def __init__(self): loadPrcFileData("", "model-cache-dir") self.render_pipeline = RenderPipeline(self) self.render_pipeline.get_mount_manager().mount() self.render_pipeline.load_settings("Config/pipeline.yaml") self.render_pipeline.create() self.controller = MovementController(self) self.controller.set_initial_position_hpr( Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0)) self.controller.setup() self.render_pipeline.create_default_skybox() self.accept("r", self._reload_shader) self.accept("f3", self._toggle_scene_wireframe) self.addTask(self.update, "update") self.scene_wireframe = False # Create some ocean # self.water = ProjectedWaterGrid(self.render_pipeline) # self.water.setWaterLevel(0) self._init_terrain() self._reload_shader()
class World(ShowBase): def __init__(self): pipeline_path = "../../" # pipeline_path = "../../RenderPipeline/" # -- Begin of render pipeline code -- sys.path.insert(0, pipeline_path) from __init__ import RenderPipeline from __init__ import PointLight self.render_pipeline = RenderPipeline(self) self.render_pipeline.set_default_loading_screen() # Mount the directories, this mounts the base path of the pipeline so # we don't have to speficy relative paths all the time self.render_pipeline.get_mount_manager().mount() # Load the default settings self.render_pipeline.load_settings("Config/pipeline.yaml") # Create the pipeline self.render_pipeline.create() #self.render_pipeline.create_default_skybox() my_light = PointLight() my_light.set_pos(Vec3(1.0, 0.5, 5.0)) my_light.set_radius(10.0) self.render_pipeline.add_light(my_light) self.tile=loader.loadModel("tile0") self.tile.reparentTo(render)
def __init__(self): """ Inits the showbase """ # Load options load_prc_file_data( "", """ model-cache-dir fullscreen #f win-size 1920 1080 window-title Render Pipeline by tobspr icon-filename Data/GUI/icon.ico """) # Load render pipeline self.render_pipeline = RenderPipeline(self) self.render_pipeline.create() self.render_pipeline.create_default_skybox() # Init movement controller self.controller = MovementController(self) self.controller.set_initial_position_hpr( Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0)) self.controller.setup() # Hotkeys self.accept("r", self._reload_shader) self.addTask(self.update, "update") self.scene_wireframe = False self._init_terrain() self._reload_shader()
def __init__(self): pipeline_path = "../../" # pipeline_path = "../../RenderPipeline/" # -- Begin of render pipeline code -- sys.path.insert(0, pipeline_path) from __init__ import RenderPipeline from __init__ import PointLight self.render_pipeline = RenderPipeline(self) self.render_pipeline.set_default_loading_screen() # Mount the directories, this mounts the base path of the pipeline so # we don't have to speficy relative paths all the time self.render_pipeline.get_mount_manager().mount() # Load the default settings self.render_pipeline.load_settings("Config/pipeline.yaml") # Create the pipeline self.render_pipeline.create() #self.render_pipeline.create_default_skybox() my_light = PointLight() my_light.set_pos(Vec3(1.0, 0.5, 5.0)) my_light.set_radius(10.0) self.render_pipeline.add_light(my_light) self.tile = loader.loadModel("tile0") self.tile.reparentTo(render)
def __init__(self): """ Inits the showbase """ # Load options load_prc_file_data("", """ model-cache-dir fullscreen #f win-size 1920 1080 window-title Render Pipeline by tobspr icon-filename Data/GUI/icon.ico """) # Load render pipeline self.render_pipeline = RenderPipeline(self) self.render_pipeline.create() self.render_pipeline.create_default_skybox() # Init movement controller self.controller = MovementController(self) self.controller.set_initial_position_hpr( Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0)) self.controller.setup() # Hotkeys self.accept("r", self._reload_shader) self.addTask(self.update, "update") self.scene_wireframe = False self._init_terrain() self._reload_shader()
class App(ShowBase): def __init__(self): loadPrcFileData("", "model-cache-dir") self.render_pipeline = RenderPipeline(self) self.render_pipeline.get_mount_manager().mount() self.render_pipeline.load_settings("Config/pipeline.yaml") self.render_pipeline.create() self.controller = MovementController(self) self.controller.set_initial_position_hpr( Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0)) self.controller.setup() self.render_pipeline.create_default_skybox() self.accept("r", self._reload_shader) self.accept("f3", self._toggle_scene_wireframe) self.addTask(self.update, "update") self.scene_wireframe = False # Create some ocean # self.water = ProjectedWaterGrid(self.render_pipeline) # self.water.setWaterLevel(0) self._init_terrain() self._reload_shader() def update(self, task): self.terrain.update() self.terrainShadow.update() return task.cont def _reload_shader(self): self.render_pipeline.reload_shaders() self.render_pipeline.set_effect(self.terrain.getNode(), "Data/Effects/terrain.yaml", { "render_gbuffer": True, "render_shadows": False, }) self.render_pipeline.set_effect(self.terrainShadow.getNode(), "Data/Effects/terrain_shadow.yaml", { "render_gbuffer": False, "render_shadows": True, }, 5000) def _toggle_scene_wireframe(self): self.scene_wireframe = not self.scene_wireframe if self.scene_wireframe: render.setAttrib( RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10) else: render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10) def _init_terrain(self): layout = "Layout0" hmap = "Data/Terrain/" + layout + "/heightmap.png" # TerrainMeshRenderer.generateBounds(hmap, "Data/Terrain/" + layout + "bounds.bin") # sys.exit(0) terrainOffset = Vec3(-4096, -4096, 70.0) terrainScale = Vec3(1.0, 1.0, 700.0) self.terrain = TerrainMeshRenderer() self.terrain.setHeightfieldSize(8192) self.terrain.setCullingEnabled(False) self.terrain.loadChunkMesh("Core/Resources/Chunk32.bam") self.terrain.setFocus(base.cam, base.camLens) self.terrain.loadBounds("Data/Terrain/" + layout + "bounds.bin") self.terrain.setTargetTriangleWidth(7.0) self.terrain.setPos(terrainOffset) self.terrain.setScale(terrainScale) self.terrain.create() node = self.terrain.getNode() node.reparentTo(render) self.terrainShadow = TerrainMeshRenderer() self.terrainShadow.setHeightfieldSize(8192) self.terrainShadow.loadChunkMesh("Core/Resources/Chunk32.bam") self.terrainShadow.setFocus(base.cam, base.camLens) self.terrainShadow.setTargetTriangleWidth(7.0) self.terrainShadow.loadBounds("Data/Terrain/" + layout + "bounds.bin") self.terrainShadow.setPos(terrainOffset) self.terrainShadow.setScale(terrainScale) self.terrainShadow.setCullingEnabled(False) self.terrainShadow.create() nodeShadow = self.terrainShadow.getNode() nodeShadow.reparentTo(render) hmap = loader.loadTexture("Data/Terrain/" + layout + "/heightmap.png") hmap.setWrapU(Texture.WMClamp) hmap.setWrapV(Texture.WMClamp) node.setShaderInput("heightmap", hmap) nodeShadow.setShaderInput("heightmap", hmap) fmap = loader.loadTexture("Data/Terrain/" + layout + "/flowmap.png") fmap.setWrapU(Texture.WMClamp) fmap.setWrapV(Texture.WMClamp) node.setShaderInput("flowmap", fmap) for material in ['rock', 'grass', 'gravel', 'snow', 'moss']: for i in xrange(2): tex = loader.loadTexture("Data/Terrain/Materials/" + material + "_" + str(i + 1) + ".png") tex.setWrapU(Texture.WMRepeat) tex.setWrapV(Texture.WMRepeat) tex.setFormat(Texture.FSrgbAlpha) tex.setMinfilter(Texture.FTLinearMipmapLinear) tex.setMagfilter(Texture.FTLinear) tex.setAnisotropicDegree(16) node.setShaderInput( material + ("Diffuse" if i == 0 else "Normal"), tex)
class App(ShowBase): def __init__(self): """ Inits the showbase """ # Load options load_prc_file_data( "", """ model-cache-dir fullscreen #f win-size 1920 1080 window-title Render Pipeline by tobspr icon-filename Data/GUI/icon.ico """) # Load render pipeline self.render_pipeline = RenderPipeline(self) self.render_pipeline.create() self.render_pipeline.create_default_skybox() # Init movement controller self.controller = MovementController(self) self.controller.set_initial_position_hpr( Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0)) self.controller.setup() # Hotkeys self.accept("r", self._reload_shader) self.addTask(self.update, "update") self.scene_wireframe = False self._init_terrain() self._reload_shader() def update(self, task): """ Main update task """ self.terrain.update() self.terrain_shadow.update() return task.cont def _reload_shader(self): """ Reloads all terrain shaders """ self.render_pipeline.reload_shaders() self.render_pipeline.set_effect(self.terrain.get_node(), "Effects/terrain.yaml", { "render_gbuffer": True, "render_shadows": False, }) self.render_pipeline.set_effect(self.terrain_shadow.get_node(), "Effects/terrain_shadow.yaml", { "render_gbuffer": False, "render_shadows": True, }, 5000) def _init_terrain(self): """ Inits the terrain """ layout = "Layout0" hmap = "Data/Terrain/" + layout + "/heightmap.png" bounds_file = "Data/Terrain/" + layout + "bounds.bin" if not isfile(bounds_file): print("Generating terrain bounds ..") TerrainMeshRenderer.generateBounds( hmap, "Data/Terrain/" + layout + "bounds.bin") terrainOffset = Vec3(-4096, -4096, 70.0) terrainScale = Vec3(1.0, 1.0, 700.0) self.terrain = TerrainMeshRenderer() self.terrain.set_heightfield_size(8192) self.terrain.set_culling_enabled(False) self.terrain.load_chunk_mesh("Core/Resources/Chunk32.bam") self.terrain.set_focus(base.cam, base.camLens) self.terrain.load_bounds(bounds_file) self.terrain.set_target_triangle_width(7.0) self.terrain.set_pos(terrainOffset) self.terrain.set_scale(terrainScale) self.terrain.create() node = self.terrain.get_node() node.reparentTo(render) self.terrain_shadow = TerrainMeshRenderer() self.terrain_shadow.set_heightfield_size(8192) self.terrain_shadow.load_chunk_mesh("Core/Resources/Chunk32.bam") self.terrain_shadow.set_focus(base.cam, base.camLens) self.terrain_shadow.set_target_triangle_width(7.0) self.terrain_shadow.load_bounds(bounds_file) self.terrain_shadow.set_pos(terrainOffset) self.terrain_shadow.set_scale(terrainScale) self.terrain_shadow.set_culling_enabled(False) self.terrain_shadow.create() nodeShadow = self.terrain_shadow.get_node() nodeShadow.reparentTo(render) hmap = loader.loadTexture("Data/Terrain/" + layout + "/heightmap.png") hmap.set_wrap_u(Texture.WM_clamp) hmap.set_wrap_v(Texture.WM_clamp) hmap.set_format(Texture.F_r16) node.set_shader_input("heightmap", hmap) nodeShadow.set_shader_input("heightmap", hmap) fmap = loader.loadTexture("Data/Terrain/" + layout + "/flowmap.png") fmap.set_wrap_u(Texture.WMClamp) fmap.set_wrap_v(Texture.WMClamp) node.set_shader_input("flowmap", fmap) for material in ['rock', 'grass', 'gravel', 'snow', 'moss']: for i in xrange(2): tex = loader.loadTexture("Data/Terrain/Materials/" + material + "_" + str(i + 1) + ".png") tex.set_wrap_u(Texture.WM_repeat) tex.set_wrap_v(Texture.WM_repeat) tex.set_format(Texture.F_srgb_alpha) tex.set_minfilter(Texture.FT_linear_mipmap_linear) tex.set_magfilter(Texture.FT_linear) tex.set_anisotropic_degree(16) node.set_shader_input( material + ("Diffuse" if i == 0 else "Normal"), tex)
class App(ShowBase): def __init__(self): """ Inits the showbase """ # Load options load_prc_file_data("", """ model-cache-dir fullscreen #f win-size 1920 1080 window-title Render Pipeline by tobspr icon-filename Data/GUI/icon.ico """) # Load render pipeline self.render_pipeline = RenderPipeline(self) self.render_pipeline.create() self.render_pipeline.create_default_skybox() # Init movement controller self.controller = MovementController(self) self.controller.set_initial_position_hpr( Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0)) self.controller.setup() # Hotkeys self.accept("r", self._reload_shader) self.addTask(self.update, "update") self.scene_wireframe = False self._init_terrain() self._reload_shader() def update(self, task): """ Main update task """ self.terrain.update() self.terrain_shadow.update() return task.cont def _reload_shader(self): """ Reloads all terrain shaders """ self.render_pipeline.reload_shaders() self.render_pipeline.set_effect(self.terrain.get_node(), "Effects/terrain.yaml", { "render_gbuffer": True, "render_shadows": False, }) self.render_pipeline.set_effect(self.terrain_shadow.get_node(), "Effects/terrain_shadow.yaml", { "render_gbuffer": False, "render_shadows": True, }, 5000) def _init_terrain(self): """ Inits the terrain """ layout = "Layout0" hmap = "Data/Terrain/" + layout + "/heightmap.png" bounds_file = "Data/Terrain/" + layout + "bounds.bin" if not isfile(bounds_file): print("Generating terrain bounds ..") TerrainMeshRenderer.generateBounds(hmap, "Data/Terrain/" + layout + "bounds.bin") terrainOffset = Vec3(-4096, -4096, 70.0) terrainScale = Vec3(1.0, 1.0, 700.0) self.terrain = TerrainMeshRenderer() self.terrain.set_heightfield_size(8192) self.terrain.set_culling_enabled(False) self.terrain.load_chunk_mesh("Core/Resources/Chunk32.bam") self.terrain.set_focus(base.cam, base.camLens) self.terrain.load_bounds(bounds_file) self.terrain.set_target_triangle_width(7.0) self.terrain.set_pos(terrainOffset) self.terrain.set_scale(terrainScale) self.terrain.create() node = self.terrain.get_node() node.reparentTo(render) self.terrain_shadow = TerrainMeshRenderer() self.terrain_shadow.set_heightfield_size(8192) self.terrain_shadow.load_chunk_mesh("Core/Resources/Chunk32.bam") self.terrain_shadow.set_focus(base.cam, base.camLens) self.terrain_shadow.set_target_triangle_width(7.0) self.terrain_shadow.load_bounds(bounds_file) self.terrain_shadow.set_pos(terrainOffset) self.terrain_shadow.set_scale(terrainScale) self.terrain_shadow.set_culling_enabled(False) self.terrain_shadow.create() nodeShadow = self.terrain_shadow.get_node() nodeShadow.reparentTo(render) hmap = loader.loadTexture("Data/Terrain/" + layout + "/heightmap.png") hmap.set_wrap_u(Texture.WM_clamp) hmap.set_wrap_v(Texture.WM_clamp) hmap.set_format(Texture.F_r16) node.set_shader_input("heightmap", hmap) nodeShadow.set_shader_input("heightmap", hmap) fmap = loader.loadTexture("Data/Terrain/" + layout + "/flowmap.png") fmap.set_wrap_u(Texture.WMClamp) fmap.set_wrap_v(Texture.WMClamp) node.set_shader_input("flowmap", fmap) for material in ['rock', 'grass', 'gravel', 'snow', 'moss']: for i in xrange(2): tex = loader.loadTexture("Data/Terrain/Materials/" + material + "_" + str(i+1) + ".png") tex.set_wrap_u(Texture.WM_repeat) tex.set_wrap_v(Texture.WM_repeat) tex.set_format(Texture.F_srgb_alpha) tex.set_minfilter(Texture.FT_linear_mipmap_linear) tex.set_magfilter(Texture.FT_linear) tex.set_anisotropic_degree(16) node.set_shader_input(material + ("Diffuse" if i == 0 else "Normal"), tex)
class App(ShowBase): def __init__(self): loadPrcFileData("", "model-cache-dir") self.render_pipeline = RenderPipeline(self) self.render_pipeline.get_mount_manager().mount() self.render_pipeline.load_settings("Config/pipeline.yaml") self.render_pipeline.create() self.controller = MovementController(self) self.controller.set_initial_position_hpr( Vec3(-987.129, -2763.58, 211.47), Vec3(5.21728, 7.84863, 0)) self.controller.setup() self.render_pipeline.create_default_skybox() self.accept("r", self._reload_shader) self.accept("f3", self._toggle_scene_wireframe) self.addTask(self.update, "update") self.scene_wireframe = False # Create some ocean # self.water = ProjectedWaterGrid(self.render_pipeline) # self.water.setWaterLevel(0) self._init_terrain() self._reload_shader() def update(self, task): self.terrain.update() self.terrainShadow.update() return task.cont def _reload_shader(self): self.render_pipeline.reload_shaders() self.render_pipeline.set_effect(self.terrain.getNode(), "Data/Effects/terrain.yaml", { "render_gbuffer": True, "render_shadows": False, }) self.render_pipeline.set_effect(self.terrainShadow.getNode(), "Data/Effects/terrain_shadow.yaml", { "render_gbuffer": False, "render_shadows": True, }, 5000) def _toggle_scene_wireframe(self): self.scene_wireframe = not self.scene_wireframe if self.scene_wireframe: render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10) else: render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10) def _init_terrain(self): layout = "Layout0" hmap = "Data/Terrain/" + layout + "/heightmap.png" # TerrainMeshRenderer.generateBounds(hmap, "Data/Terrain/" + layout + "bounds.bin") # sys.exit(0) terrainOffset = Vec3(-4096, -4096, 70.0) terrainScale = Vec3(1.0, 1.0, 700.0) self.terrain = TerrainMeshRenderer() self.terrain.setHeightfieldSize(8192) self.terrain.setCullingEnabled(False) self.terrain.loadChunkMesh("Core/Resources/Chunk32.bam") self.terrain.setFocus(base.cam, base.camLens) self.terrain.loadBounds("Data/Terrain/" + layout + "bounds.bin") self.terrain.setTargetTriangleWidth(7.0) self.terrain.setPos(terrainOffset) self.terrain.setScale(terrainScale) self.terrain.create() node = self.terrain.getNode() node.reparentTo(render) self.terrainShadow = TerrainMeshRenderer() self.terrainShadow.setHeightfieldSize(8192) self.terrainShadow.loadChunkMesh("Core/Resources/Chunk32.bam") self.terrainShadow.setFocus(base.cam, base.camLens) self.terrainShadow.setTargetTriangleWidth(7.0) self.terrainShadow.loadBounds("Data/Terrain/" + layout + "bounds.bin") self.terrainShadow.setPos(terrainOffset) self.terrainShadow.setScale(terrainScale) self.terrainShadow.setCullingEnabled(False) self.terrainShadow.create() nodeShadow = self.terrainShadow.getNode() nodeShadow.reparentTo(render) hmap = loader.loadTexture("Data/Terrain/" + layout + "/heightmap.png") hmap.setWrapU(Texture.WMClamp) hmap.setWrapV(Texture.WMClamp) node.setShaderInput("heightmap", hmap) nodeShadow.setShaderInput("heightmap", hmap) fmap = loader.loadTexture("Data/Terrain/" + layout + "/flowmap.png") fmap.setWrapU(Texture.WMClamp) fmap.setWrapV(Texture.WMClamp) node.setShaderInput("flowmap", fmap) for material in ['rock', 'grass', 'gravel', 'snow', 'moss']: for i in xrange(2): tex = loader.loadTexture("Data/Terrain/Materials/" + material + "_" + str(i+1) + ".png") tex.setWrapU(Texture.WMRepeat) tex.setWrapV(Texture.WMRepeat) tex.setFormat(Texture.FSrgbAlpha) tex.setMinfilter(Texture.FTLinearMipmapLinear) tex.setMagfilter(Texture.FTLinear) tex.setAnisotropicDegree(16) node.setShaderInput(material + ("Diffuse" if i == 0 else "Normal"), tex)