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 # 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 On/Off") self.inst3 = addInstructions(0.85, "Enter: Toggle Running/Spinning") self.inst4 = addInstructions(0.80, "V: View the render-to-texture results") #create the shader that will determime what parts of the scene will glow glowShader=Shader.load(os.path.join(PANDA_SHADER_PATH, \ "samples/glow/glow_shader.sha")) # load our model self.tron = Actor() self.tron.loadModel("models/samples/glow/tron") self.tron.loadAnims({"running": "models/samples/glow/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 tron 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) # create the glow buffer. This buffer renders like a normal scene, # except that only the glowing materials should show up nonblack. glowBuffer = base.win.makeTextureBuffer("Glow scene", 512, 512) glowBuffer.setSort(-3) glowBuffer.setClearColor(Vec4(0, 0, 0, 1)) # We have to attach a camera to the glow buffer. The glow camera # must have the same frustum as the main camera. As long as the aspect # ratios match, the rest will take care of itself. glowCamera = base.makeCamera(glowBuffer, lens=base.cam.node().getLens()) # Tell the glow camera to use the glow shader tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(glowShader) glowCamera.node().setInitialState(tempnode.getState()) # set up the pipeline: from glow scene to blur x to blur y to main window. blurXBuffer=makeFilterBuffer(glowBuffer, "Blur X", -2, \ os.path.join(PANDA_SHADER_PATH, "samples/glow/glow_xblur.sha")) blurYBuffer=makeFilterBuffer(blurXBuffer, "Blur Y", -1, \ os.path.join(PANDA_SHADER_PATH, "samples/glow/glow_yblur.sha")) self.finalcard = blurYBuffer.getTextureCard() self.finalcard.reparentTo(render2d) self.finalcard.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd)) # 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.bufferViewer.setCardSize(0.652, 0) # event handling self.accept("space", self.toggleGlow) self.accept("enter", self.toggleDisplay) self.accept("escape", sys.exit, [0]) self.glowOn = True
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 # 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 On/Off") self.inst3 = addInstructions(0.85,"Enter: Toggle Running/Spinning") self.inst4 = addInstructions(0.80,"V: View the render-to-texture results") #create the shader that will determime what parts of the scene will glow glowShader=Shader.load(os.path.join(PANDA_SHADER_PATH, \ "samples/glow/glow_shader.sha")) # load our model self.tron=Actor() self.tron.loadModel("models/samples/glow/tron") self.tron.loadAnims({"running":"models/samples/glow/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 tron 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) # create the glow buffer. This buffer renders like a normal scene, # except that only the glowing materials should show up nonblack. glowBuffer=base.win.makeTextureBuffer("Glow scene", 512, 512) glowBuffer.setSort(-3) glowBuffer.setClearColor(Vec4(0,0,0,1)) # We have to attach a camera to the glow buffer. The glow camera # must have the same frustum as the main camera. As long as the aspect # ratios match, the rest will take care of itself. glowCamera=base.makeCamera(glowBuffer, lens=base.cam.node().getLens()) # Tell the glow camera to use the glow shader tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(glowShader) glowCamera.node().setInitialState(tempnode.getState()) # set up the pipeline: from glow scene to blur x to blur y to main window. blurXBuffer=makeFilterBuffer(glowBuffer, "Blur X", -2, \ os.path.join(PANDA_SHADER_PATH, "samples/glow/glow_xblur.sha")) blurYBuffer=makeFilterBuffer(blurXBuffer, "Blur Y", -1, \ os.path.join(PANDA_SHADER_PATH, "samples/glow/glow_yblur.sha")) self.finalcard = blurYBuffer.getTextureCard() self.finalcard.reparentTo(render2d) self.finalcard.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd)) # 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.bufferViewer.setCardSize(0.652,0) # event handling self.accept("space", self.toggleGlow) self.accept("enter", self.toggleDisplay) self.accept("escape", sys.exit, [0]) self.glowOn=True;
def __init__(self): # Preliminary capabilities check. if (base.win.getGsg().getSupportsBasicShaders()==0): self.t=addTitle("Firefly Demo: Video driver reports that shaders are not supported.") return if (base.win.getGsg().getSupportsDepthTexture()==0): self.t=addTitle("Firefly Demo: Video driver reports that depth textures are not supported.") return # This algorithm uses two offscreen buffers, one of which has # an auxiliary bitplane, and the offscreen buffers share a single # depth buffer. This is a heck of a complicated buffer setup. self.modelbuffer = self.makeFBO("model buffer",1) self.lightbuffer = self.makeFBO("light buffer",0) # Creation of a high-powered buffer can fail, if the graphics card # doesn't support the necessary OpenGL extensions. if (self.modelbuffer == None) or (self.lightbuffer == None): self.t=addTitle("Toon Shader: Video driver does not support multiple render targets") return # Create four render textures: depth, normal, albedo, and final. # attach them to the various bitplanes of the offscreen buffers. self.texDepth = Texture() self.texDepth.setFormat(Texture.FDepthStencil) self.texAlbedo = Texture() self.texNormal = Texture() self.texFinal = Texture() self.modelbuffer.addRenderTexture(self.texDepth, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepthStencil) self.modelbuffer.addRenderTexture(self.texAlbedo, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor) self.modelbuffer.addRenderTexture(self.texNormal, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba0) self.lightbuffer.addRenderTexture(self.texFinal, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor) # Set the near and far clipping planes. base.cam.node().getLens().setNear(50.0) base.cam.node().getLens().setFar(500.0) lens = base.cam.node().getLens() # This algorithm uses three cameras: one to render the models into the # model buffer, one to render the lights into the light buffer, and # one to render "plain" stuff (non-deferred shaded) stuff into the light # buffer. Each camera has a bitmask to identify it. self.modelMask = 1 self.lightMask = 2 self.plainMask = 4 self.modelcam=base.makeCamera(self.modelbuffer, lens=lens, scene=render, mask=self.modelMask) self.lightcam=base.makeCamera(self.lightbuffer, lens=lens, scene=render, mask=self.lightMask) self.plaincam=base.makeCamera(self.lightbuffer, lens=lens, scene=render, mask=self.plainMask) # Panda's main camera is not used. base.cam.node().setActive(0) # Take explicit control over the order in which the three # buffers are rendered. self.modelbuffer.setSort(1) self.lightbuffer.setSort(2) base.win.setSort(3) # Within the light buffer, control the order of the two cams. self.lightcam.node().getDisplayRegion(0).setSort(1) self.plaincam.node().getDisplayRegion(0).setSort(2) # By default, panda usually clears the screen before every # camera and before every window. Tell it not to do that. # Then, tell it specifically when to clear and what to clear. self.modelcam.node().getDisplayRegion(0).disableClears() self.lightcam.node().getDisplayRegion(0).disableClears() self.plaincam.node().getDisplayRegion(0).disableClears() base.cam.node().getDisplayRegion(0).disableClears() base.cam2d.node().getDisplayRegion(0).disableClears() self.modelbuffer.disableClears() base.win.disableClears() self.modelbuffer.setClearColorActive(1) self.modelbuffer.setClearDepthActive(1) self.lightbuffer.setClearColorActive(1) self.lightbuffer.setClearColor(Vec4(0,0,0,1)) # Miscellaneous stuff. base.disableMouse() base.camera.setPos(-9.112,-211.077,46.951) base.camera.setHpr(0, -7.5, 2.4) base.setBackgroundColor(Vec4(0,0,0,0)) random.seed() # Calculate the projection parameters for the final shader. # The math here is too complex to explain in an inline comment, # I've put in a full explanation into the HTML intro. proj = base.cam.node().getLens().getProjectionMat() proj_x = 0.5 * proj.getCell(3,2) / proj.getCell(0,0) proj_y = 0.5 * proj.getCell(3,2) proj_z = 0.5 * proj.getCell(3,2) / proj.getCell(2,1) proj_w = -0.5 - 0.5*proj.getCell(1,2) # Configure the render state of the model camera. tempnode = NodePath(PandaNode("temp node")) tempnode.setAttrib(AlphaTestAttrib.make(RenderAttrib.MGreaterEqual, 0.5)) tempnode.setShader(Shader.load(os.path.join(PANDA_SHADER_PATH, \ "samples/fireflies/fireflies_model.sha"))) tempnode.setAttrib(DepthTestAttrib.make(RenderAttrib.MLessEqual)) self.modelcam.node().setInitialState(tempnode.getState()) # Configure the render state of the light camera. tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(Shader.load(os.path.join(PANDA_SHADER_PATH, \ "samples/fireflies/fireflies_lighting.sha"))) tempnode.setShaderInput("texnormal",self.texNormal) tempnode.setShaderInput("texalbedo",self.texAlbedo) tempnode.setShaderInput("texdepth",self.texDepth) tempnode.setShaderInput("proj",Vec4(proj_x,proj_y,proj_z,proj_w)) tempnode.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne)) tempnode.setAttrib(CullFaceAttrib.make(CullFaceAttrib.MCullCounterClockwise)) # The next line causes problems on Linux. #tempnode.setAttrib(DepthTestAttrib.make(RenderAttrib.MGreaterEqual)) tempnode.setAttrib(DepthWriteAttrib.make(DepthWriteAttrib.MOff)) self.lightcam.node().setInitialState(tempnode.getState()) # Configure the render state of the plain camera. rs = RenderState.makeEmpty() self.plaincam.node().setInitialState(rs) # Clear any render attribs on the root node. This is necessary # because by default, panda assigns some attribs to the root # node. These default attribs will override the # carefully-configured render attribs that we just attached # to the cameras. The simplest solution is to just clear # them all out. render.setState(RenderState.makeEmpty()) # My artist created a model in which some of the polygons # don't have textures. This confuses the shader I wrote. # This little hack guarantees that everything has a texture. white = loader.loadTexture("models/samples/fireflies/white.jpg") render.setTexture(white,0) # Create two subroots, to help speed cull traversal. self.lightroot = NodePath(PandaNode("lightroot")) self.lightroot.reparentTo(render) self.modelroot = NodePath(PandaNode("modelroot")) self.modelroot.reparentTo(render) self.lightroot.hide(BitMask32(self.modelMask)) self.modelroot.hide(BitMask32(self.lightMask)) self.modelroot.hide(BitMask32(self.plainMask)) # Load the model of a forest. Make it visible to the model camera. self.forest=NodePath(PandaNode("Forest Root")) self.forest.reparentTo(render) loader.loadModel( \ "models/samples/fireflies/background").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage01").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage02").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage03").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage04").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage05").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage06").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage07").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage08").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage09").reparentTo(self.forest) self.forest.hide(BitMask32(self.lightMask | self.plainMask)) # Cause the final results to be rendered into the main window on a card. cm = CardMaker("card") cm.setFrameFullscreenQuad() self.card = render2d.attachNewNode(cm.generate()) self.card.setTexture(self.texFinal) # Post the instructions. self.title = addTitle("Panda3D: Tutorial - Fireflies using Deferred Shading") self.inst1 = addInstructions(0.95,"ESC: Quit") self.inst2 = addInstructions(0.90,"Up/Down: More / Fewer Fireflies (Count: unknown)") self.inst3 = addInstructions(0.85,"Right/Left: Bigger / Smaller Fireflies (Radius: unknown)") self.inst4 = addInstructions(0.80,"V: View the render-to-texture results") # Panda contains a built-in viewer that lets you view the results of # your render-to-texture operations. This code configures the viewer. base.bufferViewer.setPosition("llcorner") base.bufferViewer.setCardSize(0,0.40) base.bufferViewer.setLayout("vline") self.toggleCards() self.toggleCards() # Firefly parameters self.fireflies = [] self.sequences = [] self.scaleseqs = [] self.glowspheres = [] self.fireflysize = 1.0 self.spheremodel = loader.loadModel("models/misc/sphere.flt") self.setFireflySize(25.0) while (len(self.fireflies)<5): self.addFirefly() self.updateReadout() # these allow you to change parameters in realtime self.accept("escape", sys.exit, [0]) self.accept("arrow_up", self.incFireflyCount, [1.1111111]) self.accept("arrow_down", self.decFireflyCount, [0.9000000]) self.accept("arrow_right", self.setFireflySize, [1.1111111]) self.accept("arrow_left", self.setFireflySize, [0.9000000]) self.accept("v", self.toggleCards) self.accept("V", self.toggleCards) self.nextadd = 0 taskMgr.add(self.spawnTask, "spawner")
def __init__(self): # Preliminary capabilities check. if (base.win.getGsg().getSupportsBasicShaders() == 0): self.t = addTitle( "Firefly Demo: Video driver reports that shaders are not supported." ) return if (base.win.getGsg().getSupportsDepthTexture() == 0): self.t = addTitle( "Firefly Demo: Video driver reports that depth textures are not supported." ) return # This algorithm uses two offscreen buffers, one of which has # an auxiliary bitplane, and the offscreen buffers share a single # depth buffer. This is a heck of a complicated buffer setup. self.modelbuffer = self.makeFBO("model buffer", 1) self.lightbuffer = self.makeFBO("light buffer", 0) # Creation of a high-powered buffer can fail, if the graphics card # doesn't support the necessary OpenGL extensions. if (self.modelbuffer == None) or (self.lightbuffer == None): self.t = addTitle( "Toon Shader: Video driver does not support multiple render targets" ) return # Create four render textures: depth, normal, albedo, and final. # attach them to the various bitplanes of the offscreen buffers. self.texDepth = Texture() self.texDepth.setFormat(Texture.FDepthStencil) self.texAlbedo = Texture() self.texNormal = Texture() self.texFinal = Texture() self.modelbuffer.addRenderTexture(self.texDepth, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepthStencil) self.modelbuffer.addRenderTexture(self.texAlbedo, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor) self.modelbuffer.addRenderTexture(self.texNormal, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba0) self.lightbuffer.addRenderTexture(self.texFinal, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor) # Set the near and far clipping planes. base.cam.node().getLens().setNear(50.0) base.cam.node().getLens().setFar(500.0) lens = base.cam.node().getLens() # This algorithm uses three cameras: one to render the models into the # model buffer, one to render the lights into the light buffer, and # one to render "plain" stuff (non-deferred shaded) stuff into the light # buffer. Each camera has a bitmask to identify it. self.modelMask = 1 self.lightMask = 2 self.plainMask = 4 self.modelcam = base.makeCamera(self.modelbuffer, lens=lens, scene=render, mask=self.modelMask) self.lightcam = base.makeCamera(self.lightbuffer, lens=lens, scene=render, mask=self.lightMask) self.plaincam = base.makeCamera(self.lightbuffer, lens=lens, scene=render, mask=self.plainMask) # Panda's main camera is not used. base.cam.node().setActive(0) # Take explicit control over the order in which the three # buffers are rendered. self.modelbuffer.setSort(1) self.lightbuffer.setSort(2) base.win.setSort(3) # Within the light buffer, control the order of the two cams. self.lightcam.node().getDisplayRegion(0).setSort(1) self.plaincam.node().getDisplayRegion(0).setSort(2) # By default, panda usually clears the screen before every # camera and before every window. Tell it not to do that. # Then, tell it specifically when to clear and what to clear. self.modelcam.node().getDisplayRegion(0).disableClears() self.lightcam.node().getDisplayRegion(0).disableClears() self.plaincam.node().getDisplayRegion(0).disableClears() base.cam.node().getDisplayRegion(0).disableClears() base.cam2d.node().getDisplayRegion(0).disableClears() self.modelbuffer.disableClears() base.win.disableClears() self.modelbuffer.setClearColorActive(1) self.modelbuffer.setClearDepthActive(1) self.lightbuffer.setClearColorActive(1) self.lightbuffer.setClearColor(Vec4(0, 0, 0, 1)) # Miscellaneous stuff. base.disableMouse() base.camera.setPos(-9.112, -211.077, 46.951) base.camera.setHpr(0, -7.5, 2.4) base.setBackgroundColor(Vec4(0, 0, 0, 0)) random.seed() # Calculate the projection parameters for the final shader. # The math here is too complex to explain in an inline comment, # I've put in a full explanation into the HTML intro. proj = base.cam.node().getLens().getProjectionMat() proj_x = 0.5 * proj.getCell(3, 2) / proj.getCell(0, 0) proj_y = 0.5 * proj.getCell(3, 2) proj_z = 0.5 * proj.getCell(3, 2) / proj.getCell(2, 1) proj_w = -0.5 - 0.5 * proj.getCell(1, 2) # Configure the render state of the model camera. tempnode = NodePath(PandaNode("temp node")) tempnode.setAttrib( AlphaTestAttrib.make(RenderAttrib.MGreaterEqual, 0.5)) tempnode.setShader(Shader.load(os.path.join(PANDA_SHADER_PATH, \ "samples/fireflies/fireflies_model.sha"))) tempnode.setAttrib(DepthTestAttrib.make(RenderAttrib.MLessEqual)) self.modelcam.node().setInitialState(tempnode.getState()) # Configure the render state of the light camera. tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(Shader.load(os.path.join(PANDA_SHADER_PATH, \ "samples/fireflies/fireflies_lighting.sha"))) tempnode.setShaderInput("texnormal", self.texNormal) tempnode.setShaderInput("texalbedo", self.texAlbedo) tempnode.setShaderInput("texdepth", self.texDepth) tempnode.setShaderInput("proj", Vec4(proj_x, proj_y, proj_z, proj_w)) tempnode.setAttrib( ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OOne, ColorBlendAttrib.OOne)) tempnode.setAttrib( CullFaceAttrib.make(CullFaceAttrib.MCullCounterClockwise)) # The next line causes problems on Linux. #tempnode.setAttrib(DepthTestAttrib.make(RenderAttrib.MGreaterEqual)) tempnode.setAttrib(DepthWriteAttrib.make(DepthWriteAttrib.MOff)) self.lightcam.node().setInitialState(tempnode.getState()) # Configure the render state of the plain camera. rs = RenderState.makeEmpty() self.plaincam.node().setInitialState(rs) # Clear any render attribs on the root node. This is necessary # because by default, panda assigns some attribs to the root # node. These default attribs will override the # carefully-configured render attribs that we just attached # to the cameras. The simplest solution is to just clear # them all out. render.setState(RenderState.makeEmpty()) # My artist created a model in which some of the polygons # don't have textures. This confuses the shader I wrote. # This little hack guarantees that everything has a texture. white = loader.loadTexture("models/samples/fireflies/white.jpg") render.setTexture(white, 0) # Create two subroots, to help speed cull traversal. self.lightroot = NodePath(PandaNode("lightroot")) self.lightroot.reparentTo(render) self.modelroot = NodePath(PandaNode("modelroot")) self.modelroot.reparentTo(render) self.lightroot.hide(BitMask32(self.modelMask)) self.modelroot.hide(BitMask32(self.lightMask)) self.modelroot.hide(BitMask32(self.plainMask)) # Load the model of a forest. Make it visible to the model camera. self.forest = NodePath(PandaNode("Forest Root")) self.forest.reparentTo(render) loader.loadModel( \ "models/samples/fireflies/background").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage01").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage02").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage03").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage04").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage05").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage06").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage07").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage08").reparentTo(self.forest) loader.loadModel( \ "models/samples/fireflies/foliage09").reparentTo(self.forest) self.forest.hide(BitMask32(self.lightMask | self.plainMask)) # Cause the final results to be rendered into the main window on a card. cm = CardMaker("card") cm.setFrameFullscreenQuad() self.card = render2d.attachNewNode(cm.generate()) self.card.setTexture(self.texFinal) # Post the instructions. self.title = addTitle( "Panda3D: Tutorial - Fireflies using Deferred Shading") self.inst1 = addInstructions(0.95, "ESC: Quit") self.inst2 = addInstructions( 0.90, "Up/Down: More / Fewer Fireflies (Count: unknown)") self.inst3 = addInstructions( 0.85, "Right/Left: Bigger / Smaller Fireflies (Radius: unknown)") self.inst4 = addInstructions(0.80, "V: View the render-to-texture results") # Panda contains a built-in viewer that lets you view the results of # your render-to-texture operations. This code configures the viewer. base.bufferViewer.setPosition("llcorner") base.bufferViewer.setCardSize(0, 0.40) base.bufferViewer.setLayout("vline") self.toggleCards() self.toggleCards() # Firefly parameters self.fireflies = [] self.sequences = [] self.scaleseqs = [] self.glowspheres = [] self.fireflysize = 1.0 self.spheremodel = loader.loadModel("models/misc/sphere.flt") self.setFireflySize(25.0) while (len(self.fireflies) < 5): self.addFirefly() self.updateReadout() # these allow you to change parameters in realtime self.accept("escape", sys.exit, [0]) self.accept("arrow_up", self.incFireflyCount, [1.1111111]) self.accept("arrow_down", self.decFireflyCount, [0.9000000]) self.accept("arrow_right", self.setFireflySize, [1.1111111]) self.accept("arrow_left", self.setFireflySize, [0.9000000]) self.accept("v", self.toggleCards) self.accept("V", self.toggleCards) self.nextadd = 0 taskMgr.add(self.spawnTask, "spawner")