예제 #1
0
 def announceGenerate(self):
     # TODO - for some reason this is getting called hundreds of times when there are multiple districts
     DistributedObject.DistributedObject.announceGenerate(self)
     self.sendUpdate("enteredParty", [])
     globalClock.syncFrameTime()
     self.startPartyClock()
     base.localAvatar.chatMgr.chatInputSpeedChat.addInsidePartiesMenu()
     self.spawnTitleText()
     messenger.send(self.generatedEvent)
     if config.GetBool("show-debug-party-grid", 0):
         self.testGrid = NodePath("test_grid")
         self.testGrid.reparentTo(base.cr.playGame.hood.loader.geom)
         for i in xrange(len(self.grid)):
             for j in xrange(len(self.grid[i])):
                 cm = CardMaker("gridsquare")
                 np = NodePath(cm.generate())
                 np.setScale(12)
                 np.setP(-90.0)
                 np.setPos(
                     PartyUtils.convertDistanceFromPartyGrid(j, 0) - 6.0,
                     PartyUtils.convertDistanceFromPartyGrid(i, 1) - 6.0,
                     0.1,
                 )
                 np.reparentTo(self.testGrid)
                 if self.grid[i][j]:
                     np.setColorScale(0.0, 1.0, 0.0, 1.0)
                 else:
                     np.setColorScale(1.0, 0.0, 0.0, 1.0)
예제 #2
0
 def announceGenerate(self):
     assert (self.notify.debug("announceGenerate()"))
     DistributedObject.DistributedObject.announceGenerate(self)
     self.sendUpdate("avIdEnteredParty", [base.localAvatar.doId])
     # we probably just spent a lot of time loading, so
     # tell globalClock to update the frame timestamp
     globalClock.syncFrameTime()
     self.startPartyClock()
     base.localAvatar.chatMgr.chatInputSpeedChat.addInsidePartiesMenu()
     self.spawnTitleText()
     if config.GetBool('show-debug-party-grid', 0):
         # Debug grid
         self.testGrid = NodePath("test_grid")
         self.testGrid.reparentTo(base.cr.playGame.hood.loader.geom)
         for i in range(len(self.grid)):
             for j in range(len(self.grid[i])):
                 cm = CardMaker("gridsquare")
                 np = NodePath(cm.generate())
                 np.setScale(12)
                 np.setP(-90.0)
                 np.setPos(
                     PartyUtils.convertDistanceFromPartyGrid(j, 0) - 6.0,
                     PartyUtils.convertDistanceFromPartyGrid(i, 1) - 6.0,
                     0.1)
                 np.reparentTo(self.testGrid)
                 if self.grid[i][j]:
                     np.setColorScale(0.0, 1.0, 0.0, 1.0)
                 else:
                     np.setColorScale(1.0, 0.0, 0.0, 1.0)
예제 #3
0
 def announceGenerate(self):
     #TODO - for some reason this is getting called hundreds of times when there are multiple districts
     DistributedObject.DistributedObject.announceGenerate(self)
     self.sendUpdate('enteredParty', [])
     globalClock.syncFrameTime()
     self.startPartyClock()
     base.localAvatar.chatMgr.chatInputSpeedChat.addInsidePartiesMenu()
     self.spawnTitleText()
     messenger.send(self.generatedEvent)
     if config.GetBool('show-debug-party-grid', 0):
         self.testGrid = NodePath('test_grid')
         self.testGrid.reparentTo(base.cr.playGame.hood.loader.geom)
         for i in xrange(len(self.grid)):
             for j in xrange(len(self.grid[i])):
                 cm = CardMaker('gridsquare')
                 np = NodePath(cm.generate())
                 np.setScale(12)
                 np.setP(-90.0)
                 np.setPos(
                     PartyUtils.convertDistanceFromPartyGrid(j, 0) - 6.0,
                     PartyUtils.convertDistanceFromPartyGrid(i, 1) - 6.0,
                     0.1)
                 np.reparentTo(self.testGrid)
                 if self.grid[i][j]:
                     np.setColorScale(0.0, 1.0, 0.0, 1.0)
                 else:
                     np.setColorScale(1.0, 0.0, 0.0, 1.0)
예제 #4
0
파일: meshes.py 프로젝트: KingAbbott/devsyn
def loadModelCopy(parent, path, name, size = None, pos = None,
                  color = None, tex = None):
  # New models are loaded in a non-standard way to allow flattenStrong to work effectively over them.
  modelRoot = base.loader.loadModelCopy(path)
  model = NodePath(name)
  modelRoot.getChildren().reparentTo(model)
  model.reparentTo(parent)
  #model aditional transformations
  if size != None:
    resizeToUnit(model, size)
  if pos != None:
    model.setPos(pos[0], pos[1], pos[2])
  if color != None:
    model.setColorScale(color[0], color[1], color[2], color[3])
  if tex != None:
    tx = base.loader.loadTexture(tex)
    model.setTexture(tx)
  return model
 def announceGenerate(self):
     DistributedObject.DistributedObject.announceGenerate(self)
     self.sendUpdate('enteredParty', [])
     globalClock.syncFrameTime()
     self.startPartyClock()
     base.localAvatar.chatMgr.chatInputSpeedChat.addInsidePartiesMenu()
     self.spawnTitleText()
     messenger.send(self.generatedEvent)
     if config.GetBool('show-debug-party-grid', 0):
         self.testGrid = NodePath('test_grid')
         self.testGrid.reparentTo(base.cr.playGame.hood.loader.geom)
         for i in range(len(self.grid)):
             for j in range(len(self.grid[i])):
                 cm = CardMaker('gridsquare')
                 np = NodePath(cm.generate())
                 np.setScale(12)
                 np.setP(-90.0)
                 np.setPos(PartyUtils.convertDistanceFromPartyGrid(j, 0) - 6.0, PartyUtils.convertDistanceFromPartyGrid(i, 1) - 6.0, 0.1)
                 np.reparentTo(self.testGrid)
                 if self.grid[i][j]:
                     np.setColorScale(0.0, 1.0, 0.0, 1.0)
                 else:
                     np.setColorScale(1.0, 0.0, 0.0, 1.0)
예제 #6
0
    def __init__(self, manager, xml):
        self.updateTask = None

        self.sun = base.cam.attachNewNode('sun')
        loader.loadModel(
            manager.get('paths').getConfig().find('misc').get('path') +
            '/sphere').reparentTo(self.sun)
        self.sun.setScale(0.1)
        self.sun.setTwoSided(True)
        self.sun.setColorScale(10.0, 10.0, 10.0, 1.0, 10001)
        self.sun.setLightOff(1)
        self.sun.setShaderOff(1)
        self.sun.setFogOff(1)
        self.sun.setCompass()
        self.sun.setBin('background', 10)
        self.sun.setDepthWrite(False)
        self.sun.setDepthTest(False)
        # Workaround an annoyance in Panda. No idea why it's needed.
        self.sun.node().setBounds(OmniBoundingVolume())
        isa = xml.find('isa')
        inst = xml.find('instance')
        if isa != None or inst != None:
            if inst != None:
                orig = Vec3(float(inst.get('x',
                                           '0')), float(inst.get('y', '0')),
                            float(inst.get('z', '0')))
            else:
                level = manager.get(isa.get('source'))
                orig = Vec3(level.getByIsA(isa.get('name'))[0].getPos(render))
            orig.normalize()
            self.sun.setPos(orig)

        godrays = xml.find('godrays')
        if godrays != None:
            self.vlbuffer = base.win.makeTextureBuffer('volumetric-lighting',
                                                       base.win.getXSize() / 2,
                                                       base.win.getYSize() / 2)
            self.vlbuffer.setClearColor(Vec4(0, 0, 0, 1))
            cam = base.makeCamera(self.vlbuffer)
            cam.node().setLens(base.camLens)
            cam.reparentTo(base.cam)
            initstatenode = NodePath('InitialState')
            initstatenode.setColorScale(0, 0, 0, 1, 10000)
            initstatenode.setShaderOff(10000)
            initstatenode.setLightOff(10000)
            initstatenode.setMaterialOff(10000)
            initstatenode.setTransparency(TransparencyAttrib.MBinary, 10000)
            cam.node().setCameraMask(BitMask32.bit(2))
            cam.node().setInitialState(initstatenode.getState())
            self.vltexture = self.vlbuffer.getTexture()
            self.vltexture.setWrapU(Texture.WMClamp)
            self.vltexture.setWrapV(Texture.WMClamp)
            card = CardMaker('VolumetricLightingCard')
            card.setFrameFullscreenQuad()
            self.finalQuad = render2d.attachNewNode(card.generate())
            self.finalQuad.setAttrib(
                ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
                                      ColorBlendAttrib.OIncomingColor,
                                      ColorBlendAttrib.OFbufferColor))

            self.finalQuad.setShader(
                Shader.load(
                    posixpath.join(
                        manager.get('paths').getConfig().find('shaders').get(
                            'path'), 'filter-vlight.cg')))
            self.finalQuad.setShaderInput('src', self.vltexture)
            self.finalQuad.setShaderInput(
                'vlparams', 32, 0.9 / 32.0, 0.97, 0.5
            )  # Note - first 32 is now hardcoded into shader for cards that don't support variable sized loops.
            self.finalQuad.setShaderInput('casterpos', 0.5, 0.5, 0, 0)
            # Last parameter to vlcolor is the exposure
            vlcolor = Vec4(float(godrays.get('r', '1')),
                           float(godrays.get('g', '1')),
                           float(godrays.get('b', '1')), 0.04)

            self.finalQuad.setShaderInput('vlcolor', vlcolor)
        else:
            self.finalQuad = None
    def __init__(self, filters):
        self.filters = filters
        self.updateTask = None
        self.finalQuad = None

        self.sun = base.cam.attachNewNode('sun')
        loader.loadModel("models/sphere").reparentTo(self.sun)
        self.sun.setScale(0.08)
        self.sun.setTwoSided(True)
        self.sun.setColorScale(1.0, 1.0, 1.0, 1.0, 10001)
        self.sun.setLightOff(1)
        self.sun.setShaderOff(1)
        self.sun.setFogOff(1)
        self.sun.setCompass()
        self.sun.setBin('background', 2)
        self.sun.setDepthWrite(False)
        self.sun.setDepthTest(False)
        # Workaround an annoyance in Panda. No idea why it's needed.
        self.sun.node().setBounds(OmniBoundingVolume())     

        direct = Vec4(2.0, 1.9, 1.8, 1) #bright for hdr
        #direct = Vec4(0.7, 0.65, 0.6, 1)
        self.dlight = DirectionalLight('dlight')
        self.dlight.setColor(direct)
        dlnp = self.sun.attachNewNode(self.dlight)
        render.setLight(dlnp)
        render.setShaderInput('dlight0', dlnp)

        self.setTime(700.0)

        pandaVolumetricLighting = False


        if pandaVolumetricLighting:
            self.filters.setVolumetricLighting( dlnp )
        else:
            self.vlbuffer = base.win.makeTextureBuffer('volumetric-lighting', base.win.getXSize() / 2, base.win.getYSize() / 2)
            self.vlbuffer.setClearColor(Vec4(0, 0, 0, 1))
            cam = base.makeCamera(self.vlbuffer)
            cam.node().setLens(base.camLens)
            cam.reparentTo(base.cam)
            initstatenode = NodePath('InitialState')
            initstatenode.setColorScale(0, 0, 0, 1, 10000)
            initstatenode.setShaderOff(10000)
            initstatenode.setFogOff(1)
            initstatenode.setLightOff(10000)
            initstatenode.setMaterialOff(10000)
            initstatenode.setTransparency(TransparencyAttrib.MBinary, 10000)
            cam.node().setCameraMask(BitMask32.bit(2))
            cam.node().setInitialState(initstatenode.getState())
            self.vltexture = self.vlbuffer.getTexture()
            self.vltexture.setWrapU(Texture.WMClamp)
            self.vltexture.setWrapV(Texture.WMClamp)
            card = CardMaker('VolumetricLightingCard')
            card.setFrameFullscreenQuad()
            self.finalQuad = render2d.attachNewNode(card.generate())
            self.finalQuad.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor))
            self.finalQuad.setShader(Shader.load("shaders/filter-vlight.cg"))
            self.finalQuad.setShaderInput('src', self.vltexture)
            self.finalQuad.setShaderInput('vlparams', 32, 0.95 / 32.0, 0.985, 0.5) # Note - first 32 is now hardcoded into shader for cards that don't support variable sized loops.
            self.finalQuad.setShaderInput('casterpos', 0.5, 0.5, 0, 0)
            # Last parameter to vlcolor is the exposure
            vlcolor = Vec4(1, 0.99, 0.80, 0.03)
            self.finalQuad.setShaderInput('vlcolor', vlcolor)

        self.start()
예제 #8
0
파일: sun.py 프로젝트: figo-sh/naith
    def __init__(self, manager, xml):
        self.updateTask = None

        self.sun = base.cam.attachNewNode("sun")
        loader.loadModel(manager.get("paths").getConfig().find("misc").get("path") + "/sphere").reparentTo(self.sun)
        self.sun.setScale(0.1)
        self.sun.setTwoSided(True)
        self.sun.setColorScale(10.0, 10.0, 10.0, 1.0, 10001)
        self.sun.setLightOff(1)
        self.sun.setShaderOff(1)
        self.sun.setFogOff(1)
        self.sun.setCompass()
        self.sun.setBin("background", 10)
        self.sun.setDepthWrite(False)
        self.sun.setDepthTest(False)
        # Workaround an annoyance in Panda. No idea why it's needed.
        self.sun.node().setBounds(OmniBoundingVolume())
        isa = xml.find("isa")
        inst = xml.find("instance")
        if isa != None or inst != None:
            if inst != None:
                orig = Vec3(float(inst.get("x", "0")), float(inst.get("y", "0")), float(inst.get("z", "0")))
            else:
                level = manager.get(isa.get("source"))
                orig = Vec3(level.getByIsA(isa.get("name"))[0].getPos(render))
            orig.normalize()
            self.sun.setPos(orig)

        godrays = xml.find("godrays")
        if godrays != None:
            self.vlbuffer = base.win.makeTextureBuffer(
                "volumetric-lighting", base.win.getXSize() / 2, base.win.getYSize() / 2
            )
            self.vlbuffer.setClearColor(Vec4(0, 0, 0, 1))
            cam = base.makeCamera(self.vlbuffer)
            cam.node().setLens(base.camLens)
            cam.reparentTo(base.cam)
            initstatenode = NodePath("InitialState")
            initstatenode.setColorScale(0, 0, 0, 1, 10000)
            initstatenode.setShaderOff(10000)
            initstatenode.setLightOff(10000)
            initstatenode.setMaterialOff(10000)
            initstatenode.setTransparency(TransparencyAttrib.MBinary, 10000)
            cam.node().setCameraMask(BitMask32.bit(2))
            cam.node().setInitialState(initstatenode.getState())
            self.vltexture = self.vlbuffer.getTexture()
            self.vltexture.setWrapU(Texture.WMClamp)
            self.vltexture.setWrapV(Texture.WMClamp)
            card = CardMaker("VolumetricLightingCard")
            card.setFrameFullscreenQuad()
            self.finalQuad = render2d.attachNewNode(card.generate())
            self.finalQuad.setAttrib(
                ColorBlendAttrib.make(
                    ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor
                )
            )
            self.finalQuad.setShader(
                Shader.load(
                    posixpath.join(manager.get("paths").getConfig().find("shaders").get("path"), "filter-vlight.cg")
                )
            )
            self.finalQuad.setShaderInput("src", self.vltexture)
            self.finalQuad.setShaderInput(
                "vlparams", 32, 0.9 / 32.0, 0.97, 0.5
            )  # Note - first 32 is now hardcoded into shader for cards that don't support variable sized loops.
            self.finalQuad.setShaderInput("casterpos", 0.5, 0.5, 0, 0)
            # Last parameter to vlcolor is the exposure
            vlcolor = Vec4(
                float(godrays.get("r", "1")), float(godrays.get("g", "1")), float(godrays.get("b", "1")), 0.04
            )
            self.finalQuad.setShaderInput("vlcolor", vlcolor)
        else:
            self.finalQuad = None