Exemplo n.º 1
0
    def __init__(self):
        base.disableMouse()
        base.cam.node().getLens().setNear(10.0)
        base.cam.node().getLens().setFar(200.0)
        camera.setPos(0, -50, 0)

        # Check video card capabilities.

        if (base.win.getGsg().getSupportsBasicShaders() == 0):
            addTitle(
                "Toon Shader: Video driver reports that shaders are not supported."
            )
            return

        # Enable a 'light ramp' - this discretizes the lighting,
        # which is half of what makes a model look like a cartoon.
        # Light ramps only work if shader generation is enabled,
        # so we call 'setShaderAuto'.

        tempnode = NodePath(PandaNode("temp node"))
        tempnode.setAttrib(LightRampAttrib.makeSingleThreshold(0.5, 0.4))
        tempnode.setShaderAuto()
        base.cam.node().setInitialState(tempnode.getState())

        # Use class 'CommonFilters' to enable a cartoon inking filter.
        # This can fail if the video card is not powerful enough, if so,
        # display an error and exit.

        self.separation = 1  # Pixels
        self.filters = CommonFilters(base.win, base.cam)
        filterok = self.filters.setCartoonInk(separation=self.separation)
        if (filterok == False):
            addTitle(
                "Toon Shader: Video card not powerful enough to do image postprocessing"
            )
            return

        # Post the instructions.

        self.title = addTitle(
            "Panda3D: Tutorial - Toon Shading with Normals-Based Inking")
        self.inst1 = addInstructions(0.95, "ESC: Quit")
        self.inst2 = addInstructions(
            0.90, "Up/Down: Increase/Decrease Line Thickness")
        self.inst3 = addInstructions(0.85,
                                     "V: View the render-to-texture results")

        # Load a dragon model and animate it.

        self.character = Actor()
        self.character.loadModel('models/samples/cartoon/nik_dragon')
        self.character.reparentTo(render)
        self.character.loadAnims({'win': 'models/samples/cartoon/nik_dragon'})
        self.character.loop('win')
        self.character.hprInterval(15, Point3(360, 0, 0)).loop()

        # Create a non-attenuating point light and an ambient light.

        plightnode = PointLight("point light")
        plightnode.setAttenuation(Vec3(1, 0, 0))
        plight = render.attachNewNode(plightnode)
        plight.setPos(30, -50, 0)
        alightnode = AmbientLight("ambient light")
        alightnode.setColor(Vec4(0.8, 0.8, 0.8, 1))
        alight = render.attachNewNode(alightnode)
        render.setLight(alight)
        render.setLight(plight)

        # Panda contains a built-in viewer that lets you view the
        # results of all render-to-texture operations.  This lets you
        # see what class CommonFilters is doing behind the scenes.

        self.accept("v", base.bufferViewer.toggleEnable)
        self.accept("V", base.bufferViewer.toggleEnable)
        base.bufferViewer.setPosition("llcorner")
        self.accept("s", self.filters.manager.resizeBuffers)

        # These allow you to change cartooning parameters in realtime

        self.accept("escape", sys.exit, [0])
        self.accept("arrow_up", self.increaseSeparation)
        self.accept("arrow_down", self.decreaseSeparation)
Exemplo n.º 2
0
  def __init__( self ):
  #The main initialization of our class
    #This creates the on screen title that is in every tutorial
    self.title = OnscreenText(text="Panda3D: Tutorial - Lighting",
                              style=1, fg=(1,1,0,1), font = font,
                              pos=(0.87,-0.95), scale = .07)

    #Creates labels used for onscreen instructions
    self.ambientText = self.makeStatusLabel(0)
    self.directionalText = self.makeStatusLabel(1)
    self.spotlightText = self.makeStatusLabel(2)
    self.pointLightText = self.makeStatusLabel(3)
    self.spinningText = self.makeStatusLabel(4)
    self.ambientBrightnessText = self.makeStatusLabel(5)
    self.directionalBrightnessText = self.makeStatusLabel(6)
    self.spotlightBrightnessText = self.makeStatusLabel(7)
    self.spotlightExponentText = self.makeStatusLabel(8)
    self.lightingPerPixelText = self.makeStatusLabel(9)

    self.disco = loader.loadModel("models/samples/disco_lights/disco_hall")
    self.disco.reparentTo(render)
    self.disco.setPosHpr(0, 50, -4, 90, 0, 0)

    # First we create an ambient light. All objects are affected by ambient
    # light equally
    #Create and name the ambient light
    self.ambientLight = render.attachNewNode( AmbientLight( "ambientLight" ) )
    #Set the color of the ambient light
    self.ambientLight.node().setColor( Vec4( .1, .1, .1, 1 ) )
    #add the newly created light to the lightAttrib

    # Now we create a directional light. Directional lights add shading from a
    # given angle. This is good for far away sources like the sun
    self.directionalLight = render.attachNewNode( DirectionalLight(
"directionalLight" ) )
    self.directionalLight.node().setColor( Vec4( .35, .35, .35, 1 ) )
    # The direction of a directional light is set as a 3D vector
    self.directionalLight.node().setDirection( Vec3( 1, 1, -2 ) )

    # Now we create a spotlight. Spotlights light objects in a given cone
    # They are good for simulating things like flashlights
    self.spotlight = camera.attachNewNode( Spotlight( "spotlight" ) )
    self.spotlight.node().setColor( Vec4( .45, .45, .45, 1 ) )
    #The cone of a spotlight is controlled by it's lens. This creates the lens
    self.spotlight.node().setLens( PerspectiveLens() )
    #This sets the Field of View (fov) of the lens, in degrees for width and
    #height. The lower the numbers, the tighter the spotlight.
    self.spotlight.node().getLens().setFov( 16, 16 )
    # Attenuation controls how the light fades with distance. The numbers are
    # The three values represent the three constants (constant, linear, and
    # quadratic) in the internal lighting equation. The higher the numbers the
    # shorter the light goes.
    self.spotlight.node().setAttenuation( Vec3( 1, 0.0, 0.0 ) ) 
    # This exponent value sets how soft the edge of the spotlight is. 0 means a
    # hard edge. 128 means a very soft edge.
    self.spotlight.node().setExponent( 60.0 )

    # Now we create three colored Point lights. Point lights are lights that
    # radiate from a single point, like a light bulb. Like spotlights, they
    # are given position by attaching them to NodePaths in the world
    self.redHelper = loader.loadModel('models/samples/disco_lights/sphere')
    self.redHelper.setColor( Vec4( 1, 0, 0, 1 ) )
    self.redHelper.setPos( -6.5, -3.75, 0 )
    self.redHelper.setScale(.25)
    self.redPointLight = self.redHelper.attachNewNode( PointLight(
"redPointLight" ) )
    self.redPointLight.node().setColor( Vec4( .35, 0, 0, 1 ) )
    self.redPointLight.node().setAttenuation( Vec3( .1, 0.04, 0.0 ) ) 

    #The green point light and helper
    self.greenHelper = loader.loadModel('models/samples/disco_lights/sphere')
    self.greenHelper.setColor( Vec4( 0, 1, 0, 1 ) )
    self.greenHelper.setPos( 0, 7.5, 0 )
    self.greenHelper.setScale(.25)
    self.greenPointLight = self.greenHelper.attachNewNode( PointLight(
"greenPointLight" ) )
    self.greenPointLight.node().setAttenuation( Vec3( .1, .04, .0 ) ) 
    self.greenPointLight.node().setColor( Vec4( 0, .35, 0, 1 ) )

    #The blue point light and helper
    self.blueHelper = loader.loadModel('models/samples/disco_lights/sphere')
    self.blueHelper.setColor( Vec4( 0, 0, 1, 1 ) )
    self.blueHelper.setPos( 6.5, -3.75, 0 )
    self.blueHelper.setScale(.25)
    self.bluePointLight = self.blueHelper.attachNewNode( PointLight( "bluePointLight" ) )
    self.bluePointLight.node().setAttenuation( Vec3( .1, 0.04, 0.0 ) ) 
    self.bluePointLight.node().setColor( Vec4( 0, 0, .35, 1 ) )
    self.bluePointLight.node().setSpecularColor( Vec4( 1 ) )

    #Create a dummy node so the lights can be spun with one command
    self.pointLightHelper = render.attachNewNode( "pointLightHelper" )
    self.pointLightHelper.setPos(0, 50, 11)
    self.redHelper.reparentTo( self.pointLightHelper )
    self.greenHelper.reparentTo( self.pointLightHelper )
    self.blueHelper.reparentTo( self.pointLightHelper )

    #Finally we store the lights on the root of the scene graph.
    #This will cause them to affect everything in the scene.

    render.setLight( self.ambientLight )
    render.setLight( self.directionalLight )
    render.setLight( self.spotlight )
    render.setLight( self.redPointLight )
    render.setLight( self.greenPointLight )
    render.setLight( self.bluePointLight )

    # Create and start interval to spin the lights, and a variable to
    # manage them.
    self.pointLightsSpin = self.pointLightHelper.hprInterval(6, Vec3(360, 0, 0))
    self.pointLightsSpin.loop()
    self.arePointLightsSpinning = True

    # Per-pixel lighting is initially off
    self.perPixelEnabled = False

    # listen to keys for controlling the lights
    self.accept( "escape", sys.exit)
    self.accept( "a", self.toggleLights, [[self.ambientLight]] )
    self.accept( "d", self.toggleLights, [[self.directionalLight]] )
    self.accept( "s", self.toggleLights, [[self.spotlight]] )
    self.accept( "p", self.toggleLights, [[self.redPointLight,
                                           self.greenPointLight,
                                           self.bluePointLight]] )
    self.accept( "r", self.toggleSpinningPointLights )
    self.accept( "l", self.togglePerPixelLighting )
    self.accept( "z", self.addBrightness, [self.ambientLight, -.05] )
    self.accept( "x", self.addBrightness, [self.ambientLight, .05] )
    self.accept( "c", self.addBrightness, [self.directionalLight, -.05] )
    self.accept( "v", self.addBrightness, [self.directionalLight, .05] )
    self.accept( "b", self.addBrightness, [self.spotlight, -.05] )
    self.accept( "n", self.addBrightness, [self.spotlight, .05] )
    self.accept( "q", self.adjustSpotlightExponent, [self.spotlight, -1] )
    self.accept( "w", self.adjustSpotlightExponent, [self.spotlight, 1] )

    #Finally call the function that builds the instruction texts
    self.updateStatusLabel()
Exemplo n.º 3
0
    def __init__(self):
        base.disableMouse()
        base.cam.node().getLens().setNear(10.0)
        base.cam.node().getLens().setFar(200.0)
        camera.setPos(0, -50, 0)
        
        # Check video card capabilities.
        
        if (base.win.getGsg().getSupportsBasicShaders() == 0):
            addTitle("Toon Shader: Video driver reports that shaders are not supported.")
            return
        
        # Enable a 'light ramp' - this discretizes the lighting,
        # which is half of what makes a model look like a cartoon.
        # Light ramps only work if shader generation is enabled,
        # so we call 'setShaderAuto'.

        tempnode = NodePath(PandaNode("temp node"))
        tempnode.setAttrib(LightRampAttrib.makeSingleThreshold(0.5, 0.4))
        tempnode.setShaderAuto()
        base.cam.node().setInitialState(tempnode.getState())
        
        # Use class 'CommonFilters' to enable a cartoon inking filter.
        # This can fail if the video card is not powerful enough, if so,
        # display an error and exit.
        
        self.separation = 1 # Pixels
        self.filters = CommonFilters(base.win, base.cam)
        filterok = self.filters.setCartoonInk(separation=self.separation)
        if (filterok == False):
            addTitle("Toon Shader: Video card not powerful enough to do image postprocessing")
            return
        
        # Post the instructions.
        
        self.title = addTitle("Panda3D: Tutorial - Toon Shading with Normals-Based Inking")
        self.inst1 = addInstructions(0.95,"ESC: Quit")
        self.inst2 = addInstructions(0.90,"Up/Down: Increase/Decrease Line Thickness")
        self.inst3 = addInstructions(0.85,"V: View the render-to-texture results")
        
        # Load a dragon model and animate it.
        
        self.character = Actor()
        self.character.loadModel('models/samples/cartoon/nik_dragon')
        self.character.reparentTo(render)
        self.character.loadAnims({'win': 'models/samples/cartoon/nik_dragon'})
        self.character.loop('win')
        self.character.hprInterval(15, Point3(360, 0,0)).loop()
        
        # Create a non-attenuating point light and an ambient light.
        
        plightnode = PointLight("point light")
        plightnode.setAttenuation(Vec3(1,0,0))
        plight = render.attachNewNode(plightnode)
        plight.setPos(30,-50,0)
        alightnode = AmbientLight("ambient light")
        alightnode.setColor(Vec4(0.8,0.8,0.8,1))
        alight = render.attachNewNode(alightnode)
        render.setLight(alight)
        render.setLight(plight)
        
        # Panda contains a built-in viewer that lets you view the 
        # results of all render-to-texture operations.  This lets you
        # see what class CommonFilters is doing behind the scenes.
        
        self.accept("v", base.bufferViewer.toggleEnable)
        self.accept("V", base.bufferViewer.toggleEnable)
        base.bufferViewer.setPosition("llcorner")
        self.accept("s", self.filters.manager.resizeBuffers)
        
        # These allow you to change cartooning parameters in realtime
        
        self.accept("escape", sys.exit, [0])
        self.accept("arrow_up", self.increaseSeparation)
        self.accept("arrow_down", self.decreaseSeparation)
Exemplo n.º 4
0
    def __init__(self):

        # Check video card capabilities.

        if (base.win.getGsg().getSupportsBasicShaders() == 0):
            addTitle("Normal Mapping: Video driver reports that shaders are not supported.")
            return

        # Post the instructions
        self.title = addTitle("Panda3D: Tutorial - Normal Mapping (aka Bump Mapping)")
        self.inst1 = addInstructions(0.95, "Press ESC to exit")
        self.inst2 = addInstructions(0.90, "Move mouse to rotate camera")
        self.inst3 = addInstructions(0.85, "Left mouse button: Move forwards")
        self.inst4 = addInstructions(0.80, "Right mouse button: Move backwards")
        self.inst5 = addInstructions(0.75, "Enter: Turn normal maps Off")

        # Load the 'abstract room' model.  This is a model of an
        # empty room containing a pillar, a pyramid, and a bunch
        # of exaggeratedly bumpy textures.

        self.room = loader.loadModel( \
          "models/samples/normal_mapping/abstractroom")
        self.room.reparentTo(render)

        # Make the mouse invisible, turn off normal mouse controls
        base.disableMouse()
        props = WindowProperties()
        props.setCursorHidden(True)
        base.win.requestProperties(props)

        # Set the current viewing target
        self.focus = Vec3(55,-55,20)
        self.heading = 180
        self.pitch = 0
        self.mousex = 0
        self.mousey = 0
        self.last = 0
        self.mousebtn = [0,0,0]

        # Start the camera control task:
        taskMgr.add(self.controlCamera, "camera-task")
        self.accept("escape", sys.exit, [0])
        self.accept("mouse1", self.setMouseBtn, [0, 1])
        self.accept("mouse1-up", self.setMouseBtn, [0, 0])
        self.accept("mouse2", self.setMouseBtn, [1, 1])
        self.accept("mouse2-up", self.setMouseBtn, [1, 0])
        self.accept("mouse3", self.setMouseBtn, [2, 1])
        self.accept("mouse3-up", self.setMouseBtn, [2, 0])
        self.accept("enter", self.toggleShader)
        self.accept("j", self.rotateLight, [-1])
        self.accept("k", self.rotateLight, [1])
        self.accept("arrow_left", self.rotateCam, [-1])
        self.accept("arrow_right", self.rotateCam, [1])

        # Add a light to the scene.
        self.lightpivot = render.attachNewNode("lightpivot")
        self.lightpivot.setPos(0,0,25)
        self.lightpivot.hprInterval(10,Point3(360,0,0)).loop()
        plight = PointLight('plight')
        plight.setColor(Vec4(1, 1, 1, 1))
        plight.setAttenuation(Vec3(0.7,0.05,0))
        plnp = self.lightpivot.attachNewNode(plight)
        plnp.setPos(45, 0, 0)
        self.room.setLight(plnp)
        self.room.setShaderInput("light", plnp)
        
        # Add an ambient light
        alight = AmbientLight('alight')
        alight.setColor(Vec4(0.2, 0.2, 0.2, 1))
        alnp = render.attachNewNode(alight)
        self.room.setLight(alnp)

        # create a sphere to denote the light
        sphere = loader.loadModel("models/samples/normal_mapping/sphere")
        sphere.reparentTo(plnp)

        # load and apply the shader.  This is using panda's
        # built-in shader generation capabilities to create the
        # shader for you.  However, if desired, you can supply
        # the shader manually.  Change this line of code to:
        #   self.room.setShader(Shader.load("bumpMapper.sha"))
        self.room.setShaderAuto()

        self.shaderenable = 1