class Main(ShowBase, DebugObject): """ This is the material explorer. You can try different materials""" 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) # Create the render pipeline self.debug("Creating pipeline") self.renderPipeline = RenderingPipeline(self) # Set a write directory, where the shader cache and so on is stored # self.renderPipeline.getMountManager().setWritePath(writeDirectory) self.renderPipeline.getMountManager().setBasePath("../../") self.renderPipeline.loadSettings("../../Config/pipeline.ini") # Create the pipeline, and enable scattering self.renderPipeline.create() # Load some demo source self.sceneSource = "Models/SmoothCube/Cube.bam" # Load scene from disk self.debug("Loading Scene '" + self.sceneSource + "'") self.model = self.loader.loadModel(self.sceneSource) self.scene = render.attachNewNode("Scene") self.model.reparentTo(self.scene) self.model.setZ(1.0) # Wheter to use a ground floor self.usePlane = True self.sceneWireframe = False # Flatten scene self.scene.flattenStrong() # Load ground plane if configured if self.usePlane: self.groundPlane = self.loader.loadModel( "Models/Plane/Model.egg.bam") self.groundPlane.setPos(0, 0, 0) self.groundPlane.setScale(2.0) self.groundPlane.setTwoSided(True) self.groundPlane.flattenStrong() self.groundPlane.reparentTo(self.scene) # Prepare textures with SRGB format self.prepareSRGB(self.scene) # Create movement controller (Freecam) self.controller = MovementController(self) self.controller.setInitialPosition( Vec3(0, -5, 5.0), Vec3(0, 0, 5)) self.controller.setup() # Hotkey for wireframe self.accept("f3", self.toggleSceneWireframe) # Create a sun light dPos = Vec3(60, 30, 100) dirLight = DirectionalLight() dirLight.setShadowMapResolution(1024) dirLight.setPos(dPos) dirLight.setColor(Vec3(1)) dirLight.setPssmTarget(base.cam, base.camLens) dirLight.setPssmDistance(50.0) dirLight.setCastsShadows(True) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight sunPos = Vec3(56.7587, -31.3601, 189.196) self.dirLight.setPos(sunPos) # Tell the GI which light casts the GI self.renderPipeline.setGILightSource(dirLight) 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"] = 20 self.lastSliderValue = 0.0 # Load skyboxn self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) self.renderPipeline.setEffect(self.model, "DynamicMaterial.effect") self.renderPipeline.onSceneInitialized() self.createGUI() def createGUI(self): self.slider_opts = { "roughness": { "name": "Roughness", "min": 0.0001, "max": 1.0, "default": 0.4, }, "metallic": { "name": "Metallic", "min": 0.0001, "max": 1.0, "default": 0.0, }, "specular": { "name": "Specular", "min": 0.0001, "max": 1.0, "default": 0.5, }, "basecolor_r": { "name": "Base Color [Red]", "min": 0.0001, "max": 1.0, "default": 1.0, "color": Vec3(1,0.2,0.2) }, "basecolor_g": { "name": "Base Color [Green]", "min": 0.0001, "max": 1.0, "default": 1.0, "color": Vec3(0.6,1.0,0.2) }, "basecolor_b": { "name": "Base Color [Blue]", "min": 0.0001, "max": 1.0, "default": 1.0, "color": Vec3(0.2,0.6,1) }, } self.sliderOrder = ["roughness", "metallic", "specular", "", "basecolor_r", "basecolor_g", "basecolor_b"] self.guiParent = UIWindow( "Material Explorer", 280, 400) self.guiParent.getNode().setPos(self.win.getXSize() - 340, 0, -120) self.windowNode = self.guiParent.getContentNode() currentY = 5 for name in self.sliderOrder: if name == "": currentY += 30 continue opts = self.slider_opts[name] opts["slider"] = BetterSlider( x=20, y=currentY+20, size=230, minValue=opts["min"],maxValue=opts["max"], value=opts["default"], parent=self.windowNode, callback=self.materialOptionChanged) col = Vec3(1.0) if "color" in opts: col = opts["color"] opts["label"] = BetterOnscreenText(x=20, y=currentY, text=opts["name"], align="left", parent=self.windowNode, size=15, color=col) opts["value_label"] = BetterOnscreenText(x=250, y=currentY, text=str(opts["default"]), align="right", parent=self.windowNode, size=15, color=Vec3(0.6),mayChange=True) currentY += 50 def materialOptionChanged(self): container = self.model for name, opt in self.slider_opts.items(): container.setShaderInput("opt_" + name, opt["slider"].getValue()) opt["value_label"].setText("{:0.4f}".format(opt["slider"].getValue())) 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) * 100.0, math.cos(rawValue) * 100.0, 200) # dPos = Vec3(100, 100, (rawValue - 50) * 10.0) else: dPos = Vec3(30, (rawValue - 50) * 1.5, 100) if abs(diff) > 0.0001: self.dirLight.setPos(dPos * 10000000.0) def toggleSceneWireframe(self): """ Toggles the scene rendermode """ self.sceneWireframe = not self.sceneWireframe if self.sceneWireframe: self.scene.setRenderModeWireframe() else: self.scene.clearRenderMode() 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(): print "Preparing texture", tex.getName() 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 convertToPatches(self, model): """ Converts a model to patches. This is REQUIRED before beeing 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 World(ShowBase): def __init__(self): # Load the default configuration.prc. This is recommended, as it # contains some important panda options loadPrcFile("../../Config/configuration.prc") 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() # Add a directional light dPos = Vec3(40, 40, 15) dirLight = DirectionalLight() dirLight.setPos(dPos * 1000000.0) dirLight.setShadowMapResolution(1024) dirLight.setCastsShadows(True) dirLight.setColor(Vec3(8)) self.renderPipeline.addLight(dirLight) self.renderPipeline.setScatteringSource(dirLight) self.dirLight = dirLight self.keyMap = { "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0} base.win.setClearColor(Vec4(0, 0, 0, 1)) # Post the instructions self.title = addTitle( "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left") self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right") self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward") self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left") self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right") # Set up the environment # This environment model contains collision meshes. If you look # in the egg file, you will see the following: # # <Collide> { Polyset keep descend } # # This tag causes the following mesh to be converted to a collision # mesh -- a mesh which is optimized for collision, not rendering. # It also keeps the original mesh, so there are now two copies --- # one optimized for rendering, one for collisions. self.environ = loader.loadModel("models/world") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) self.environ.find("**/wall").removeNode() # Create the main character, Ralph ralphStartPos = self.environ.find("**/start_point").getPos() self.ralph = Actor("models/ralph", {"run": "models/ralph-run", "walk": "models/ralph-walk"}) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(ralphStartPos) self.renderPipeline.setEffect(self.ralph, "Effects/Default/Default.effect", { "dynamic": True }) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_up", self.setKey, ["forward", 1]) self.accept("a", self.setKey, ["cam-left", 1]) self.accept("s", self.setKey, ["cam-right", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_up-up", self.setKey, ["forward", 0]) self.accept("a-up", self.setKey, ["cam-left", 0]) self.accept("s-up", self.setKey, ["cam-right", 0]) # NOTICE: It is important that your update tasks have a lower priority # than -10000 taskMgr.add(self.move, "moveTask", priority=-20000) self.accept("r", self.reloadShader) # Game state variables self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 1.2) # We will detect the height of the terrain by creating a collision # ray and casting it downward toward the terrain. One ray will # start above ralph's head, and the other will start above the camera. # A ray may hit the terrain, or it may hit a rock or a tree. If it # hits the terrain, we can detect the height. If it hits anything # else, we rule that the move is illegal. self.cTrav = CollisionTraverser() self.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0, 0, 1000) self.ralphGroundRay.setDirection(0, 0, -1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler) self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0, 0, 1000) self.camGroundRay.setDirection(0, 0, -1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(0)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler) # Uncomment this line to see the collision rays # self.ralphGroundColNp.show() # self.camGroundColNp.show() # Uncomment this line to show a visual representation of the # collisions occuring # self.cTrav.showCollisions(render) # Create some ocean self.water = ProjectedWaterGrid(self.renderPipeline) self.water.setWaterLevel(-4.0) # Create the skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) self.prepareSRGB(render) self.reloadShader() self.renderPipeline.onSceneInitialized() # Add demo slider to move the sun position if self.renderPipeline.settings.displayOnscreenDebugger: self.renderPipeline.guiManager.demoSlider.node[ "command"] = self.setSunPos self.renderPipeline.guiManager.demoSlider.node[ "value"] = 50 def setSunPos(self): rawValue = self.renderPipeline.guiManager.demoSlider.node["value"] dPos = Vec3(100, 100, rawValue - 20) self.dirLight.setPos(dPos * 100000000.0) def reloadShader(self): self.renderPipeline.reloadShaders() # Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value def prepareSRGB(self, np): """ Sets the correct texture format for all textures found in <np> """ for tex in np.findAllTextures(): baseFormat = tex.getFormat() if baseFormat == Texture.FRgb: tex.setFormat(Texture.FSrgb) elif baseFormat == Texture.FRgba: tex.setFormat(Texture.FSrgbAlpha) else: print "Unkown texture format:", baseFormat print "\tTexture:", tex # tex.setMinfilter(Texture.FTLinearMipmapLinear) # tex.setMagfilter(Texture.FTLinear) tex.setAnisotropicDegree(16) # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def move(self, task): # If the camera-left key is pressed, move camera left. # If the camera-right key is pressed, move camera right. base.camera.lookAt(self.ralph) if (self.keyMap["cam-left"] != 0): base.camera.setX(base.camera, -20 * globalClock.getDt()) if (self.keyMap["cam-right"] != 0): base.camera.setX(base.camera, +20 * globalClock.getDt()) # save ralph's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.ralph.getPos() # If a move-key is pressed, move ralph in the specified direction. if (self.keyMap["left"] != 0): self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt()) if (self.keyMap["right"] != 0): self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt()) if (self.keyMap["forward"] != 0): self.ralph.setY(self.ralph, -25 * globalClock.getDt()) # If ralph is moving, loop the run animation. # If he is standing still, stop the animation. if (self.keyMap["forward"] != 0) or (self.keyMap["left"] != 0) or (self.keyMap["right"] != 0): if self.isMoving is False: self.ralph.loop("run") self.isMoving = True else: if self.isMoving: self.ralph.stop() self.ralph.pose("walk", 5) self.isMoving = False # If the camera is too far from ralph, move it closer. # If the camera is too close to ralph, move it farther. camvec = self.ralph.getPos() - base.camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() if (camdist > 7.0): base.camera.setPos(base.camera.getPos() + camvec * (camdist - 7)) camdist = 7.0 if (camdist < 5.0): base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist)) camdist = 5.0 # Now check for collisions. self.cTrav.traverse(render) # Adjust ralph's Z coordinate. If ralph's ray hit terrain, # update his Z. If it hit anything else, or didn't hit anything, put # him back where he was last frame. entries = [] for i in range(self.ralphGroundHandler.getNumEntries()): entry = self.ralphGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x, y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries) > 0) and (entries[0].getIntoNode().getName() == "terrain"): self.ralph.setZ(entries[0].getSurfacePoint(render).getZ()) else: self.ralph.setPos(startpos) # Keep the camera at one foot above the terrain, # or two feet above ralph, whichever is greater. entries = [] for i in range(self.camGroundHandler.getNumEntries()): entry = self.camGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x, y: cmp(y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries) > 0) and (entries[0].getIntoNode().getName() == "terrain"): base.camera.setZ(entries[0].getSurfacePoint(render).getZ() + 1.0) if (base.camera.getZ() < self.ralph.getZ() + 2.5): base.camera.setZ(self.ralph.getZ() + 2.5) # The camera should look in ralph's direction, # but it should also try to stay horizontal, so look at # a floater which hovers above ralph's head. self.floater.setPos(self.ralph.getPos()) self.floater.setZ(self.ralph.getZ() + 2.0) base.camera.lookAt(self.floater) return task.cont
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 World(ShowBase): def __init__(self): # Load the default configuration.prc. This is recommended, as it # contains some important panda options loadPrcFile("../../Config/configuration.prc") 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() # Add a directional light dPos = Vec3(40, 40, 15) dirLight = DirectionalLight() dirLight.setPos(dPos * 1000000.0) dirLight.setShadowMapResolution(1024) dirLight.setCastsShadows(True) dirLight.setColor(Vec3(8)) self.renderPipeline.addLight(dirLight) self.renderPipeline.setScatteringSource(dirLight) self.dirLight = dirLight self.keyMap = { "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0 } base.win.setClearColor(Vec4(0, 0, 0, 1)) # Post the instructions self.title = addTitle( "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)") self.inst1 = addInstructions(0.95, "[ESC]: Quit") self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left") self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right") self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward") self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left") self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right") # Set up the environment # This environment model contains collision meshes. If you look # in the egg file, you will see the following: # # <Collide> { Polyset keep descend } # # This tag causes the following mesh to be converted to a collision # mesh -- a mesh which is optimized for collision, not rendering. # It also keeps the original mesh, so there are now two copies --- # one optimized for rendering, one for collisions. self.environ = loader.loadModel("models/world") self.environ.reparentTo(render) self.environ.setPos(0, 0, 0) self.environ.find("**/wall").removeNode() # Create the main character, Ralph ralphStartPos = self.environ.find("**/start_point").getPos() self.ralph = Actor("models/ralph", { "run": "models/ralph-run", "walk": "models/ralph-walk" }) self.ralph.reparentTo(render) self.ralph.setScale(.2) self.ralph.setPos(ralphStartPos) self.renderPipeline.setEffect(self.ralph, "Effects/Default/Default.effect", {"dynamic": True}) # Create a floater object. We use the "floater" as a temporary # variable in a variety of calculations. self.floater = NodePath(PandaNode("floater")) self.floater.reparentTo(render) # Accept the control keys for movement and rotation self.accept("escape", sys.exit) self.accept("arrow_left", self.setKey, ["left", 1]) self.accept("arrow_right", self.setKey, ["right", 1]) self.accept("arrow_up", self.setKey, ["forward", 1]) self.accept("a", self.setKey, ["cam-left", 1]) self.accept("s", self.setKey, ["cam-right", 1]) self.accept("arrow_left-up", self.setKey, ["left", 0]) self.accept("arrow_right-up", self.setKey, ["right", 0]) self.accept("arrow_up-up", self.setKey, ["forward", 0]) self.accept("a-up", self.setKey, ["cam-left", 0]) self.accept("s-up", self.setKey, ["cam-right", 0]) # NOTICE: It is important that your update tasks have a lower priority # than -10000 taskMgr.add(self.move, "moveTask", priority=-20000) self.accept("r", self.reloadShader) # Game state variables self.isMoving = False # Set up the camera base.disableMouse() base.camera.setPos(self.ralph.getX(), self.ralph.getY() + 10, 1.2) # We will detect the height of the terrain by creating a collision # ray and casting it downward toward the terrain. One ray will # start above ralph's head, and the other will start above the camera. # A ray may hit the terrain, or it may hit a rock or a tree. If it # hits the terrain, we can detect the height. If it hits anything # else, we rule that the move is illegal. self.cTrav = CollisionTraverser() self.ralphGroundRay = CollisionRay() self.ralphGroundRay.setOrigin(0, 0, 1000) self.ralphGroundRay.setDirection(0, 0, -1) self.ralphGroundCol = CollisionNode('ralphRay') self.ralphGroundCol.addSolid(self.ralphGroundRay) self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0)) self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff()) self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol) self.ralphGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler) self.camGroundRay = CollisionRay() self.camGroundRay.setOrigin(0, 0, 1000) self.camGroundRay.setDirection(0, 0, -1) self.camGroundCol = CollisionNode('camRay') self.camGroundCol.addSolid(self.camGroundRay) self.camGroundCol.setFromCollideMask(BitMask32.bit(0)) self.camGroundCol.setIntoCollideMask(BitMask32.allOff()) self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol) self.camGroundHandler = CollisionHandlerQueue() self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler) # Uncomment this line to see the collision rays # self.ralphGroundColNp.show() # self.camGroundColNp.show() # Uncomment this line to show a visual representation of the # collisions occuring # self.cTrav.showCollisions(render) # Create some ocean self.water = ProjectedWaterGrid(self.renderPipeline) self.water.setWaterLevel(-3.0) # Create the skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) self.prepareSRGB(render) self.reloadShader() self.renderPipeline.onSceneInitialized() # Add demo slider to move the sun position if self.renderPipeline.settings.displayOnscreenDebugger: self.renderPipeline.guiManager.demoSlider.node[ "command"] = self.setSunPos self.renderPipeline.guiManager.demoSlider.node["value"] = 50 def setSunPos(self): rawValue = self.renderPipeline.guiManager.demoSlider.node["value"] dPos = Vec3(100, 100, rawValue - 20) self.dirLight.setPos(dPos * 100000000.0) def reloadShader(self): self.renderPipeline.reloadShaders() # Records the state of the arrow keys def setKey(self, key, value): self.keyMap[key] = value def prepareSRGB(self, np): """ Sets the correct texture format for all textures found in <np> """ for tex in np.findAllTextures(): baseFormat = tex.getFormat() if baseFormat == Texture.FRgb: tex.setFormat(Texture.FSrgb) elif baseFormat == Texture.FRgba: tex.setFormat(Texture.FSrgbAlpha) else: print "Unkown texture format:", baseFormat print "\tTexture:", tex # tex.setMinfilter(Texture.FTLinearMipmapLinear) # tex.setMagfilter(Texture.FTLinear) tex.setAnisotropicDegree(16) # Accepts arrow keys to move either the player or the menu cursor, # Also deals with grid checking and collision detection def move(self, task): # If the camera-left key is pressed, move camera left. # If the camera-right key is pressed, move camera right. base.camera.lookAt(self.ralph) if (self.keyMap["cam-left"] != 0): base.camera.setX(base.camera, -20 * globalClock.getDt()) if (self.keyMap["cam-right"] != 0): base.camera.setX(base.camera, +20 * globalClock.getDt()) # save ralph's initial position so that we can restore it, # in case he falls off the map or runs into something. startpos = self.ralph.getPos() # If a move-key is pressed, move ralph in the specified direction. if (self.keyMap["left"] != 0): self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt()) if (self.keyMap["right"] != 0): self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt()) if (self.keyMap["forward"] != 0): self.ralph.setY(self.ralph, -25 * globalClock.getDt()) # If ralph is moving, loop the run animation. # If he is standing still, stop the animation. if (self.keyMap["forward"] != 0) or (self.keyMap["left"] != 0) or (self.keyMap["right"] != 0): if self.isMoving is False: self.ralph.loop("run") self.isMoving = True else: if self.isMoving: self.ralph.stop() self.ralph.pose("walk", 5) self.isMoving = False # If the camera is too far from ralph, move it closer. # If the camera is too close to ralph, move it farther. camvec = self.ralph.getPos() - base.camera.getPos() camvec.setZ(0) camdist = camvec.length() camvec.normalize() if (camdist > 7.0): base.camera.setPos(base.camera.getPos() + camvec * (camdist - 7)) camdist = 7.0 if (camdist < 5.0): base.camera.setPos(base.camera.getPos() - camvec * (5 - camdist)) camdist = 5.0 # Now check for collisions. self.cTrav.traverse(render) # Adjust ralph's Z coordinate. If ralph's ray hit terrain, # update his Z. If it hit anything else, or didn't hit anything, put # him back where he was last frame. entries = [] for i in range(self.ralphGroundHandler.getNumEntries()): entry = self.ralphGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x, y: cmp( y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries) > 0) and (entries[0].getIntoNode().getName() == "terrain"): self.ralph.setZ(entries[0].getSurfacePoint(render).getZ()) else: self.ralph.setPos(startpos) # Keep the camera at one foot above the terrain, # or two feet above ralph, whichever is greater. entries = [] for i in range(self.camGroundHandler.getNumEntries()): entry = self.camGroundHandler.getEntry(i) entries.append(entry) entries.sort(lambda x, y: cmp( y.getSurfacePoint(render).getZ(), x.getSurfacePoint(render).getZ())) if (len(entries) > 0) and (entries[0].getIntoNode().getName() == "terrain"): base.camera.setZ(entries[0].getSurfacePoint(render).getZ() + 1.0) if (base.camera.getZ() < self.ralph.getZ() + 2.5): base.camera.setZ(self.ralph.getZ() + 2.5) # The camera should look in ralph's direction, # but it should also try to stay horizontal, so look at # a floater which hovers above ralph's head. self.floater.setPos(self.ralph.getPos()) self.floater.setZ(self.ralph.getZ() + 2.0) base.camera.lookAt(self.floater) return task.cont
class Main(ShowBase, DebugObject): """ This is the material explorer. You can try different materials""" 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) # Create the render pipeline self.debug("Creating pipeline") self.renderPipeline = RenderingPipeline(self) # Set a write directory, where the shader cache and so on is stored # self.renderPipeline.getMountManager().setWritePath(writeDirectory) self.renderPipeline.getMountManager().setBasePath("../../") self.renderPipeline.loadSettings("../../Config/pipeline.ini") # Create the pipeline, and enable scattering self.renderPipeline.create() # Load some demo source # self.sceneSource = "Models/SmoothCube/Cube.bam" self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam" # Load scene from disk self.scene = render.attachNewNode("Scene") self.debug("Loading Scene '" + self.sceneSource + "'") self.model = self.scene.attachNewNode("model") for metallic in xrange(2): for roughness in xrange(10): for specular in xrange(10): model = self.loader.loadModel(self.sceneSource) model.reparentTo(self.model) model.setZ(5.0) model.setX(metallic * 40.0 + roughness * 3.0) model.setY(specular * 3.0) model.setShaderInput("opt_roughness", roughness / 10.0) model.setShaderInput("opt_metallic", metallic) model.setShaderInput("opt_specular", specular / 10.0) ntex = loader.loadTexture("DemoNormalTex.png") ntex.setWrapU(Texture.WMRepeat) ntex.setWrapV(Texture.WMRepeat) ntex.setMinfilter(Texture.FTLinear) ntex.setMagfilter(Texture.FTLinear) self.model.setShaderInput("demoBumpTex", ntex) # Create some lights for i in xrange(10): continue pointLight = PointLight() xoffs = (i - 25) * 15.0 pointLight.setPos(xoffs, 0, 8) pointLight.setColor(Vec3(random(), random(), random()) * 1) pointLight.setRadius(15) self.renderPipeline.addLight(pointLight) # Wheter to use a ground floor self.usePlane = True self.sceneWireframe = False # Flatten scene self.scene.flattenStrong() # Load ground plane if configured if self.usePlane: self.groundPlane = self.loader.loadModel("Models/Plane/Plane.bam") self.groundPlane.setPos(0, 0, 0) self.groundPlane.setScale(2.0) self.groundPlane.setTwoSided(True) self.groundPlane.flattenStrong() self.groundPlane.reparentTo(self.scene) # Prepare textures with SRGB format self.prepareSRGB(self.scene) # Create movement controller (Freecam) self.controller = MovementController(self) self.controller.setInitialPosition(Vec3(0, -5, 5.0), Vec3(0, 0, 5)) self.controller.setup() # Hotkey for wireframe self.accept("f3", self.toggleSceneWireframe) # Create a sun light dPos = Vec3(60, 30, 100) dirLight = DirectionalLight() dirLight.setShadowMapResolution(1024) dirLight.setPos(dPos) dirLight.setColor(Vec3(1)) dirLight.setPssmTarget(base.cam, base.camLens) dirLight.setPssmDistance(180.0) dirLight.setCastsShadows(True) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight sunPos = Vec3(56.7587, -31.3601, 189.196) self.dirLight.setPos(sunPos) 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"] = 20 self.lastSliderValue = 0.0 # Load skyboxn self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) self.renderPipeline.setEffect(self.model, "DynamicMaterial.effect") self.renderPipeline.onSceneInitialized() self.renderPipeline.fillTextureStages(render) self.createGUI() def createGUI(self): self.slider_opts = { # "roughness": { # "name": "Roughness", # "min": 0.0001, # "max": 1.0, # "default": 0.4, # }, # "metallic": { # "name": "Metallic", # "min": 0.0001, # "max": 1.0, # "default": 0.0, # }, # "specular": { # "name": "Specular", # "min": 0.0001, # "max": 1.0, # "default": 0.5, # }, "bump_factor": { "name": "Bump Factor", "min": 0.0001, "max": 1.0, "default": 0.5, }, "basecolor_r": { "name": "Base Color [Red]", "min": 0.0001, "max": 1.0, "default": 1.0, "color": Vec3(1, 0.2, 0.2) }, "basecolor_g": { "name": "Base Color [Green]", "min": 0.0001, "max": 1.0, "default": 1.0, "color": Vec3(0.6, 1.0, 0.2) }, "basecolor_b": { "name": "Base Color [Blue]", "min": 0.0001, "max": 1.0, "default": 1.0, "color": Vec3(0.2, 0.6, 1) }, } self.sliderOrder = [ "basecolor_r", "basecolor_g", "basecolor_b", "bump_factor" ] self.guiParent = UIWindow("Material Explorer", 280, 400) self.guiParent.getNode().setPos(self.win.getXSize() - 340, 0, -120) self.windowNode = self.guiParent.getContentNode() currentY = 5 for name in self.sliderOrder: if name == "": currentY += 30 continue opts = self.slider_opts[name] opts["slider"] = BetterSlider(x=20, y=currentY + 20, size=230, minValue=opts["min"], maxValue=opts["max"], value=opts["default"], parent=self.windowNode, callback=self.materialOptionChanged) col = Vec3(1.0) if "color" in opts: col = opts["color"] opts["label"] = BetterOnscreenText(x=20, y=currentY, text=opts["name"], align="left", parent=self.windowNode, size=15, color=col) opts["value_label"] = BetterOnscreenText(x=250, y=currentY, text=str(opts["default"]), align="right", parent=self.windowNode, size=15, color=Vec3(0.6), mayChange=True) currentY += 50 # self.guiParent.getNode().hide() def materialOptionChanged(self): container = self.model for name, opt in self.slider_opts.items(): container.setShaderInput("opt_" + name, opt["slider"].getValue()) opt["value_label"].setText("{:0.4f}".format( opt["slider"].getValue())) 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) * 100.0, math.cos(rawValue) * 100.0, 200) # dPos = Vec3(100, 100, (rawValue - 50) * 10.0) else: dPos = Vec3(30, (rawValue - 50) * 1.5, 100) if abs(diff) > 0.0001: self.dirLight.setPos(dPos * 10000000.0) def toggleSceneWireframe(self): """ Toggles the scene rendermode """ self.sceneWireframe = not self.sceneWireframe if self.sceneWireframe: self.scene.setRenderModeWireframe() else: self.scene.clearRenderMode() 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(): print "Preparing texture", tex.getName() 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 convertToPatches(self, model): """ Converts a model to patches. This is REQUIRED before beeing 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()