def __init__(self, path, heightScale, shader=None, skipTextures=False):
        self.shader = shader
        meshManager.MeshFactory.__init__(self)

        self.dataIndex = {}

        self.heightScale = heightScale

        d = parseFile(path + "/texList.txt")

        self.mapTexStages = {}
        self.specialMaps = {}
        for m in d["Special"]:
            s = m.split("\t")
            self.specialMaps[s[1]] = s[0]

        # List of non map texture stages, and their sizes
        # (TexStage,Size)
        self.texList = []

        if not skipTextures:

            if "Tex2D" in d:
                sort = 0
                for m in d["Tex2D"]:
                    sort += 1
                    s = m.split()
                    name = s[0]
                    texStage = TextureStage(name + "stage" + str(sort))
                    texStage.setSort(sort)
                    source = s[1]

                    #                 def setTexModes(modeText):
                    #                     combineMode=[]
                    #                     for t in modeText:
                    #                         if t[:1]=='M':
                    #                             texStage.setMode(getRenderMapType(t))
                    #                         elif t[:1]=='C':
                    #                             combineMode.append(getCombineMode(t))
                    #                         elif t=='Save':
                    #                             texStage.setSavedResult(True)
                    #                         else:
                    #                             print "Illegal mode info for "+name
                    #                     if len(combineMode)>0:
                    #                         texStage.setCombineRgb(*combineMode)
                    #                     if len(modeText)==0:
                    #                         texStage.setMode(TextureStage.MModulate)

                    if source == "file":

                        #                     setTexModes(s[3:])
                        tex = loadTex(path + "/textures/" + name)
                        #                     self.terrainNode.setTexture(texStage,tex)
                        #                     self.terrainNode.setShaderInput('tex2D_'+name,tex)
                        self.texList.append((texStage, float(s[2]), tex, name))

                    elif source == "map":
                        #                     setTexModes(s[2:])
                        self.mapTexStages[s[0]] = texStage
        #
        #                 else:
        #                     print 'Invalid source for '+name+' int Tex2D'

        self.LOD = meshManager.LOD(float("inf"), 0)
Exemplo n.º 2
0
    def __init__(self,path,tileSource,minScale,focus):
        RenderNode.__init__(self,path,NodePath(path+"_terrainNode"),heightScale=300.0)
        
        heightMapName=self.specialMaps['height']
        self.heightMapRez=0
        for s in tileSource.shaders:
            if s.name==heightMapName:
                self.heightMapRez=s.getRez(tileMapSize)
                break
        
        if self.heightMapRez==0: print 'Failed to determain height map resolution'
        
        self.setShaderInput("heightMapRez",self.heightMapRez,0,0,0)
        
        self.focus=focus
        self.minScale=minScale
        self.tileSource=tileSource
        self.heightStage=TextureStage("height")
        
        rezFactor=50
        n=rezFactor*4-1
        
        if n+4>=self.heightMapRez:
            print 'Error: Can not have geoClipMap rez higher than height map rez'
        
        self.rez=n
        m=(n+1)/4
        
        self.baseTileScale=minScale/n*self.heightMapRez
        scale=minScale/(n-1)
        self.terrainNode.setScale(scale,scale,scale)
        self.shaderHeightScale=self.heightScale/scale
        self.terrainNode.setShaderInput("heightScale",self.shaderHeightScale,0,0)
        self.terrainNode.setShader(loader.loadShader("terrain/geoClip.sha"))
        
        def makeGrid(xSize,ySize):
            """ Size is in verts, not squares """
            
            format=GeomVertexFormat.getV3()
            vdata=GeomVertexData('grid', format, Geom.UHStatic)
            vertex=GeomVertexWriter(vdata, 'vertex')
            grid=Geom(vdata)
            #snode=GeomNode('grid')
            
            for x in xrange(xSize):
                for y in xrange(ySize):
                    vertex.addData3f(x,y,0)
            
            tri=GeomTristrips(Geom.UHStatic)
            def index(lx,ly):
                return ly+lx*(ySize)
                
            for x in xrange(xSize-1):
                for y in xrange(ySize):
                    tri.addVertex(index(x,y))
                    tri.addVertex(index(x+1,y))
                tri.closePrimitive()
        
            grid.addPrimitive(tri)
            
            grid.setBoundsType(BoundingVolume.BTBox)
            grid.setBounds(BoundingBox(Point3(0,0,0),Point3(xSize-1,ySize-1,self.shaderHeightScale)))
            #snode.addGeom(grid)
            #snode.setBoundsType(BoundingVolume.BTBox)
            #snode.setBounds(BoundingBox(Point3(0,0,0),Point3(xSize-1,ySize-1,self.shaderHeightScale)))
            #snode.setFinal(True)
            return grid
        
        
        
        
        nxn=makeGrid(n,n)
        mxm=makeGrid(m,m)
        mx3=makeGrid(m,3)
        x3xm=makeGrid(3,m)
        m2x2=makeGrid(2*m+1,2)

        cNode=GeomNode('center')
        cGeom=nxn.makeCopy()
        cGeom.transformVertices(Mat4.translateMat(-n/2,-n/2,0))
        cNode.addGeom(cGeom)
        cGeom.setBoundsType(BoundingVolume.BTBox)
        cGeom.setBounds(BoundingBox(Point3(-n/2,-n/2,0),Point3(n/2-1,n/2-1,self.shaderHeightScale)))
        cNode.setBoundsType(BoundingVolume.BTBox)
        center=_GeoClipLevel(0,self,cNode)
        
        
        
        #NodePath(nxn).instanceTo(center).setPos(-n/2,-n/2,0)
        center.reparentTo(self.terrainNode)
        
        halfOffset=n/2
        
        #ring=NodePath("Ring")
        ring=GeomNode('ring')
        def doCorner(x,y):
            xd=x*n/2-(x+1)*m/2
            yd=y*n/2-(y+1)*m/2
            def doGeom(g,x,y):
                cGeom=(g).makeCopy()
                cGeom.transformVertices(Mat4.translateMat(x,y,0))
                cGeom.setBoundsType(BoundingVolume.BTBox)
                b=g.getBounds()
                p=b.getPoint(7)
                cGeom.setBounds(BoundingBox(Point3(x,y,0),Point3(p.getX()+x,p.getY()+y,self.shaderHeightScale)))
                ring.addGeom(cGeom)
            doGeom(mxm,xd,yd)
            doGeom(mxm,xd,yd-y*(m-1))
            doGeom(mxm,xd-x*(m-1),yd)
            #NodePath(mxm).copyTo(ring).setPos(xd,yd,0)
            #NodePath(mxm).copyTo(ring).setPos(xd,yd-y*(m-1),0)
            #NodePath(mxm).copyTo(ring).setPos(xd-x*(m-1),yd,0)
            
            if x==-1:
                if y==1:
                    doGeom(mx3,xd,yd-y*(m+1))
                    #NodePath(mx3).copyTo(ring).setPos(xd,yd-y*(m+1),0)
                else:
                    xd2=n/2-m
                    doGeom(mx3,xd2,yd+2*m-2)
                    #NodePath(mx3).copyTo(ring).setPos(xd2,yd+2*m-2,0)
            else:
                doGeom(x3xm,xd-x*(m+1),yd)
                #NodePath(x3xm).copyTo(ring).setPos(xd-x*(m+1),yd,0)
        
        doCorner(-1,-1)
        doCorner(1,-1)
        doCorner(-1,1)
        doCorner(1,1)
        
        ring.setBoundsType(BoundingVolume.BTBox)
        
        ringCount=4
        
        
        
        self.levels=[center]
        for i in xrange(ringCount):
            cNode=GeomNode('ring'+str(i))
            cNode.addGeomsFrom(ring)
            '''for c in ring.getChildren():
                x=c.copyTo(r)
                #v1=Point3()
                #v2=Point3()
                #x.calcTightBounds(v1,v2)
                #v2.setZ(1)
                node=x.node()
                node.setBoundsType(BoundingVolume.BTBox)
                node.setBounds(c.node().getBounds())#(BoundingBox(v1,v2))
                node.setFinal(1)
                x.showBounds()'''
            #r.showBounds()
            r=_GeoClipLevel(i+1,self,cNode)
            r.reparentTo(self.terrainNode)
            r.node().setBoundsType(BoundingVolume.BTBox)
            #r.showBounds()
            self.levels.append(r)
        
        
        self.terrainNode.setShaderInput("n",n,0,0,0)
        # Add a task to keep updating the terrain
        taskMgr.add(self.update, "update")
        
        
        self.grass=self.setUpGrass(center,n)
        grassTex = loadTex("terrain/grassSheet",True)
        self.grass.setShaderInput("grassSheet",grassTex)
        grassTex.setWrapU(Texture.WMClamp)
        grassTex.setWrapV(Texture.WMClamp)
    
        self.terrainNode.setShaderInput("offset",0,0,0,0)
        
        #for r in self.levels:
        #    for node in r.getChildren():
        #        node.setShaderInput("offset",node.getX()+halfOffset,node.getY()+halfOffset,0,0)
        
        self.centerTile=None
Exemplo n.º 3
0
    def __init__(self,path,terrainNode,heightScale):
        NodePath.__init__(self,path+"_render")
        
        self.heightScale=heightScale
        
        d=parseFile(path+'/texList.txt')
        
        def getRenderMapType(name):
            return getattr(TextureStage,name)
        
        def getCombineMode(name):
            return getattr(TextureStage,name)
        
        self.mapTexStages={}
        self.specialMaps={}
        for m in d['Special']:
            s=m.split('\t')
            self.specialMaps[s[1]]=s[0]
        
        # terrainNode holds all the terrain tiles
        self.terrainNode=terrainNode
        self.terrainNode.reparentTo(self)
        #self.terrainNode.setShader(loader.loadShader(path+"/render.sha"))
        #self.terrainNode.setShaderAuto()
        
        # List on non map texture stages, and their sizes
        # (TexStage,Size)
        self.texList=[]
        
        if "Tex2D" in d:
            sort=0;
            for m in d["Tex2D"]:
                sort+=1
                s=m.split()
                name=s[0]
                texStage=TextureStage(name+'stage'+str(sort))
                texStage.setSort(sort)
                source=s[1]
                
                def setTexModes(modeText):
                    combineMode=[]
                    for t in modeText:
                        if t[:1]=='M':
                            texStage.setMode(getRenderMapType(t))
                        elif t[:1]=='C':
                            combineMode.append(getCombineMode(t))
                        elif t=='Save':
                            texStage.setSavedResult(True)
                        else:
                            print "Illegal mode info for "+name
                    if len(combineMode)>0:
                        texStage.setCombineRgb(*combineMode)
                    if len(modeText)==0:
                        texStage.setMode(TextureStage.MModulate)
                
                if source=='file':
                    
                    setTexModes(s[3:])
                    tex=loadTex(path+"/textures/"+name)
                    self.terrainNode.setTexture(texStage,tex)
                    self.terrainNode.setShaderInput('tex2D_'+name,tex)
                    self.texList.append((texStage,float(s[2])))
                    
                elif source=='map':
                    setTexModes(s[2:])
                    self.mapTexStages[s[0]]=texStage

                else:
                    print 'Invalid source for '+name+' int Tex2D'
Exemplo n.º 4
0
 def __init__(self,path,heightScale,shader=None,skipTextures=False):
     self.shader=shader
     meshManager.MeshFactory.__init__(self)
 
     self.dataIndex={}
     
     
     
     self.heightScale=heightScale
     
     d=parseFile(path+'/texList.txt')
         
     self.mapTexStages={}
     self.specialMaps={}
     for m in d['Special']:
         s=m.split('\t')
         self.specialMaps[s[1]]=s[0]
     
     # List of non map texture stages, and their sizes
     # (TexStage,Size)
     self.texList=[]
     
     if not skipTextures:
         
         
         
         
         
         
         if "Tex2D" in d:
             sort=0;
             for m in d["Tex2D"]:
                 sort+=1
                 s=m.split()
                 name=s[0]
                 texStage=TextureStage(name+'stage'+str(sort))
                 texStage.setSort(sort)
                 source=s[1]
                 
 #                 def setTexModes(modeText):
 #                     combineMode=[]
 #                     for t in modeText:
 #                         if t[:1]=='M':
 #                             texStage.setMode(getRenderMapType(t))
 #                         elif t[:1]=='C':
 #                             combineMode.append(getCombineMode(t))
 #                         elif t=='Save':
 #                             texStage.setSavedResult(True)
 #                         else:
 #                             print "Illegal mode info for "+name
 #                     if len(combineMode)>0:
 #                         texStage.setCombineRgb(*combineMode)
 #                     if len(modeText)==0:
 #                         texStage.setMode(TextureStage.MModulate)
                 
                 if source=='file':
                     
 #                     setTexModes(s[3:])
                     tex=loadTex(path+"/textures/"+name)
 #                     self.terrainNode.setTexture(texStage,tex)
 #                     self.terrainNode.setShaderInput('tex2D_'+name,tex)
                     self.texList.append((texStage,float(s[2]),tex,name))
                     
                 elif source=='map':
 #                     setTexModes(s[2:])
                     self.mapTexStages[s[0]]=texStage
 # 
 #                 else:
 #                     print 'Invalid source for '+name+' int Tex2D'
         
     
     self.LOD=meshManager.LOD(float('inf'),0)