def renderQuadInto(self,
                       mul=1,
                       div=1,
                       align=1,
                       depthtex=None,
                       colortex=None,
                       auxtex0=None,
                       auxtex1=None):
        texgroup = (depthtex, colortex, auxtex0, auxtex1)
        (winx, winy) = self.getScaledSize(mul, div, align)
        depthbits = bool(depthtex != None)
        buffer = self.createBuffer('filter-stage', winx, winy, texgroup,
                                   depthbits)
        if buffer == None:
            return None

        cm = CardMaker('filter-stage-quad')
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))
        quadcamnode = Camera('filter-quad-cam')
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        buffer.getDisplayRegion(0).setCamera(quadcam)
        buffer.getDisplayRegion(0).setActive(1)
        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))
        return quad
    def renderSceneInto(self,
                        depthtex=None,
                        colortex=None,
                        auxtex=None,
                        auxbits=0,
                        textures=None):
        if textures:
            colortex = textures.get('color', None)
            depthtex = textures.get('depth', None)
            auxtex = textures.get('aux', None)

        if colortex == None:
            colortex = Texture('filter-base-color')
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex, None)
        (winx, winy) = self.getScaledSize(1, 1, 1)
        buffer = self.createBuffer('filter-base', winx, winy, texgroup)
        if buffer == None:
            return None

        cm = CardMaker('filter-base-quad')
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))
        cs = NodePath('dummy')
        cs.setState(self.camstate)
        if auxbits:
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))

        self.camera.node().setInitialState(cs.getState())
        quadcamnode = Camera('filter-quad-cam')
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        self.region.setCamera(quadcam)
        dr = buffer.getDisplayRegion(0)
        self.setStackedClears(dr, self.rclears, self.wclears)
        if auxtex:
            dr.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            dr.setClearValue(GraphicsOutput.RTPAuxRgba0,
                             Vec4(0.5, 0.5, 1.0, 0.0))

        self.region.disableClears()
        if self.isFullscreen():
            self.win.disableClears()

        dr.setCamera(self.camera)
        dr.setActive(1)
        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))
        return quad
Пример #3
0
    def renderQuadInto(self,
                       mul=1,
                       div=1,
                       align=1,
                       depthtex=None,
                       colortex=None,
                       auxtex0=None,
                       auxtex1=None):
        """ Creates an offscreen buffer for an intermediate
        computation. Installs a quad into the buffer.  Returns
        the fullscreen quad.  The size of the buffer is initially
        equal to the size of the main window.  The parameters 'mul',
        'div', and 'align' can be used to adjust that size. """

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        winx, winy = self.getScaledSize(mul, div, align)

        depthbits = bool(depthtex != None)

        buffer = self.createBuffer("filter-stage", winx, winy, texgroup,
                                   depthbits)

        if (buffer == None):
            return None

        cm = CardMaker("filter-stage-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)

        dr = buffer.makeDisplayRegion((0, 1, 0, 1))
        dr.disableClears()
        dr.setCamera(quadcam)
        dr.setActive(True)
        dr.setScissorEnabled(False)

        # This clear stage is important if the buffer is padded, so that
        # any pixels accidentally sampled in the padded region won't
        # be reading from unititialised memory.
        buffer.setClearColor((0, 0, 0, 1))
        buffer.setClearColorActive(True)

        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))

        return quad
Пример #4
0
    def initialize(self):

        asp = base.getAspectRatio()
        lens = OrthographicLens()
        lens.setFilmSize(2.0, 2.0)
        lens.setNearFar(-1000, 1000)
        self.getCamera().node().setLens(lens)

        # creates the root node
        if self.sceneRoot is None:
            self.sceneRoot = render2d.attachNewNode(
                PanoConstants.NODE2D_ROOT_NODE)

        self.raycaster = NodeRaycaster(self)
        self.raycaster.initialize()
    def renderQuadInto(self,
                       mul=1,
                       div=1,
                       align=1,
                       depthtex=None,
                       colortex=None,
                       auxtex0=None,
                       auxtex1=None):
        """ Creates an offscreen buffer for an intermediate
        computation. Installs a quad into the buffer.  Returns
        the fullscreen quad.  The size of the buffer is initially
        equal to the size of the main window.  The parameters 'mul',
        'div', and 'align' can be used to adjust that size. """

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        winx, winy = self.getScaledSize(mul, div, align)

        depthbits = bool(depthtex != None)

        buffer = self.createBuffer("filter-stage", winx, winy, texgroup,
                                   depthbits)

        if (buffer == None):
            return None

        cm = CardMaker("filter-stage-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)

        buffer.getDisplayRegion(0).setCamera(quadcam)
        buffer.getDisplayRegion(0).setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))

        return quad
Пример #6
0
    def renderQuadInto(self, mul=1, div=1, align=1, depthtex=None, colortex=None, auxtex0=None, auxtex1=None):

        """ Creates an offscreen buffer for an intermediate
        computation. Installs a quad into the buffer.  Returns
        the fullscreen quad.  The size of the buffer is initially
        equal to the size of the main window.  The parameters 'mul',
        'div', and 'align' can be used to adjust that size. """

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        winx, winy = self.getScaledSize(mul, div, align)
        
        depthbits = bool(depthtex != None)
        
        buffer = self.createBuffer("filter-stage", winx, winy, texgroup, depthbits)

        if (buffer == None):
            return None

        cm = CardMaker("filter-stage-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1,0.5,0.5,1))

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        buffer.getDisplayRegion(0).setCamera(quadcam)
        buffer.getDisplayRegion(0).setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))
        
        return quad
    def __init__(self, scene_file, pedestrian_file, dir, mode):
        ShowBase.__init__(self)
        
        self.globalClock = ClockObject.getGlobalClock()
        self.globalClock.setMode(ClockObject.MSlave)
        
        self.directory = dir
        self.model = Model(dir)
        self.loadScene(scene_file)
        self.loadPedestrians(pedestrian_file)
        
        #self.cam_label = OST("Top Down", pos=(0, 0.95), fg=(1,1,1,1), 
        #                     scale=0.05, mayChange=True)
        #self.time_label = OST("Time: 0.0", pos=(-1.3, 0.95), fg=(1,1,1,1), 
        #                      scale=0.06, mayChange=True, align=TextNode.ALeft)
                                       
        #self.accept("arrow_right", self.changeCamera, [1])
        #self.accept("arrow_left", self.changeCamera, [-1])
        self.accept("escape", self.exit)
        self.accept("aspectRatioChanged", self.setAspectRatio)
        self.accept("window-event", self.windowChanged)
        
        new_window_fbp = FrameBufferProperties.getDefault()
        new_window_properties = WindowProperties.getDefault()
        self.new_window = base.graphicsEngine.makeOutput(base.pipe, 'Top Down View Window', 0, new_window_fbp, new_window_properties, GraphicsPipe.BFRequireWindow)
        self.new_window_display_region = self.new_window.makeDisplayRegion()
        
        #base.disableMouse()
        lens = OrthographicLens()
        lens.setFilmSize(1500, 1500)
        lens.setNearFar(-5000, 5000)
        
        self.default_camera = render.attachNewNode(Camera("top down"))
        self.default_camera.node().setLens(lens)
        #self.default_camera.setPosHpr(Vec3( -75, 0, 2200), Vec3(0, -90, 0))
	self.default_camera.setPosHpr(Vec3(-75, 0, 0), Vec3(0, -90, 0))
        #self.new_window = base.openWindow()
        
        self.display_regions = []
	self.display_regions.append(self.new_window_display_region)
        self.display_regions.append(base.win.makeDisplayRegion(0, 0.32, 0.52, 1))
        self.display_regions.append(base.win.makeDisplayRegion(0.34, 0.66, 0.52, 1))
        self.display_regions.append(base.win.makeDisplayRegion(0.68, 1, 0.52, 1))
        self.display_regions.append(base.win.makeDisplayRegion(0, 0.32, 0, 0.48))
        self.display_regions.append(base.win.makeDisplayRegion(0.34, 0.66, 0, 0.48))
        self.display_regions.append(base.win.makeDisplayRegion(0.68, 1, 0, 0.48))
	self.display_regions[0].setCamera(self.default_camera)
	
	self.border_regions = []
	self.border_regions.append(base.win.makeDisplayRegion(0.32, 0.34, 0.52, 1))
        self.border_regions.append(base.win.makeDisplayRegion(0.66, 0.68, 0.52, 1))
        self.border_regions.append(base.win.makeDisplayRegion(0, 1, 0.48, 0.52))
        self.border_regions.append(base.win.makeDisplayRegion(0.32, 0.34, 0, 0.48))
        self.border_regions.append(base.win.makeDisplayRegion(0.66, 0.68, 0, 0.48))
        
        for i in range(0, len(self.border_regions)):
	    border_region = self.border_regions[i]
	    border_region.setClearColor(VBase4(0, 0, 0, 1))
	    border_region.setClearColorActive(True)
	    border_region.setClearDepthActive(True)
        
        #self.setCamera(0)

        self.controller = Controller(self, mode)
        self.taskMgr.add(self.updateCameraModules, "Update Camera Modules", 80)
        
        self.globalClock.setFrameTime(0.0)
        self.width = WIDTH
        self.height = HEIGHT

        props = WindowProperties( ) 
        props.setTitle( 'Virtual Vision Simulator' ) 
        base.win.requestProperties( props )
       
	"""new_window_2d_display_region = self.new_window.makeDisplayRegion()
	new_window_2d_display_region.setSort(20)
	new_window_camera_2d = NodePath(Camera('2d camera of new window'))
	lens_2d = OrthographicLens()
	lens_2d.setFilmSize(2, 2)
	lens_2d.setNearFar(-1000, 1000)
	new_window_camera_2d.node().setLens(lens_2d) 
	new_window_render_2d = NodePath('render2d of new window')
	new_window_render_2d.setDepthTest(False)
	new_window_render_2d.setDepthWrite(False)
	new_window_camera_2d.reparentTo(new_window_render_2d)
	new_window_2d_display_region.setCamera(new_window_camera_2d)"""
        
        """aspectRatio = base.getAspectRatio()
        self.new_window_aspect2d = new_window_render_2d.attachNewNode(PGTop('Aspect2d of new window'))
        self.new_window_aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0)"""
        
        render.analyze()
Пример #8
0
    def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):

        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex, None)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1,1,1)
        buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1,0.5,0.5,1))

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        self.region.setCamera(quadcam)

        dr = buffer.getDisplayRegion(0)
        self.setStackedClears(dr, self.rclears, self.wclears)
        if (auxtex):
            dr.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            dr.setClearValue(GraphicsOutput.RTPAuxRgba0, Vec4(0.5,0.5,1.0,0.0))
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad
Пример #9
0
    def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):

        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)
            auxtex0 = textures.get("aux0", auxtex)
            auxtex1 = textures.get("aux1", None)
        else:
            auxtex0 = auxtex
            auxtex1 = None

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1,1,1)
        buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1,0.5,0.5,1))

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        self.region.setCamera(quadcam)

        self.setStackedClears(buffer, self.rclears, self.wclears)
        if (auxtex0):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            buffer.setClearValue(GraphicsOutput.RTPAuxRgba0, Vec4(0.5, 0.5, 1.0, 0.0))
        if (auxtex1):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba1, 1)
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()

        dr = buffer.makeDisplayRegion()
        dr.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad
Пример #10
0
Файл: GXO.py Проект: crempp/psg
class GXOStar(GXOBase):
    def __init__(self, parent=render, pos=Vec3(50, 0, 0)):
        GXOBase.__init__(self, parent, pos)

        self._initializeFlare()

    def _initializeFlare(self):
        # Parameters
        self.distance = 130000.0
        self.threshold = 0.3
        self.radius = 0.8
        self.strength = 1.0
        self.suncolor = Vec4(1, 1, 1, 1)
        self.suncardcolor = Vec4(1, 1, 0, 0)

        # Initialize some values
        self.obscured = 0.0

        # flaredata will hold the rendered image
        self.flaredata = PNMImage()
        # flaretexture will store the rendered buffer
        self.flaretexture = Texture()

        # Create a 10x10 texture buffer for the flare
        self.flarebuffer = base.win.makeTextureBuffer("Flare Buffer", 10, 10)
        # Attach the texture to the buffer
        self.flarebuffer.addRenderTexture(self.flaretexture,
                                          GraphicsOutput.RTMCopyRam)
        self.flarebuffer.setSort(-100)

        # Camera that renders the flare buffer
        self.flarecamera = base.makeCamera(self.flarebuffer)
        #self.flarecamera.reparentTo(base.cam)
        #self.flarecamera.setPos(-50,0,0)
        self.ortlens = OrthographicLens()
        self.ortlens.setFilmSize(
            10, 10)  # or whatever is appropriate for your scene
        self.ortlens.setNearFar(1, self.distance)
        self.flarecamera.node().setLens(self.ortlens)
        self.flarecamera.node().setCameraMask(GXMgr.MASK_GXM_HIDDEN)

        # Create a light for the flare
        self.sunlight = self.baseNode.attachNewNode(
            PointLight("Sun:Point Light"))
        self.sunlight.node().setColor(self.suncolor)
        self.sunlight.node().setAttenuation(Vec3(0.1, 0.04, 0.0))

        # Load texture cards
        # Create a nodepath that'll hold the texture cards for the new lens-flare
        self.texcardNP = aspect2d.attachNewNode('Sun:flareNode1')
        self.texcardNP.attachNewNode('Sun:fakeHdr')
        self.texcardNP.attachNewNode('Sun:starburstNode')
        # Load a circle and assign it a color. This will be used to calculate
        # Flare occlusion
        self.starcard = loader.loadModel('../data/models/unitcircle.egg')
        self.starcard.reparentTo(self.baseNode)
        self.starcard.setColor(self.suncardcolor)
        self.starcard.setScale(1)
        #self.starcard.setTransparency(TransparencyAttrib.MAlpha)
        # This is necessary since a billboard always rotates the y-axis to the
        # target but we need the z-axis
        self.starcard.setP(-90)
        self.starcard.setBillboardPointEye(self.flarecamera, 0.0)
        # Don't let the main camera see the star card
        self.starcard.show(GXMgr.MASK_GXM_HIDDEN)
        self.starcard.hide(GXMgr.MASK_GXM_VISIBLE)

        #the models are really just texture cards create with egg-texture-cards
        # from the actual pictures
        self.hdr = loader.loadModel('../data/models/fx_flare.egg')
        self.hdr.reparentTo(self.texcardNP.find('**/Sun:fakeHdr'))

        # Flare specs
        self.starburst_0 = loader.loadModel(
            '../data/models/fx_starburst_01.egg')
        self.starburst_1 = loader.loadModel(
            '../data/models/fx_starburst_02.egg')
        self.starburst_2 = loader.loadModel(
            '../data/models/fx_starburst_03.egg')
        self.starburst_0.setPos(0.5, 0, 0.5)
        self.starburst_1.setPos(0.5, 0, 0.5)
        self.starburst_2.setPos(0.5, 0, 0.5)
        self.starburst_0.setScale(.2)
        self.starburst_1.setScale(.2)
        self.starburst_2.setScale(.2)
        self.starburst_0.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))
        self.starburst_1.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))
        self.starburst_2.reparentTo(
            self.texcardNP.find('**/Sun:starburstNode'))

        self.texcardNP.setTransparency(TransparencyAttrib.MAlpha)
        # Put the texture cards in the background bin
        self.texcardNP.setBin('background', 0)
        # The texture cards do not affect the depth buffer
        self.texcardNP.setDepthWrite(False)

        #attach a node to the screen middle, used for some math
        self.mid2d = aspect2d.attachNewNode('mid2d')

        #start the task that implements the lens-flare
        taskMgr.add(self._flareTask, 'Sun:flareTask')

    ## this function returns the aspect2d position of a light source, if it enters the cameras field of view
    def _get2D(self, nodePath):
        #get the position of the light source relative to the cam
        p3d = base.cam.getRelativePoint(nodePath, Point3(0, 0, 0))
        p2d = Point2()

        #project the light source into the viewing plane and return 2d coordinates, if it is in the visible area(read: not behind the cam)
        if base.cam.node().getLens().project(p3d, p2d):
            return p2d

        return None

    def _getObscured(self, color):
        # This originally looked for the radius of the light but that caused
        # assertion errors. Now I use the radius of the hdr model.
        bounds = self.starcard.getBounds()
        #print ("bounds=%s rad=%s"%(bounds,bounds.getRadius()))
        if not bounds.isEmpty():
            r = bounds.getRadius()
            # Setting the film size sets the field-of-view and the aspect ratio
            # Maybe this should be done with setAspectRation() and setFov()
            self.ortlens.setFilmSize(r * self.radius, r * self.radius)

            # Point the flarecamera at the sun so we can determine if anything
            # is obscurring the sun
            self.flarecamera.lookAt(self.baseNode)

            # Renders the next frame in all the registered windows, and flips
            # all of the frame buffers. This will populate flaretexture since
            # it's attached to the flarebuffer.
            # Save the rendered frame in flaredata
            base.graphicsEngine.renderFrame()
            self.flaretexture.store(self.flaredata)

            #print ("flaredata=%s | color=%s"%(self.flaredata.getXel(5,5), color))

            # Initialize the obscured factor
            obscured = 100.0
            color = VBase3D(color[0], color[1], color[2])
            for x in xrange(0, 9):
                for y in xrange(0, 9):
                    if color.almostEqual(self.flaredata.getXel(x, y),
                                         self.threshold):
                        obscured -= 1.0
        else:
            obscured = 0
        return obscured

    def _flareTask(self, task):
        #going through the list of lightNodePaths
        #for index in xrange(0, len(self.lightNodes)):

        pos2d = self._get2D(self.sunlight)
        #if the light source is visible from the cam's point of view,
        # display the lens-flare
        if pos2d:
            #print ("Flare visible")

            # The the obscured factor
            obscured = self._getObscured(self.suncardcolor)
            # Scale it to [0,1]
            self.obscured = obscured / 100
            ##print obscured

            # Length is the length of the vector that goes from the screen
            # middle to the pos of the light. The length gets smaller the
            # closer the light is to the screen middle, however, since
            # length is used to calculate the brightness of the effect we
            # actually need an inverse behaviour, since the brightness
            # will be greates when center of screen= pos of light
            length = math.sqrt(pos2d.getX() * pos2d.getX() +
                               pos2d.getY() * pos2d.getY())
            invLength = 1.0 - length * 2
            # Subtract the obscured factor from the inverted distence and
            # we have a value that simulates the power of the flare
            #brightness
            flarePower = invLength - self.obscured
            #print("light pos=%s | length=%s"%(pos2d,length))
            print("obs=%s | length=%s | inv=%s | pow=%s" %
                  (self.obscured, length, invLength, flarePower))

            # Clamp the flare power to some values
            if flarePower < 0 and self.obscured > 0: flarePower = 0.0
            if flarePower < 0 and self.obscured <= 0: flarePower = 0.3
            if flarePower > 1: flarePower = 1

            print("flarepower=%s" % (flarePower))

            #
            if self.obscured >= 0.8:
                self.texcardNP.find('**/Sun:starburstNode').hide()
            else:
                self.texcardNP.find('**/Sun:starburstNode').show()

                #drawing the lens-flare effect...
                r = self.suncolor.getX()
                g = self.suncolor.getY()
                b = self.suncolor.getZ()
                r = math.sqrt(r * r + length * length) * self.strength
                g = math.sqrt(g * g + length * length) * self.strength
                b = math.sqrt(b * b + length * length) * self.strength
                print("%s,%s,%s" % (r, g, b))

                #
                if self.obscured > 0.19:
                    a = self.obscured - 0.2
                else:
                    a = 0.4 - flarePower

                #
                if a < 0: a = 0
                if a > 0.8: a = 0.8

                #
                self.hdr.setColor(r, g, b, 0.8 - a)
                self.hdr.setR(90 * length)
                self.texcardNP.find('**/Sun:starburstNode').setColor(
                    r, g, b, 0.5 + length)
                self.hdr.setPos(pos2d.getX(), 0, pos2d.getY())
                self.hdr.setScale(8.5 + (5 * length))

                vecMid = Vec2(self.mid2d.getX(), self.mid2d.getZ())
                vec2d = Vec2(vecMid - pos2d)
                vec3d = Vec3(vec2d.getX(), 0, vec2d.getY())

                self.starburst_0.setPos(self.hdr.getPos() - (vec3d * 10))
                self.starburst_1.setPos(self.hdr.getPos() - (vec3d * 5))
                self.starburst_2.setPos(self.hdr.getPos() - (vec3d * 10))
                self.texcardNP.show()
                #print "a",a
        else:
            #hide the lens-flare effect for a light source, if it is not visible...
            self.texcardNP.hide()

        return Task.cont
Пример #11
0
    def __init__(self, scene_file, pedestrian_file, dir, mode):
        ShowBase.__init__(self)

        self.globalClock = ClockObject.getGlobalClock()
        self.globalClock.setMode(ClockObject.MSlave)

        self.directory = dir
        self.model = Model(dir)
        self.loadScene(scene_file)
        self.loadPedestrians(pedestrian_file)

        #self.cam_label = OST("Top Down", pos=(0, 0.95), fg=(1,1,1,1),
        #                     scale=0.05, mayChange=True)
        #self.time_label = OST("Time: 0.0", pos=(-1.3, 0.95), fg=(1,1,1,1),
        #                      scale=0.06, mayChange=True, align=TextNode.ALeft)

        #self.accept("arrow_right", self.changeCamera, [1])
        #self.accept("arrow_left", self.changeCamera, [-1])
        self.accept("escape", self.exit)
        self.accept("aspectRatioChanged", self.setAspectRatio)
        self.accept("window-event", self.windowChanged)

        new_window_fbp = FrameBufferProperties.getDefault()
        new_window_properties = WindowProperties.getDefault()
        self.new_window = base.graphicsEngine.makeOutput(
            base.pipe, 'Top Down View Window', 0, new_window_fbp,
            new_window_properties, GraphicsPipe.BFRequireWindow)
        self.new_window_display_region = self.new_window.makeDisplayRegion()

        #base.disableMouse()
        lens = OrthographicLens()
        lens.setFilmSize(1500, 1500)
        lens.setNearFar(-5000, 5000)

        self.default_camera = render.attachNewNode(Camera("top down"))
        self.default_camera.node().setLens(lens)
        #self.default_camera.setPosHpr(Vec3( -75, 0, 2200), Vec3(0, -90, 0))
        self.default_camera.setPosHpr(Vec3(-75, 0, 0), Vec3(0, -90, 0))
        #self.new_window = base.openWindow()

        self.display_regions = []
        self.display_regions.append(self.new_window_display_region)
        self.display_regions.append(
            base.win.makeDisplayRegion(0, 0.32, 0.52, 1))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.34, 0.66, 0.52, 1))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.68, 1, 0.52, 1))
        self.display_regions.append(
            base.win.makeDisplayRegion(0, 0.32, 0, 0.48))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.34, 0.66, 0, 0.48))
        self.display_regions.append(
            base.win.makeDisplayRegion(0.68, 1, 0, 0.48))
        self.display_regions[0].setCamera(self.default_camera)

        self.border_regions = []
        self.border_regions.append(
            base.win.makeDisplayRegion(0.32, 0.34, 0.52, 1))
        self.border_regions.append(
            base.win.makeDisplayRegion(0.66, 0.68, 0.52, 1))
        self.border_regions.append(base.win.makeDisplayRegion(
            0, 1, 0.48, 0.52))
        self.border_regions.append(
            base.win.makeDisplayRegion(0.32, 0.34, 0, 0.48))
        self.border_regions.append(
            base.win.makeDisplayRegion(0.66, 0.68, 0, 0.48))

        for i in range(0, len(self.border_regions)):
            border_region = self.border_regions[i]
            border_region.setClearColor(VBase4(0, 0, 0, 1))
            border_region.setClearColorActive(True)
            border_region.setClearDepthActive(True)

        #self.setCamera(0)

        self.controller = Controller(self, mode)
        self.taskMgr.add(self.updateCameraModules, "Update Camera Modules", 80)

        self.globalClock.setFrameTime(0.0)
        self.width = WIDTH
        self.height = HEIGHT

        props = WindowProperties()
        props.setTitle('Virtual Vision Simulator')
        base.win.requestProperties(props)
        """new_window_2d_display_region = self.new_window.makeDisplayRegion()
	new_window_2d_display_region.setSort(20)
	new_window_camera_2d = NodePath(Camera('2d camera of new window'))
	lens_2d = OrthographicLens()
	lens_2d.setFilmSize(2, 2)
	lens_2d.setNearFar(-1000, 1000)
	new_window_camera_2d.node().setLens(lens_2d) 
	new_window_render_2d = NodePath('render2d of new window')
	new_window_render_2d.setDepthTest(False)
	new_window_render_2d.setDepthWrite(False)
	new_window_camera_2d.reparentTo(new_window_render_2d)
	new_window_2d_display_region.setCamera(new_window_camera_2d)"""
        """aspectRatio = base.getAspectRatio()
        self.new_window_aspect2d = new_window_render_2d.attachNewNode(PGTop('Aspect2d of new window'))
        self.new_window_aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0)"""

        render.analyze()
Пример #12
0
Файл: GXO.py Проект: crempp/psg
class GXOStar(GXOBase):
	def __init__(self, parent=render, pos=Vec3(50,0,0)):
		GXOBase.__init__(self, parent, pos)
				
		self._initializeFlare()
	
	def _initializeFlare(self):
		# Parameters
		self.distance     = 130000.0
		self.threshold    = 0.3
		self.radius       = 0.8
		self.strength     = 1.0
		self.suncolor     = Vec4( 1, 1, 1, 1 )
		self.suncardcolor = Vec4( 1, 1, 0, 0 )
		
		# Initialize some values
		self.obscured = 0.0
		
		# flaredata will hold the rendered image 
		self.flaredata = PNMImage()
		# flaretexture will store the rendered buffer
		self.flaretexture = Texture()
		
		# Create a 10x10 texture buffer for the flare
		self.flarebuffer = base.win.makeTextureBuffer("Flare Buffer", 10, 10)
		# Attach the texture to the buffer
		self.flarebuffer.addRenderTexture(self.flaretexture, GraphicsOutput.RTMCopyRam)
		self.flarebuffer.setSort(-100)
		
		# Camera that renders the flare buffer
		self.flarecamera = base.makeCamera(self.flarebuffer)
		#self.flarecamera.reparentTo(base.cam)
		#self.flarecamera.setPos(-50,0,0)
		self.ortlens = OrthographicLens()
		self.ortlens.setFilmSize(10, 10) # or whatever is appropriate for your scene
		self.ortlens.setNearFar(1,self.distance)
		self.flarecamera.node().setLens(self.ortlens)
		self.flarecamera.node().setCameraMask(GXMgr.MASK_GXM_HIDDEN)
		
		# Create a light for the flare
		self.sunlight = self.baseNode.attachNewNode(PointLight("Sun:Point Light"))
		self.sunlight.node().setColor(self.suncolor)
		self.sunlight.node().setAttenuation(Vec3( 0.1, 0.04, 0.0 ))
		
		# Load texture cards
		# Create a nodepath that'll hold the texture cards for the new lens-flare
		self.texcardNP = aspect2d.attachNewNode('Sun:flareNode1')
		self.texcardNP.attachNewNode('Sun:fakeHdr')
		self.texcardNP.attachNewNode('Sun:starburstNode')
		# Load a circle and assign it a color. This will be used to calculate
		# Flare occlusion
		self.starcard = loader.loadModel('../data/models/unitcircle.egg')
		self.starcard.reparentTo(self.baseNode)
		self.starcard.setColor(self.suncardcolor)
		self.starcard.setScale(1)
		#self.starcard.setTransparency(TransparencyAttrib.MAlpha)
		# This is necessary since a billboard always rotates the y-axis to the
		# target but we need the z-axis
		self.starcard.setP(-90)
		self.starcard.setBillboardPointEye(self.flarecamera, 0.0)
		# Don't let the main camera see the star card
		self.starcard.show(GXMgr.MASK_GXM_HIDDEN)
		self.starcard.hide(GXMgr.MASK_GXM_VISIBLE)
		
		#the models are really just texture cards create with egg-texture-cards
		# from the actual pictures
		self.hdr = loader.loadModel('../data/models/fx_flare.egg')
		self.hdr.reparentTo(self.texcardNP.find('**/Sun:fakeHdr'))
		
		# Flare specs
		self.starburst_0 = loader.loadModel('../data/models/fx_starburst_01.egg')
		self.starburst_1 = loader.loadModel('../data/models/fx_starburst_02.egg')
		self.starburst_2 = loader.loadModel('../data/models/fx_starburst_03.egg')
		self.starburst_0.setPos(0.5,0,0.5)
		self.starburst_1.setPos(0.5,0,0.5)
		self.starburst_2.setPos(0.5,0,0.5)
		self.starburst_0.setScale(.2)
		self.starburst_1.setScale(.2)
		self.starburst_2.setScale(.2)
		self.starburst_0.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		self.starburst_1.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		self.starburst_2.reparentTo(self.texcardNP.find('**/Sun:starburstNode'))
		
		self.texcardNP.setTransparency(TransparencyAttrib.MAlpha)
		# Put the texture cards in the background bin
		self.texcardNP.setBin('background', 0)
		# The texture cards do not affect the depth buffer
		self.texcardNP.setDepthWrite(False)
		
		#attach a node to the screen middle, used for some math
		self.mid2d = aspect2d.attachNewNode('mid2d')
		
		#start the task that implements the lens-flare
		taskMgr.add(self._flareTask, 'Sun:flareTask')
		
	## this function returns the aspect2d position of a light source, if it enters the cameras field of view
	def _get2D(self, nodePath):
		#get the position of the light source relative to the cam
		p3d = base.cam.getRelativePoint(nodePath, Point3(0,0,0))
		p2d = Point2()
		
		#project the light source into the viewing plane and return 2d coordinates, if it is in the visible area(read: not behind the cam)
		if base.cam.node().getLens().project(p3d, p2d):
			return p2d
		
		return None

	def _getObscured(self, color):
		# This originally looked for the radius of the light but that caused
		# assertion errors. Now I use the radius of the hdr model.
		bounds = self.starcard.getBounds()
		#print ("bounds=%s rad=%s"%(bounds,bounds.getRadius()))
		if not bounds.isEmpty():
			r = bounds.getRadius()
			# Setting the film size sets the field-of-view and the aspect ratio
			# Maybe this should be done with setAspectRation() and setFov()
			self.ortlens.setFilmSize(r * self.radius, r * self.radius)
			
			# Point the flarecamera at the sun so we can determine if anything
			# is obscurring the sun
			self.flarecamera.lookAt(self.baseNode)
			
			# Renders the next frame in all the registered windows, and flips
			# all of the frame buffers. This will populate flaretexture since
			# it's attached to the flarebuffer.
			# Save the rendered frame in flaredata
			base.graphicsEngine.renderFrame()
			self.flaretexture.store(self.flaredata)
			
			#print ("flaredata=%s | color=%s"%(self.flaredata.getXel(5,5), color))
			
			# Initialize the obscured factor
			obscured = 100.0
			color = VBase3D(color[0],color[1],color[2])
			for x in xrange(0,9):
				for y in xrange(0,9):
					if color.almostEqual(self.flaredata.getXel(x,y), self.threshold):
						obscured -=  1.0
		else:
			obscured = 0
		return obscured
	
	
	def _flareTask(self, task):
		#going through the list of lightNodePaths
		#for index in xrange(0, len(self.lightNodes)):
			
		pos2d = self._get2D(self.sunlight)
		#if the light source is visible from the cam's point of view,
		# display the lens-flare
		if pos2d:
			#print ("Flare visible")
			
			# The the obscured factor
			obscured = self._getObscured(self.suncardcolor)
			# Scale it to [0,1]
			self.obscured = obscured/100
			##print obscured
			
			# Length is the length of the vector that goes from the screen
			# middle to the pos of the light. The length gets smaller the
			# closer the light is to the screen middle, however, since
			# length is used to calculate the brightness of the effect we
			# actually need an inverse behaviour, since the brightness
			# will be greates when center of screen= pos of light
			length = math.sqrt(pos2d.getX()*pos2d.getX()+pos2d.getY()*pos2d.getY())
			invLength= 1.0-length*2
			# Subtract the obscured factor from the inverted distence and
			# we have a value that simulates the power of the flare
			#brightness
			flarePower=invLength-self.obscured
			#print("light pos=%s | length=%s"%(pos2d,length))
			print("obs=%s | length=%s | inv=%s | pow=%s"%(self.obscured,length,invLength,flarePower))
			
			# Clamp the flare power to some values
			if flarePower < 0 and self.obscured > 0: flarePower = 0.0
			if flarePower < 0 and self.obscured <= 0: flarePower = 0.3
			if flarePower > 1  : flarePower = 1
			
			print("flarepower=%s"%(flarePower))
			
			#
			if self.obscured >= 0.8:
				self.texcardNP.find('**/Sun:starburstNode').hide()
			else:
				self.texcardNP.find('**/Sun:starburstNode').show()
				
				#drawing the lens-flare effect...
				r= self.suncolor.getX()
				g= self.suncolor.getY()
				b= self.suncolor.getZ()
				r = math.sqrt(r*r+length*length) * self.strength
				g = math.sqrt(g*g+length*length) * self.strength
				b = math.sqrt(b*b+length*length) * self.strength
				print("%s,%s,%s"%(r,g,b))
				
				# 
				if self.obscured > 0.19:
					a = self.obscured - 0.2
				else:
					a = 0.4 - flarePower
				
				#
				if a < 0 : a = 0
				if a > 0.8 : a = 0.8
				
				#
				self.hdr.setColor(r,g,b,0.8-a)
				self.hdr.setR(90*length)
				self.texcardNP.find('**/Sun:starburstNode').setColor(r,g,b,0.5+length)
				self.hdr.setPos(pos2d.getX(),0,pos2d.getY())
				self.hdr.setScale(8.5+(5*length))
				
				vecMid = Vec2(self.mid2d.getX(), self.mid2d.getZ())
				vec2d = Vec2(vecMid-pos2d)
				vec3d = Vec3(vec2d.getX(), 0, vec2d.getY())
				
				self.starburst_0.setPos(self.hdr.getPos()-(vec3d*10))
				self.starburst_1.setPos(self.hdr.getPos()-(vec3d*5))
				self.starburst_2.setPos(self.hdr.getPos()-(vec3d*10))
				self.texcardNP.show()
				#print "a",a
		else:
			#hide the lens-flare effect for a light source, if it is not visible...
			self.texcardNP.hide()
			
		return Task.cont