def addDemoLight(self): """ Spawns a new light at a random position with a random color """ randomRadius = 40.0 light = SpotLight() spot = Vec3( (random()-0.5) * randomRadius, (random()-0.5) * randomRadius, 22) # spot = self.cam.getPos(self.render) light.setPos(spot) light.lookAt(Vec3(spot.x,spot.y,0)) # print "pos is", spot,"look at",Vec3(spot.x,spot.y,0) light.setColor(Vec3( random(), random(), random()) * 0.2) # light.setColor(Vec3( 1.0, 0.5, 0.3) * 0.05) light.setNearFar(1.0, 50) light.setFov(140) light.setIESProfile("SoftArrow") # light.setIESProfileIndex(randint(0, 30)) light.setShadowMapResolution(2048) # light.attachDebugNode(render) light.setCastsShadows(True) self.renderPipeline.addLight(light) self.demoLights.append(light)
def __init__(self): # Load the default configuration.prc. This is recommended, as it # contains some important panda options loadPrcFile("../../Config/configuration.prc") # Init the showbase ShowBase.__init__(self) # Create a new pipeline instance self.renderPipeline = RenderingPipeline(self) # Set the base path for the pipeline. This is required as we are in # a subdirectory self.renderPipeline.getMountManager().setBasePath("../../") # Also set the write path self.renderPipeline.getMountManager().setWritePath("../../Temp/") # Load the default settings self.renderPipeline.loadSettings("../../Config/pipeline.ini") # Disable scattering self.renderPipeline.settings.enableScattering = False # Now create the pipeline self.renderPipeline.create() # Load skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) base.disableMouse() self.scene = loader.loadModel("models/level_a1.bam") self.scene.reparentTo(render) base.cam.setPos(0, 0, 15) base.cam.lookAt(0,5,5) self.actor = render.attachNewNode("actor") self.actorModel = Actor('models/male.egg', { 'walk':'models/male2_walk.egg', }) self.actorModel.setScale(0.03) self.actorModel.setH(-90) self.actorModel.reparentTo(self.actor) self.actorModel.loop("walk") self.actorModel.setBlend(frameBlend = True) self.renderPipeline.setEffect(self.actorModel, "Effects/Default/Default.effect", { "dynamic": True }) self.accept("w", self.setMovementX, [1]) self.accept("w-repeat", self.setMovementX, [1]) self.accept("w-up", self.setMovementX, [0]) self.accept("a", self.setMovementY, [1]) self.accept("a-repeat", self.setMovementY, [1]) self.accept("a-up", self.setMovementY, [0]) self.accept("d", self.setMovementY, [-1]) self.accept("d-repeat", self.setMovementY, [-1]) self.accept("d-up", self.setMovementY, [0]) lightPositions = [ (Vec3(0, 0, 20), Vec3(1.0,0.5,0.3)), (Vec3(50, 5, 20), Vec3(1.0,0.5,0.3)), (Vec3(10, 70, 20), Vec3(1.0,0.5,0.3)), ] for pos, col in lightPositions: light = SpotLight() light.setPos(pos) light.lookAt(Vec3(0,0,0)) light.setColor(col * 0.2) light.setNearFar(1.0, 50) light.setFov(140) light.setIESProfile("XSplit") light.setShadowMapResolution(1024) light.setCastsShadows(True) self.renderPipeline.addLight(light) self.movement = [0, 0] self.addTask(self.update, "update") # Call this to tell the pipeline that the scene is done loading self.renderPipeline.onSceneInitialized() self.accept("r", self.renderPipeline.reloadShaders)
def __init__(self): DebugObject.__init__(self, "Main") self.debug("Bit System =", 8 * struct.calcsize("P")) # Load engine configuration self.debug("Loading panda3d configuration from configuration.prc ..") loadPrcFile("Config/configuration.prc") # Init the showbase ShowBase.__init__(self) # Show loading screen self.loadingScreen = PipelineLoadingScreen(self) self.loadingScreen.render() self.loadingScreen.setStatus("Creating pipeline", 10) # Create the render pipeline self.debug("Creating pipeline") self.renderPipeline = RenderingPipeline(self) # Uncomment to use temp directory # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp') writeDirectory = "Temp/" # Set the pipeline base path self.renderPipeline.getMountManager().setBasePath(".") # Load pipeline settings self.renderPipeline.loadSettings("Config/pipeline.ini") self.loadingScreen.setStatus("Compiling shaders", 20) # Create the pipeline, and enable scattering self.renderPipeline.create() ####### END OF RENDER PIPELINE SETUP ####### # Select demo scene here: # This sources are not included in the repo, for size reasons # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg" # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam" # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg" # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam" # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg" # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg" # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg" # self.sceneSource = "Demoscene.ignore/Tuscany/Tuscany.egg" # self.sceneSource = "Demoscene.ignore/EiffelTower/Scene.bam" # self.sceneSource = "Demoscene.ignore/HarvesterModel/Model.egg" # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg" # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg" # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg" # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam" # self.sceneSource = "Demoscene.ignore/DabrovicSponza/Scene.egg" # self.sceneSource = "Demoscene.ignore/Avolition/level5.bam" # self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam" # self.sceneSource = "Demoscene.ignore/Alphatest/alphatest.egg" # self.sceneSource = "Demoscene.ignore/TestScene/Test.bam" # This sources are included in the repo # self.sceneSource = "Models/CornelBox/Model.egg" # self.sceneSource = "Models/HouseSet/Model.egg" # self.sceneSource = "Models/PSSMTest/Model.egg.bam" # self.sceneSource = "Models/PBSTest/Scene.egg.bam" # self.sceneSource = "Models/HDRTest/Scene.egg" # self.sceneSource = "Models/GITestScene/Scene.egg" # self.sceneSource = "Models/VertexPerformanceTest/Scene.egg" # self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg" self.sceneSource = "panda" # Select surrounding scene here self.sceneSourceSurround = None # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg" # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # self.sceneSourceSurround = "Models/LittleHouse/couch.bam" # Store a list of transparent objects self.transparentObjects = [] # Create a sun light dPos = Vec3(60, 30, 100) if True: dirLight = DirectionalLight() dirLight.setPos(dPos * 100000.0) dirLight.setShadowMapResolution(2048) dirLight.setColor(Vec3(1.1, 1.05, 0.9) * 3.0) dirLight.setCastsShadows(True) dirLight.setPssmDistance(140) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight # Tell the GI which light casts the GI self.renderPipeline.setScatteringSource(dirLight) # Slider to move the sun if self.renderPipeline.settings.displayOnscreenDebugger: self.renderPipeline.guiManager.demoSlider.node[ "command"] = self.setSunPos self.renderPipeline.guiManager.demoSlider.node[ "value"] = 50 self.lastSliderValue = 0.5 self.movingLights = [] self.demoLights = [] # Create some lights for i in xrange(0): pointLight = PointLight() radius = float(i) / 3.0 * 6.28 + 1.52 xoffs = i * 3.0 yoffs = math.cos(radius) * 0.0 pointLight.setPos(0, 0, 15) pointLight.setColor(Vec3(0.2,0.6,1.0)*6) pointLight.setShadowMapResolution(512) pointLight.setRadius(18) pointLight.setCastsShadows(True) self.renderPipeline.addLight(pointLight) # pointLight.attachDebugNode(render) # self.movingLights.append(pointLight) # Create more lights for i in xrange(0): pointLight = PointLight() radius = float(i) / 12.0 * 6.28 + 5.22 xoffs = math.sin(radius) * 50.0 yoffs = math.cos(radius) * 50.0 pointLight.setPos(Vec3( xoffs, yoffs, 12)) # pointLight.setColor(Vec3(0.2,0.6,1.0) * 0.05) pointLight.setColor(random(), random(), random()) pointLight.setRadius(90) self.renderPipeline.addLight(pointLight) # pointLight.attachDebugNode(render) for x in xrange(0): spotLight = SpotLight() spotLight.setColor(Vec3(0.5, 0.8, 1.0) * 0.3) lightPos = Vec3(math.sin(x/10.0 * 6.28) * 16.0, math.cos(x/10.0 * 6.28) * 16.0, 29.0) spotLight.setPos(lightPos) spotLight.lookAt(lightPos - Vec3(0, 0, 1)) spotLight.setFov(90) spotLight.setShadowMapResolution(1024) spotLight.setCastsShadows(True) spotLight.setNearFar(2.0, 60.0) spotLight.setIESProfile("AreaLight") self.renderPipeline.addLight(spotLight) # spotLight.attachDebugNode(render) # self.movingLights.append(spotLight) # Attach update task self.addTask(self.update, "update") # Update loading screen status self.loadingScreen.setStatus("Loading scene", 55) # Show loading screen a bit if True: self.doMethodLater(0.5, self.loadScene, "Load Scene") else: self.loadScene()
def __init__(self): # Load the default configuration.prc. This is recommended, as it # contains some important panda options loadPrcFile("../../Config/configuration.prc") # Init the showbase ShowBase.__init__(self) # Create a new pipeline instance self.renderPipeline = RenderingPipeline(self) # Set the base path for the pipeline. This is required as we are in # a subdirectory self.renderPipeline.getMountManager().setBasePath("../../") # Also set the write path self.renderPipeline.getMountManager().setWritePath("../../Temp/") # Load the default settings self.renderPipeline.loadSettings("../../Config/pipeline.ini") # Disable scattering self.renderPipeline.settings.enableScattering = False # Now create the pipeline self.renderPipeline.create() # Load skybox self.skybox = self.renderPipeline.getDefaultSkybox() self.skybox.reparentTo(render) base.disableMouse() self.scene = loader.loadModel("models/level_a1.bam") self.scene.reparentTo(render) base.cam.setPos(0, 0, 15) base.cam.lookAt(0, 5, 5) self.actor = render.attachNewNode("actor") self.actorModel = Actor('models/male.egg', { 'walk': 'models/male2_walk.egg', }) self.actorModel.setScale(0.03) self.actorModel.setH(-90) self.actorModel.reparentTo(self.actor) self.actorModel.loop("walk") self.actorModel.setBlend(frameBlend=True) self.renderPipeline.setEffect(self.actorModel, "Effects/Default/Default.effect", {"dynamic": True}) self.accept("w", self.setMovementX, [1]) self.accept("w-repeat", self.setMovementX, [1]) self.accept("w-up", self.setMovementX, [0]) self.accept("a", self.setMovementY, [1]) self.accept("a-repeat", self.setMovementY, [1]) self.accept("a-up", self.setMovementY, [0]) self.accept("d", self.setMovementY, [-1]) self.accept("d-repeat", self.setMovementY, [-1]) self.accept("d-up", self.setMovementY, [0]) lightPositions = [ (Vec3(0, 0, 20), Vec3(1.0, 0.5, 0.3)), (Vec3(50, 5, 20), Vec3(1.0, 0.5, 0.3)), (Vec3(10, 70, 20), Vec3(1.0, 0.5, 0.3)), ] for pos, col in lightPositions: light = SpotLight() light.setPos(pos) light.lookAt(Vec3(0, 0, 0)) light.setColor(col * 0.2) light.setNearFar(1.0, 50) light.setFov(140) # light.setIESProfile("XArrow") light.setShadowMapResolution(1024) light.setCastsShadows(True) self.renderPipeline.addLight(light) self.movement = [0, 0] self.addTask(self.update, "update") # Call this to tell the pipeline that the scene is done loading self.renderPipeline.onSceneInitialized() self.accept("r", self.renderPipeline.reloadShaders)
def __init__(self): DebugObject.__init__(self, "Main") self.debug("Bit System =", 8 * struct.calcsize("P")) # Load engine configuration self.debug("Loading panda3d configuration from configuration.prc ..") loadPrcFile("Config/configuration.prc") # Init the showbase ShowBase.__init__(self) # Show loading screen self.loadingScreen = PipelineLoadingScreen(self) self.loadingScreen.render() self.loadingScreen.setStatus("Creating pipeline", 10) # Create the render pipeline self.debug("Creating pipeline") self.renderPipeline = RenderingPipeline(self) # Uncomment to use temp directory # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp') writeDirectory = "Temp/" # Set the pipeline base path self.renderPipeline.getMountManager().setBasePath(".") # Load pipeline settings self.renderPipeline.loadSettings("Config/pipeline.ini") self.loadingScreen.setStatus("Compiling shaders", 20) # Create the pipeline, and enable scattering self.renderPipeline.create() ####### END OF RENDER PIPELINE SETUP ####### # Select demo scene here: # This sources are not included in the repo, for size reasons # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg" # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam" # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg" # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam" # self.sceneSource = "Demoscene.ignore/LittleHouse/Scene.bam" # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg" # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg" # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg" # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg" # self.sceneSource = "Demoscene.ignore/Tuscany/Tuscany.egg" # self.sceneSource = "Demoscene.ignore/EiffelTower/Scene.bam" # self.sceneSource = "Demoscene.ignore/HarvesterModel/Model.egg" # self.sceneSource = "Demoscene.ignore/AudiR8/Scene.bam" # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg" # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg" # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg" # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam" self.sceneSource = "Demoscene.ignore/DabrovicSponza/Scene.egg" # self.sceneSource = "Demoscene.ignore/Sponza/sponza.egg.bam" # self.sceneSource = "Demoscene.ignore/Avolition/level5.bam" # self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam" # self.sceneSource = "Demoscene.ignore/Alphatest/Scene.bam" # self.sceneSource = "Demoscene.ignore/TestScene/Test.bam" # self.sceneSource = "Demoscene.ignore/BokehTest/Scene.egg" # This sources are included in the repo # self.sceneSource = "Models/CornelBox/Model.egg" # self.sceneSource = "Models/HouseSet/Model.egg" # self.sceneSource = "Models/PSSMTest/Model.egg.bam" # self.sceneSource = "Models/PBSTest/Scene.egg.bam" # self.sceneSource = "Models/HDRTest/Scene.egg" # self.sceneSource = "Models/GITestScene/Scene.egg" # self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.bam" # self.sceneSource = "panda" # Select surrounding scene here self.sceneSourceSurround = None # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg" # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg" # Wheter to create the default ground plane self.usePlane = False # Store a list of transparent objects self.transparentObjects = [] # Create a sun light dPos = Vec3(60, 30, 100) if True: dirLight = DirectionalLight() dirLight.setPos(dPos * 100000.0) dirLight.setShadowMapResolution(2048) dirLight.setColor(Vec3(1.0, 1.0, 1.0) * 5.0) dirLight.setCastsShadows(True) dirLight.setPssmDistance(140) self.renderPipeline.addLight(dirLight) self.dirLight = dirLight # Tell the GI which light casts the GI self.renderPipeline.setScatteringSource(dirLight) # Slider to move the sun if self.renderPipeline.settings.displayOnscreenDebugger: self.renderPipeline.guiManager.demoSlider.node[ "command"] = self.setSunPos self.renderPipeline.guiManager.demoSlider.node["value"] = 89 self.lastSliderValue = 0.5 self.movingLights = [] self.demoLights = [] # Create some lights for i in xrange(5): continue pointLight = PointLight() radius = float(i) / 3.0 * 6.28 + 1.52 xoffs = (i - 3) * 10.0 yoffs = math.cos(radius) * 0.0 pointLight.setPos(xoffs, 0, 8) # pointLight.setColor(Vec3(0.2,0.6,1.0)*6) pointLight.setColor(Vec3(random(), random(), random()) * 3) pointLight.setShadowMapResolution(512) pointLight.setRadius(18) pointLight.setCastsShadows(True) self.renderPipeline.addLight(pointLight) pointLight.attachDebugNode() # self.movingLights.append(pointLight) # Create more lights for i in xrange(0): pointLight = PointLight() radius = float(i) / 12.0 * 6.28 + 5.22 xoffs = math.sin(radius) * 50.0 yoffs = math.cos(radius) * 50.0 pointLight.setPos(Vec3(xoffs, yoffs, 12)) # pointLight.setColor(Vec3(0.2,0.6,1.0) * 0.05) pointLight.setColor(random(), random(), random()) pointLight.setRadius(90) self.renderPipeline.addLight(pointLight) # pointLight.attachDebugNode(render) for x in xrange(0): spotLight = SpotLight() spotLight.setColor(Vec3(0.5, 0.8, 1.0) * 0.3) lightPos = Vec3( math.sin(x / 10.0 * 6.28) * 16.0, math.cos(x / 10.0 * 6.28) * 16.0, 29.0) spotLight.setPos(lightPos) spotLight.lookAt(lightPos - Vec3(0, 0, 1)) spotLight.setFov(90) spotLight.setShadowMapResolution(1024) spotLight.setCastsShadows(True) spotLight.setNearFar(2.0, 60.0) spotLight.setIESProfile("AreaLight") self.renderPipeline.addLight(spotLight) # spotLight.attachDebugNode(render) # self.movingLights.append(spotLight) # Attach update task self.addTask(self.update, "update") # Update loading screen status self.loadingScreen.setStatus("Loading scene", 55) # Show loading screen a bit if False: self.doMethodLater(0.5, self.loadScene, "Load Scene") else: self.loadScene()