示例#1
0
    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()
示例#2
0
    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()
示例#3
0
    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()
示例#4
0
    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()
示例#5
0
load_prc_file("../../Config/configuration.prc")
load_prc_file_data("", "show-frame-rate-meter #t")
load_prc_file_data("", "gl-debug #t")
load_prc_file_data("", "model-cache-dir ")

import direct.directbase.DirectStart

import sys
sys.path.insert(0, "../../")


from Code.Util.MovementController import MovementController


controller = MovementController(base)
controller.set_initial_position(Vec3(5), Vec3(0))
controller.setup()


for x in xrange(1):
    for y in xrange(1):
        model = loader.loadModel("Scene.bam")
        model.flatten_strong()
        model.reparent_to(render)
        model.set_scale(0.2)
        model.set_pos(x * 0.5, y * 0.5, 0)

vtx = """
#version 150
示例#6
0
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)
示例#7
0
load_prc_file("../../Config/configuration.prc")
load_prc_file_data("", "show-frame-rate-meter #t")
load_prc_file_data("", "gl-debug #t")
# load_prc_file_data("", "notify-level-glgsg debug")

import direct.directbase.DirectStart

import sys
sys.path.insert(0, "../../")

from Native.RSNative import StaticGeometryHandler, SGNode, SGRenderNode
from Code.Util.MovementController import MovementController


controller = MovementController(base)
controller.set_initial_position(Vec3(10, 0, 10), Vec3(0))
controller.setup()



shader = Shader.load(Shader.SL_GLSL, "render_vtx.glsl", "render_frag.glsl")


# This is usually done by the pipeline
handler = StaticGeometryHandler()


# Load model
model_dataset = handler.load_dataset("model.rpsg")
示例#8
0
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)
示例#9
0
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)
示例#10
0
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)