolyObj.detachNode() self.loadingScreen.setStatus("Preparing Performance Test", 75) for x in xrange(0, 20): # for y in xrange(0, 1): if True: y = 5 copiedObj = copy.deepcopy(highPolyObj) copiedObj.setColorScale(random(), random(), random(), 1) # if random() < 0.2: # copiedObj.setColorScale(0.4, 1.2, 2.0, 1.0) copiedObj.reparentTo(self.scene) copiedObj.setPos(x*1.5 + random(), y*1.5 + random(), random()*5.0 + 0.4) # Find transparent objects and mark them as transparent if self.renderPipeline.settings.useTransparency: self.transpObjRoot = render.attachNewNode("transparentObjects") matches = self.scene.findAllMatches("**/T__*") if matches: for match in matches: # match.hide() # continue self.transparentObjects.append(match) self.renderPipeline.setEffect(match, "Effects/Default/Default.effect", { "transparent": True }) match.setAttrib(CullFaceAttrib.make(CullFaceAttrib.M_none)) for i in ["53", "54", "55", "56", "57"]: matches = self.scene.findAllMatches("**/" + i) for match in matches: match.remove() # Wheter to use a ground plane self.usePlane = True self.sceneWireframe = False # Flatten scene? self.loadingScreen.setStatus("Optimizing Scene", 90) # self.scene.clearModelNodes() # loader.asyncFlattenStrong(self.scene, inPlace=False, callback=self.onScenePrepared) self.onScenePrepared() def onScenePrepared(self, cb=None): """ Callback which gets called after the scene got prepared """ self.scene.reparentTo(self.render) # Prepare textures with SRGB format self.prepareSRGB(self.scene) # Prepare Materials self.renderPipeline.fillTextureStages(render) # Load ground plane if configured if self.usePlane: self.groundPlane = self.loader.loadModel( "Models/Plane/Model.bam") # self.groundPlane.setPos(0, 0, -5.0) self.groundPlane.setTwoSided(True) self.groundPlane.flattenStrong() self.groundPlane.reparentTo(render) # lerpTop = self.scene.posInterval(0.8, Vec3(0, 0, 7), startPos=Vec3(0,0,2)) # lerpBot = self.scene.posInterval(0.8, Vec3(0, 0, 2), startPos=Vec3(0,0,7)) # sequence = Sequence(lerpTop, lerpBot) # sequence.loop() # self.renderPipeline.setEffect(self.scene, "Effects/Default/Default.effect", { # "dynamic": True, # }) # Some artists really don't know about backface culling # self.scene.setTwoSided(True) # Create some ocean # self.water = ProjectedWaterGrid(self.renderPipeline) # self.water.setWaterLevel(-100) # Required for tesselation # self.convertToPatches(self.scene) # Hotkey for wireframe self.accept("f3", self.toggleSceneWireframe) # Hotkey to reload all shaders self.accept("r", self.setShaders) # For rdb self.accept("f12", self.screenshot) # Hotkeys to spawn / remove lights self.accept("u", self.addDemoLight) self.accept("i", self.removeDemoLight) # Create movement controller (Freecam) self.controller = MovementController(self) camPos = Vec3(-4.92549, -7.57746, 7.20246) camHpr = Vec3(-42.3281, -1.38704, 0) self.controller.setInitialPositionHpr( camPos, camHpr) self.controller.setup() # self.fpCamera = FirstPersonCamera(self, self.cam, self.render) # self.fpCamera.start() # Load skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) # Set default object shaders self.setShaders(refreshPipeline=False) # Hide loading screen self.loadingScreen.hide() # self.toggleSceneWireframe() self.renderPipeline.onSceneInitialized() def setSunPos(self): """ Sets the sun position based on the debug slider """ radial = True rawValue = self.renderPipeline.guiManager.demoSlider.node["value"] diff = self.lastSliderValue - rawValue self.lastSliderValue = rawValue if radial: rawValue = rawValue / 100.0 * 2.0 * math.pi dPos = Vec3( math.sin(rawValue) * 30.0, math.cos(rawValue) * 30.0, 20.0) # dPos = Vec3(100, 100, self.lastSliderValue*2 10) else: dPos = Vec3(30, (rawValue - 50) * 1.5, 0) # dPos = Vec3(-2, 0, 40) if abs(diff) > 0.0001: if hasattr(self, "dirLight"): self.dirLight.setPos(dPos * 100000000.0) def toggleSceneWireframe(self): """ Toggles the scene rendermode """ self.sceneWireframe = not self.sceneWireframe if self.sceneWireframe: render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10) else: render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10) self.skybox.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 20) def prepareSRGB(self, np): """ Sets the correct texture format for all textures found in <np> """ for tex in np.findAllTextures(): baseFormat = tex.getFormat() # Only diffuse textures should be SRGB if "diffuse" in tex.getName().lower(): if baseFormat == Texture.FRgb: tex.setFormat(Texture.FSrgb) elif baseFormat == Texture.FRgba: tex.setFormat(Texture.FSrgbAlpha) elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha: # Format is okay already pass else: print "Unkown texture format:", baseFormat print "\tTexture:", tex # All textures should have the correct filter modes tex.setMinfilter(Texture.FTLinearMipmapLinear) tex.setMagfilter(Texture.FTLinear) tex.setAnisotropicDegree(16) def loadLights(self, scene): """ Loads lights from a .egg. Lights should be empty objects (blender) """ model = self.loader.loadModel(scene) lights = model.findAllMatches("**/PointLight*") for prefab in lights: light = PointLight() light.setRadius(prefab.getScale().x) light.setColor(Vec3(2)) light.setPos(prefab.getPos()) light.setShadowMapResolution(2048) light.setCastsShadows(False) self.renderPipeline.addLight(light) print "Adding Light:", prefab.getPos(), prefab.getScale() self.lights.append(light) self.initialLightPos.append(prefab.getPos()) self.test = light def setShaders(self, refreshPipeline=True): """ Sets all shaders """ self.debug("Reloading Shaders ..") if self.renderPipeline: # for obj in self.transparentObjects: # obj.setShader( # self.renderPipeline.getDefaultTransparencyShader(), 30) if refreshPipeline: self.renderPipeline.reloadShaders() def convertToPatches(self, model): """ Converts a model to patches. This is required before being able to use it with tesselation shaders """ self.debug("Converting model to patches ..") for node in model.find_all_matches("**/+GeomNode"): geom_node = node.node() num_geoms = geom_node.get_num_geoms() for i in range(num_geoms): geom_node.modify_geom(i).make_patches_in_place()
class Main(ShowBase, DebugObject): """ This is the render pipeline testing showbase """ 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) # Show loading screen self.loadingScreen = PipelineLoadingScreen(self) self.loadingScreen.render() self.loadingScreen.setStatus("Creating pipeline", 10) # 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/" # Set the pipeline base path self.renderPipeline.getMountManager().setBasePath(".") # Load pipeline settings self.renderPipeline.loadSettings("Config/pipeline.ini") self.loadingScreen.setStatus("Compiling shaders", 20) # Create the pipeline, and enable scattering self.renderPipeline.create() ####### END OF RENDER PIPELINE SETUP ####### # Select demo scene here: # This sources are not included in the repo, for size reasons # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg" # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam" # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg" # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam" # self.sceneSource = "Demoscene.ignore/LittleHouse/Scene.bam" # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg" # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg" # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg" # self.sceneSource = "Demoscene.ignore/Tuscany/Tuscany.egg" # self.sceneSource = "Demoscene.ignore/EiffelTower/Scene.bam" # self.sceneSource = "Demoscene.ignore/HarvesterModel/Model.egg" # self.sceneSource = "Demoscene.ignore/AudiR8/Scene.bam" # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg" # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg" # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg" # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam" self.sceneSource = "Demoscene.ignore/DabrovicSponza/Scene.egg" # self.sceneSource = "Demoscene.ignore/Sponza/sponza.egg.bam" # self.sceneSource = "Demoscene.ignore/Avolition/level5.bam" # self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam" # self.sceneSource = "Demoscene.ignore/Alphatest/Scene.bam" # self.sceneSource = "Demoscene.ignore/TestScene/Test.bam" # self.sceneSource = "Demoscene.ignore/BokehTest/Scene.egg" # This sources are included in the repo # self.sceneSource = "Models/CornelBox/Model.egg" # self.sceneSource = "Models/HouseSet/Model.egg" # self.sceneSource = "Models/PSSMTest/Model.egg.bam" # self.sceneSource = "Models/PBSTest/Scene.egg.bam" # self.sceneSource = "Models/HDRTest/Scene.egg" # self.sceneSource = "Models/GITestScene/Scene.egg" # self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.bam" # self.sceneSource = "panda" # Select surrounding scene here self.sceneSourceSurround = None # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg" # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # Wheter to create the default ground plane self.usePlane = False # Store a list of transparent objects self.transparentObjects = [] # Create a sun light dPos = Vec3(60, 30, 100) if True: dirLight = DirectionalLight() dirLight.setPos(dPos * 100000.0) dirLight.setShadowMapResolution(2048) dirLight.setColor(Vec3(1.0, 1.0, 1.0) * 5.0) dirLight.setCastsShadows(True) dirLight.setPssmDistance(140) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight # Tell the GI which light casts the GI self.renderPipeline.setScatteringSource(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"] = 89 self.lastSliderValue = 0.5 self.movingLights = [] self.demoLights = [] # Create some lights for i in xrange(5): continue pointLight = PointLight() radius = float(i) / 3.0 * 6.28 + 1.52 xoffs = (i - 3) * 10.0 yoffs = math.cos(radius) * 0.0 pointLight.setPos(xoffs, 0, 8) # pointLight.setColor(Vec3(0.2,0.6,1.0)*6) pointLight.setColor(Vec3(random(), random(), random()) * 3) pointLight.setShadowMapResolution(512) pointLight.setRadius(18) pointLight.setCastsShadows(True) self.renderPipeline.addLight(pointLight) pointLight.attachDebugNode() # self.movingLights.append(pointLight) # Create more lights for i in xrange(0): pointLight = PointLight() radius = float(i) / 12.0 * 6.28 + 5.22 xoffs = math.sin(radius) * 50.0 yoffs = math.cos(radius) * 50.0 pointLight.setPos(Vec3(xoffs, yoffs, 12)) # pointLight.setColor(Vec3(0.2,0.6,1.0) * 0.05) pointLight.setColor(random(), random(), random()) pointLight.setRadius(90) self.renderPipeline.addLight(pointLight) # pointLight.attachDebugNode(render) for x in xrange(0): spotLight = SpotLight() spotLight.setColor(Vec3(0.5, 0.8, 1.0) * 0.3) lightPos = Vec3( math.sin(x / 10.0 * 6.28) * 16.0, math.cos(x / 10.0 * 6.28) * 16.0, 29.0) spotLight.setPos(lightPos) spotLight.lookAt(lightPos - Vec3(0, 0, 1)) spotLight.setFov(90) spotLight.setShadowMapResolution(1024) spotLight.setCastsShadows(True) spotLight.setNearFar(2.0, 60.0) spotLight.setIESProfile("AreaLight") self.renderPipeline.addLight(spotLight) # spotLight.attachDebugNode(render) # self.movingLights.append(spotLight) # Attach update task self.addTask(self.update, "update") # Update loading screen status self.loadingScreen.setStatus("Loading scene", 55) # Show loading screen a bit if False: self.doMethodLater(0.5, self.loadScene, "Load Scene") else: self.loadScene() def addDemoLight(self): """ Spawns a new light at a random position with a random color """ light = PointLight() spot = self.cam.getPos(self.render) light.setPos(spot) light.setRadius(45) light.setColor(Vec3(1.3, 1.05, 0.9) * 2.0) light.setShadowMapResolution(512) light.setCastsShadows(True) self.renderPipeline.addLight(light) self.demoLights.append(light) def removeDemoLight(self): """ Removes the last added demo light if present """ if len(self.demoLights) > 0: self.renderPipeline.removeLight(self.demoLights[-1]) del self.demoLights[-1] def update(self, task): """ Main update task """ for idx, light in enumerate(self.movingLights): light.setZ(math.sin(idx + globalClock.getFrameTime()) * 2.0 + 10) # light.setZ(5) # import time # time.sleep(0.2) # globalClock.setMode(ClockObject.MLimited) # globalClock.setFrameRate(10) # Uncomment for party mode :-) # self.removeDemoLight() # self.addDemoLight() return task.cont def loadScene(self, task=None): """ Starts loading the scene, this is done async """ # Load scene from disk if not os.path.isfile(self.sceneSource) and self.sceneSource not in [ "panda", "environment" ]: self.error("The scene source could not be found!") dlLink = None if "DabrovicSponza" in self.sceneSource: dlLink = "http://rdb.name/renderpipeline/DabrovicSponza.7z" if dlLink is not None: self.error("You can download it from here: " + dlLink) self.error("After downloading, extract it to '" + self.sceneSource + "'") sys.exit(0) self.debug("Loading Scene '" + self.sceneSource + "'") self.loader.loadModel(self.sceneSource, callback=self.onSceneLoaded) def onSceneLoaded(self, scene): """ Callback which gets called after the scene got loaded """ self.debug("Successfully loaded scene") self.loadingScreen.setStatus("Loading skybox", 70) self.scene = scene self.scene.prepareScene(self.win.getGsg()) # render.hide(self.renderPipeline.getVoxelizePassBitmask()) # self.scene.hide(self.renderPipeline.getVoxelizePassBitmask()) # Load surround scene if self.sceneSourceSurround is not None: self.debug("Loading Surround-Scene '" + self.sceneSourceSurround + "'") self.sceneSurround = self.loader.loadModel( self.sceneSourceSurround) self.sceneSurround.reparentTo(self.scene) # self.sceneSurround.setScale(0.7) # self.sceneSurround.setH(180) # self.sceneSurround.setPos(0, -4.7, 0.73) seed(1) # Performance testing if False: highPolyObj = self.scene.find("**/HighPolyObj") if highPolyObj is not None and not highPolyObj.isEmpty(): # highPolyObj.detachNode() self.loadingScreen.setStatus("Preparing Performance Test", 75) for x in xrange(0, 20): for y in xrange(0, 1): # if True: # y = 5 copiedObj = copy.deepcopy(highPolyObj) copiedObj.setColorScale(random(), random(), random(), 1) # if random() < 0.2: # copiedObj.setColorScale(0.4, 1.2, 2.0, 1.0) copiedObj.reparentTo(self.scene) copiedObj.setPos(x * 1.5 + random(), y * 1.5 + random(), random() * 5.0 + 0.4) # Find transparent objects and mark them as transparent if self.renderPipeline.settings.useTransparency: self.transpObjRoot = render.attachNewNode("transparentObjects") matches = self.scene.findAllMatches("**/T__*") if matches: for match in matches: # match.hide() # continue self.transparentObjects.append(match) self.renderPipeline.setEffect( match, "Effects/Default/Default.effect", {"transparent": True}) match.setAttrib(CullFaceAttrib.make(CullFaceAttrib.M_none)) for i in ["53", "54", "55", "56", "57"]: matches = self.scene.findAllMatches("**/" + i) for match in matches: match.remove() # Wheter to use a ground plane self.sceneWireframe = False # Flatten scene? self.loadingScreen.setStatus("Optimizing Scene", 90) # self.scene.clearModelNodes() loader.asyncFlattenStrong(self.scene, inPlace=False, callback=self.onScenePrepared) # self.onScenePrepared() def onScenePrepared(self, cb=None): """ Callback which gets called after the scene got prepared """ self.scene.reparentTo(self.render) # Prepare textures with SRGB format self.prepareSRGB(self.scene) # Load ground plane if configured if self.usePlane: self.groundPlane = self.loader.loadModel("Models/Plane/Plane.bam") # self.groundPlane.setPos(0, 0, -5.0) self.groundPlane.setTwoSided(True) self.groundPlane.flattenStrong() self.groundPlane.setName("GroundPlane") self.groundPlane.reparentTo(render) # Prepare Materials self.renderPipeline.fillTextureStages(render) # lerpTop = self.scene.posInterval(0.8, Vec3(0, 0, 7), startPos=Vec3(0,0,2)) # lerpBot = self.scene.posInterval(0.8, Vec3(0, 0, 2), startPos=Vec3(0,0,7)) # sequence = Sequence(lerpTop, lerpBot) # sequence.loop() # self.renderPipeline.setEffect(self.scene, "Effects/Default/Default.effect", { # "dynamic": True, # }) # Some artists really don't know about backface culling # self.scene.setTwoSided(True) # Create some ocean # self.water = ProjectedWaterGrid(self.renderPipeline) # self.water.setWaterLevel(-10) # if "sponza" in self.sceneSource: b1, b2 = self.scene.getTightBounds() c1 = loader.loadModel("Demoscene.ignore/CubeOpen/Scene.bam") c1.setPos(b1) c1.setScale(b2 - b1) c1.reparentTo(render) # Required for tesselation # self.convertToPatches(self.scene) # Hotkey for wireframe self.accept("f3", self.toggleSceneWireframe) # Hotkey to reload all shaders self.accept("r", self.setShaders) # For rdb self.accept("f12", self.screenshot) # Hotkeys to spawn / remove lights self.accept("u", self.addDemoLight) self.accept("i", self.removeDemoLight) # Create movement controller (Freecam) self.controller = MovementController(self) camPos = Vec3(-34.68, -2.88, 20.01) camHpr = Vec3(272.67, -5.55, 0.0) self.controller.setInitialPositionHpr(camPos, camHpr) self.controller.setup() # self.fpCamera = FirstPersonCamera(self, self.cam, self.render) # self.fpCamera.start() # Load skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) # Set default object shaders self.setShaders(refreshPipeline=False) # Hide loading screen self.loadingScreen.hide() # self.toggleSceneWireframe() self.renderPipeline.onSceneInitialized() def setSunPos(self): """ Sets the sun position based on the debug slider """ radial = True rawValue = self.renderPipeline.guiManager.demoSlider.node["value"] diff = self.lastSliderValue - rawValue self.lastSliderValue = rawValue if radial: rawValue = rawValue / 100.0 * 2.0 * math.pi dPos = Vec3( math.sin(rawValue) * 30.0, math.cos(rawValue) * 30.0, 32.0) # dPos = Vec3(100, 100, self.lastSliderValue*2 10) else: dPos = Vec3(30, (rawValue - 50) * 1.5, 0) # dPos = Vec3(-2, 0, 40) if abs(diff) > 0.0001: if hasattr(self, "dirLight"): self.dirLight.setPos(dPos * 100000000.0) def toggleSceneWireframe(self): """ Toggles the scene rendermode """ self.sceneWireframe = not self.sceneWireframe if self.sceneWireframe: render.setAttrib( RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10) # render2d.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10) else: render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10) # render2d.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10) self.skybox.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 20) def prepareSRGB(self, np): """ Sets the correct texture format for all textures found in <np> """ for tex in np.findAllTextures(): baseFormat = tex.getFormat() # Only diffuse textures should be SRGB if "diffuse" in tex.getName().lower(): if baseFormat == Texture.FRgb: tex.setFormat(Texture.FSrgb) elif baseFormat == Texture.FRgba: tex.setFormat(Texture.FSrgbAlpha) elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha: # Format is okay already pass else: print "Unkown texture format:", baseFormat print "\tTexture:", tex # All textures should have the correct filter modes tex.setMinfilter(Texture.FTLinearMipmapLinear) tex.setMagfilter(Texture.FTLinear) tex.setAnisotropicDegree(16) def loadLights(self, scene): """ Loads lights from a .egg. Lights should be empty objects (blender) """ model = self.loader.loadModel(scene) lights = model.findAllMatches("**/PointLight*") for prefab in lights: light = PointLight() light.setRadius(prefab.getScale().x) light.setColor(Vec3(2)) light.setPos(prefab.getPos()) light.setShadowMapResolution(512) light.setCastsShadows(False) self.renderPipeline.addLight(light) print "Adding Light:", prefab.getPos(), prefab.getScale() self.lights.append(light) self.initialLightPos.append(prefab.getPos()) self.test = light def setShaders(self, refreshPipeline=True): """ Sets all shaders """ self.debug("Reloading Shaders ..") if self.renderPipeline: # for obj in self.transparentObjects: # obj.setShader( # self.renderPipeline.getDefaultTransparencyShader(), 30) if refreshPipeline: self.renderPipeline.reloadShaders() def convertToPatches(self, model): """ Converts a model to patches. This is required before being able to use it with tesselation shaders """ self.debug("Converting model to patches ..") for node in model.find_all_matches("**/+GeomNode"): geom_node = node.node() num_geoms = geom_node.get_num_geoms() for i in range(num_geoms): geom_node.modify_geom(i).make_patches_in_place()