class ShaderTerrainDemo(ShowBase): def __init__(self): # Load some configuration variables, its important for this to happen # before the ShowBase is initialized load_prc_file_data( "", """ textures-power-2 none gl-coordinate-system default window-title Panda3D ShaderTerrainMesh Demo """) # Initialize the showbase ShowBase.__init__(self) # Increase camera FOV as well as the far plane self.camLens.set_fov(90) self.camLens.set_near_far(0.1, 10000) # Start the Mapzen tool """ self.mzen = Mapzen(self.camera, self.loader, self.render, taskMgr, 3095, 6430, zoom=14) self.mzen = Mapzen(self.camera, self.loader, self.render, taskMgr, 773, 1607, zoom=12) self.mzen = Mapzen(self.camera, self.loader, self.render, taskMgr, 2149, 1445, zoom=12) """ self.mzen = Mapzen(self.camera, self.loader, self.render, taskMgr, 773, 1607, zoom=12) base.finalExitCallbacks.append(self.exit) base.exitFunc = self.exit """ # Construct the terrain self.terrain_node = ShaderTerrainMesh() # Set a heightfield, the heightfield should be a 16-bit png and # have a quadratic size of a power of two. self.terrain_node.heightfield = self.loader.loadTexture("elevation.png") # Set the target triangle width. For a value of 10.0 for example, # the terrain will attempt to make every triangle 10 pixels wide on screen. self.terrain_node.target_triangle_width = 10.0 # Generate the terrain self.terrain_node.generate() # Attach the terrain to the main scene and set its scale. With no scale # set, the terrain ranges from (0, 0, 0) to (1, 1, 1) self.terrain = self.render.attach_new_node(self.terrain_node) self.terrain.set_scale(1024, 1024, 100) self.terrain.set_pos(-512, -512, -70.0) # Set a shader on the terrain. The ShaderTerrainMesh only works with # an applied shader. You can use the shaders used here in your own application terrain_shader = Shader.load(Shader.SL_GLSL, "terrain.vert.glsl", "terrain.frag.glsl") self.terrain.set_shader(terrain_shader) self.terrain.set_shader_input("camera", self.camera) # Set some texture on the terrain grass_tex = self.loader.loadTexture("textures/grass.png") grass_tex.set_minfilter(SamplerState.FT_linear_mipmap_linear) grass_tex.set_anisotropic_degree(16) self.terrain.set_texture(grass_tex) """ # Shortcut to view the wireframe mesh self.accept("f3", self.toggleWireframe) # Load a skybox - you can safely ignore this code """ skybox = self.loader.loadModel("models/skybox.bam") skybox.reparent_to(self.render) skybox.set_scale(20000) skybox_texture = self.loader.loadTexture("textures/skybox.jpg") skybox_texture.set_minfilter(SamplerState.FT_linear) skybox_texture.set_magfilter(SamplerState.FT_linear) skybox_texture.set_wrap_u(SamplerState.WM_repeat) skybox_texture.set_wrap_v(SamplerState.WM_mirror) skybox_texture.set_anisotropic_degree(16) skybox.set_texture(skybox_texture) skybox_shader = Shader.load(Shader.SL_GLSL, "skybox.vert.glsl", "skybox.frag.glsl") skybox.set_shader(skybox_shader) """ self.setBackgroundColor(0.7, 0.7, 0.8) # Initialize movement controller self.controller = MovementController(self) self.controller.set_initial_position_hpr(Vec3(0.0, 0.0, 1500.0), Vec3(-90.0, 0.0, 0.0)) self.controller.speed = 5.0 self.controller.setup() def exit(self): self.mzen.stop()