def __init__(self): base.disableMouse() base.cam.node().getLens().setNear(10.0) base.cam.node().getLens().setFar(200.0) camera.setPos(0, -50, 0) # Check video card capabilities. if (base.win.getGsg().getSupportsBasicShaders() == 0): addTitle( "Toon Shader: Video driver reports that shaders are not supported." ) return # Enable a 'light ramp' - this discretizes the lighting, # which is half of what makes a model look like a cartoon. # Light ramps only work if shader generation is enabled, # so we call 'setShaderAuto'. tempnode = NodePath(PandaNode("temp node")) tempnode.setAttrib(LightRampAttrib.makeSingleThreshold(0.5, 0.4)) tempnode.setShaderAuto() base.cam.node().setInitialState(tempnode.getState()) # Use class 'CommonFilters' to enable a cartoon inking filter. # This can fail if the video card is not powerful enough, if so, # display an error and exit. self.separation = 1 # Pixels self.filters = CommonFilters(base.win, base.cam) filterok = self.filters.setCartoonInk(separation=self.separation) if (filterok == False): addTitle( "Toon Shader: Video card not powerful enough to do image postprocessing" ) return # Post the instructions. self.title = addTitle( "Panda3D: Tutorial - Toon Shading with Normals-Based Inking") self.inst1 = addInstructions(0.95, "ESC: Quit") self.inst2 = addInstructions( 0.90, "Up/Down: Increase/Decrease Line Thickness") self.inst3 = addInstructions(0.85, "V: View the render-to-texture results") # Load a dragon model and animate it. self.character = Actor() self.character.loadModel('models/samples/cartoon/nik_dragon') self.character.reparentTo(render) self.character.loadAnims({'win': 'models/samples/cartoon/nik_dragon'}) self.character.loop('win') self.character.hprInterval(15, Point3(360, 0, 0)).loop() # Create a non-attenuating point light and an ambient light. plightnode = PointLight("point light") plightnode.setAttenuation(Vec3(1, 0, 0)) plight = render.attachNewNode(plightnode) plight.setPos(30, -50, 0) alightnode = AmbientLight("ambient light") alightnode.setColor(Vec4(0.8, 0.8, 0.8, 1)) alight = render.attachNewNode(alightnode) render.setLight(alight) render.setLight(plight) # Panda contains a built-in viewer that lets you view the # results of all render-to-texture operations. This lets you # see what class CommonFilters is doing behind the scenes. self.accept("v", base.bufferViewer.toggleEnable) self.accept("V", base.bufferViewer.toggleEnable) base.bufferViewer.setPosition("llcorner") self.accept("s", self.filters.manager.resizeBuffers) # These allow you to change cartooning parameters in realtime self.accept("escape", sys.exit, [0]) self.accept("arrow_up", self.increaseSeparation) self.accept("arrow_down", self.decreaseSeparation)
def __init__(self): base.disableMouse() base.setBackgroundColor(0,0,0) camera.setPos(0,-50,0) # Check video card capabilities. if (base.win.getGsg().getSupportsBasicShaders() == 0): addTitle("Glow Filter: Video driver reports that shaders are not supported.") return # Use class 'CommonFilters' to enable a bloom filter. # The brightness of a pixel is measured using a weighted average # of R,G,B,A. We put all the weight on Alpha, meaning that for # us, the framebuffer's alpha channel alpha controls bloom. self.filters = CommonFilters(base.win, base.cam) filterok = self.filters.setBloom(blend=(0,0,0,1), desat=-0.5, intensity=3.0, size="small") if (filterok == False): addTitle("Toon Shader: Video card not powerful enough to do image postprocessing") return self.glowSize=1 # Post the instructions self.title = addTitle("Panda3D: Tutorial - Glow Filter") self.inst1 = addInstructions(0.95,"ESC: Quit") self.inst2 = addInstructions(0.90,"Space: Toggle Glow Filter Small/Med/Large/Off") self.inst3 = addInstructions(0.85,"Enter: Toggle Running/Spinning") self.inst4 = addInstructions(0.80,"V: View the render-to-texture results") # load our model self.tron=Actor() self.tron.loadModel("samples/glow/tron") self.tron.loadAnims({"running":"samples/glow/models/tron_anim"}) self.tron.reparentTo(render) self.interval = self.tron.hprInterval(60,Point3(360,0,0)) self.interval.loop() self.isRunning=False # put some lighting on the model dlight = DirectionalLight('dlight') alight = AmbientLight('alight') dlnp = render.attachNewNode(dlight) alnp = render.attachNewNode(alight) dlight.setColor(Vec4(1.0, 0.7, 0.2, 1)) alight.setColor(Vec4(0.2, 0.2, 0.2, 1)) dlnp.setHpr(0, -60, 0) render.setLight(dlnp) render.setLight(alnp) # Panda contains a built-in viewer that lets you view the results of # your render-to-texture operations. This code configures the viewer. self.accept("v", base.bufferViewer.toggleEnable) self.accept("V", base.bufferViewer.toggleEnable) base.bufferViewer.setPosition("llcorner") base.bufferViewer.setLayout("hline") #base.camLens.setFov(100) # event handling self.accept("space", self.toggleGlow) self.accept("enter", self.toggleDisplay) self.accept("escape", sys.exit, [0])
def __init__(self): base.disableMouse() base.cam.node().getLens().setNear(10.0) base.cam.node().getLens().setFar(200.0) camera.setPos(0, -50, 0) # Check video card capabilities. if (base.win.getGsg().getSupportsBasicShaders() == 0): addTitle("Toon Shader: Video driver reports that shaders are not supported.") return # Enable a 'light ramp' - this discretizes the lighting, # which is half of what makes a model look like a cartoon. # Light ramps only work if shader generation is enabled, # so we call 'setShaderAuto'. tempnode = NodePath(PandaNode("temp node")) tempnode.setAttrib(LightRampAttrib.makeSingleThreshold(0.5, 0.4)) tempnode.setShaderAuto() base.cam.node().setInitialState(tempnode.getState()) # Use class 'CommonFilters' to enable a cartoon inking filter. # This can fail if the video card is not powerful enough, if so, # display an error and exit. self.separation = 1 # Pixels self.filters = CommonFilters(base.win, base.cam) filterok = self.filters.setCartoonInk(separation=self.separation) if (filterok == False): addTitle("Toon Shader: Video card not powerful enough to do image postprocessing") return # Post the instructions. self.title = addTitle("Panda3D: Tutorial - Toon Shading with Normals-Based Inking") self.inst1 = addInstructions(0.95,"ESC: Quit") self.inst2 = addInstructions(0.90,"Up/Down: Increase/Decrease Line Thickness") self.inst3 = addInstructions(0.85,"V: View the render-to-texture results") # Load a dragon model and animate it. self.character = Actor() self.character.loadModel('models/samples/cartoon/nik_dragon') self.character.reparentTo(render) self.character.loadAnims({'win': 'models/samples/cartoon/nik_dragon'}) self.character.loop('win') self.character.hprInterval(15, Point3(360, 0,0)).loop() # Create a non-attenuating point light and an ambient light. plightnode = PointLight("point light") plightnode.setAttenuation(Vec3(1,0,0)) plight = render.attachNewNode(plightnode) plight.setPos(30,-50,0) alightnode = AmbientLight("ambient light") alightnode.setColor(Vec4(0.8,0.8,0.8,1)) alight = render.attachNewNode(alightnode) render.setLight(alight) render.setLight(plight) # Panda contains a built-in viewer that lets you view the # results of all render-to-texture operations. This lets you # see what class CommonFilters is doing behind the scenes. self.accept("v", base.bufferViewer.toggleEnable) self.accept("V", base.bufferViewer.toggleEnable) base.bufferViewer.setPosition("llcorner") self.accept("s", self.filters.manager.resizeBuffers) # These allow you to change cartooning parameters in realtime self.accept("escape", sys.exit, [0]) self.accept("arrow_up", self.increaseSeparation) self.accept("arrow_down", self.decreaseSeparation)
def __init__(self): base.disableMouse() base.setBackgroundColor(0, 0, 0) camera.setPos(0, -50, 0) # Check video card capabilities. if (base.win.getGsg().getSupportsBasicShaders() == 0): addTitle( "Glow Filter: Video driver reports that shaders are not supported." ) return # Use class 'CommonFilters' to enable a bloom filter. # The brightness of a pixel is measured using a weighted average # of R,G,B,A. We put all the weight on Alpha, meaning that for # us, the framebuffer's alpha channel alpha controls bloom. self.filters = CommonFilters(base.win, base.cam) filterok = self.filters.setBloom(blend=(0, 0, 0, 1), desat=-0.5, intensity=3.0, size="small") if (filterok == False): addTitle( "Toon Shader: Video card not powerful enough to do image postprocessing" ) return self.glowSize = 1 # Post the instructions self.title = addTitle("Panda3D: Tutorial - Glow Filter") self.inst1 = addInstructions(0.95, "ESC: Quit") self.inst2 = addInstructions( 0.90, "Space: Toggle Glow Filter Small/Med/Large/Off") self.inst3 = addInstructions(0.85, "Enter: Toggle Running/Spinning") self.inst4 = addInstructions(0.80, "V: View the render-to-texture results") # load our model self.tron = Actor() self.tron.loadModel("samples/glow/tron") self.tron.loadAnims({"running": "samples/glow/models/tron_anim"}) self.tron.reparentTo(render) self.interval = self.tron.hprInterval(60, Point3(360, 0, 0)) self.interval.loop() self.isRunning = False # put some lighting on the model dlight = DirectionalLight('dlight') alight = AmbientLight('alight') dlnp = render.attachNewNode(dlight) alnp = render.attachNewNode(alight) dlight.setColor(Vec4(1.0, 0.7, 0.2, 1)) alight.setColor(Vec4(0.2, 0.2, 0.2, 1)) dlnp.setHpr(0, -60, 0) render.setLight(dlnp) render.setLight(alnp) # Panda contains a built-in viewer that lets you view the results of # your render-to-texture operations. This code configures the viewer. self.accept("v", base.bufferViewer.toggleEnable) self.accept("V", base.bufferViewer.toggleEnable) base.bufferViewer.setPosition("llcorner") base.bufferViewer.setLayout("hline") #base.camLens.setFov(100) # event handling self.accept("space", self.toggleGlow) self.accept("enter", self.toggleDisplay) self.accept("escape", sys.exit, [0])