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- from panda3d.core import *
- import sys,os
- loadPrcFileData("", "prefer-parasite-buffer #f")
- loadPrcFileData("", 'show-frame-rate-meter #t')
- import direct.directbase.DirectStart
- from direct.interval.IntervalGlobal import *
- from direct.gui.DirectGui import OnscreenText
- from direct.showbase.DirectObject import DirectObject
- from direct.actor import Actor
- from random import *
- # Function to put instructions on the screen.
- def addInstructions(pos, msg):
- return OnscreenText(text=msg, style=1, fg=(1,1,1,1), mayChange=1,
- pos=(-1.3, pos), align=TextNode.ALeft, scale = .05, shadow=(0,0,0,1), shadowOffset=(0.1,0.1))
- # Function to put title on the screen.
- def addTitle(text):
- return OnscreenText(text=text, style=1, fg=(1,1,1,1),
- pos=(1.3,-0.95), align=TextNode.ARight, scale = .07)
- class World(DirectObject):
- def __init__(self):
- # Preliminary capabilities check.
- if (base.win.getGsg().getSupportsBasicShaders()==0):
- self.t=addTitle("Shadow Demo: Video driver reports that shaders are not supported.")
- return
- if (base.win.getGsg().getSupportsDepthTexture()==0):
- self.t=addTitle("Shadow Demo: Video driver reports that depth textures are not supported.")
- return
- # creating the offscreen buffer.
- winprops = WindowProperties.size(512,512)
- props = FrameBufferProperties()
- props.setRgbColor(1)
- props.setAlphaBits(1)
- props.setDepthBits(1)
- LBuffer = base.graphicsEngine.makeOutput(
- base.pipe, "offscreen buffer", -2,
- props, winprops,
- GraphicsPipe.BFRefuseWindow,
- base.win.getGsg(), base.win)
- if (LBuffer == None):
- self.t=addTitle("Shadow Demo: Video driver cannot create an offscreen buffer.")
- return
- # Adding a color texture is totally unnecessary, but it helps with debugging.
- Lcolormap = Texture()
- LBuffer.addRenderTexture(Lcolormap, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor)
- self.inst_p = addInstructions(0.95, 'P : stop/start the Panda Rotation')
- self.inst_w = addInstructions(0.90, 'W : stop/start the Walk Cycle')
- self.inst_t = addInstructions(0.85, 'T : stop/start the Teapot')
- self.inst_l = addInstructions(0.80, 'L : move light source far or close')
- self.inst_v = addInstructions(0.75, 'V: View the Depth-Texture results')
- self.inst_x = addInstructions(0.70, 'Left/Right Arrow : switch camera angles')
- self.inst_a = addInstructions(0.65, 'Something about A/Z and push bias')
- base.setBackgroundColor(0,0,0.2,1)
- base.camLens.setNearFar(1.0,10000)
- base.camLens.setFov(75)
- base.disableMouse()
- # Load the scene.
- floorTex=loader.loadTexture('maps/envir-ground.jpg')
- cm=CardMaker('')
- cm.setFrame(-2,2,-2,2)
- floor = render.attachNewNode(PandaNode("floor"))
- for y in range(12):
- for x in range(12):
- nn = floor.attachNewNode(cm.generate())
- nn.setP(-90)
- nn.setPos((x-6)*4, (y-6)*4, 0)
- floor.setTexture(floorTex)
- floor.flattenStrong()
- self.pandaAxis=render.attachNewNode('panda axis')
- self.pandaModel=Actor.Actor('panda-model',{'walk':'panda-walk4'})
- self.pandaModel.reparentTo(self.pandaAxis)
- self.pandaModel.setPos(9,0,0)
- self.pandaModel.setShaderInput("scale",0.01,0.01,0.01,1.0)
- self.pandaWalk = self.pandaModel.actorInterval('walk',playRate=1.8)
- self.pandaWalk.loop()
- self.pandaMovement = self.pandaAxis.hprInterval(20.0,Point3(-360,0,0),startHpr=Point3(0,0,0))
- self.pandaMovement.loop()
- self.teapot=loader.loadModel('teapot')
- self.teapot.reparentTo(render)
- self.teapot.setPos(0,-20,10)
- self.teapot.setShaderInput("texDisable",1,1,1,1)
- self.teapotMovement = self.teapot.hprInterval(50,Point3(0,360,360))
- self.teapotMovement.loop()
- self.accept('escape',sys.exit)
- self.accept("arrow_left", self.incrementCameraPosition, [-1])
- self.accept("arrow_right", self.incrementCameraPosition, [1])
- self.accept("p", self.toggleInterval, [self.pandaMovement])
- self.accept("P", self.toggleInterval, [self.pandaMovement])
- self.accept("t", self.toggleInterval, [self.teapotMovement])
- self.accept("T", self.toggleInterval, [self.teapotMovement])
- self.accept("w", self.toggleInterval, [self.pandaWalk])
- self.accept("W", self.toggleInterval, [self.pandaWalk])
- self.accept("v", base.bufferViewer.toggleEnable)
- self.accept("V", base.bufferViewer.toggleEnable)
- self.accept("l", self.incrementLightPosition, [1])
- self.accept("L", self.incrementLightPosition, [1])
- self.accept("o", base.oobe)
- self.accept('a',self.adjustPushBias,[1.1])
- self.accept('A',self.adjustPushBias,[1.1])
- self.accept('z',self.adjustPushBias,[0.9])
- self.accept('Z',self.adjustPushBias,[0.9])
- self.LCam=base.makeCamera(LBuffer)
- self.LCam.reparentTo(render)
- self.LCam.node().setScene(render)
- self.LCam.node().getLens().setFov(40)
- self.LCam.node().getLens().setNearFar(10,100)
- self.LCam.node().getLens().setFilmSize(100,100)
- self.LCam.setPos(-1, -1, 1)
- # default values
- self.pushBias=0.50
- self.ambient=0.20
- self.cameraSelection = 0
- self.lightSelection = 0
- mci = NodePath(PandaNode("Main Camera Initializer"))
- if (base.win.getGsg().getSupportsShadowFilter()):
- mci.setShader(Shader.load('shadow.sha'))
- else:
- mci.setShader(Shader.load('shadow-nosupport.sha'))
- base.cam.node().setInitialState(mci.getState())
- # setting up shader
- render.setShaderInput('light',self.LCam)
- render.setShaderInput('Ldepthmap',Lcolormap)
- render.setShaderInput('ambient',self.ambient,0,0,1.0)
- render.setShaderInput('texDisable',0,0,0,0)
- render.setShaderInput('scale',1,1,1,1)
- render.setShaderInput('push',0.20,0.20,0.20,0)
- # Put a shader on the Light camera.
- lci = NodePath(PandaNode("Light Camera Initializer"))
- lci.setShader(Shader.load('caster.sha'))
- self.LCam.node().setInitialState(lci.getState())
- # Put a shader on the Main camera.
- # Some video cards have special hardware for shadow maps.
- # If the card has that, use it. If not, use a different
- # shader that does not require hardware support.
- self.incrementCameraPosition(0)
- self.incrementLightPosition(0)
- self.adjustPushBias(self.pushBias)
- # end of __init__
- def toggleInterval(self, ival):
- if (ival.isPlaying()):
- ival.pause()
- else:
- ival.resume()
- def incrementCameraPosition(self,n):
- self.cameraSelection = (self.cameraSelection + n) % 6
- if (self.cameraSelection == 0):
- base.cam.reparentTo(render)
- base.cam.setPos(30,-45,26)
- base.cam.lookAt(0,0,0)
- self.LCam.node().hideFrustum()
- if (self.cameraSelection == 1):
- base.cam.reparentTo(self.pandaModel)
- base.cam.setPos(7,-3,9)
- base.cam.lookAt(0,0,0)
- self.LCam.node().hideFrustum()
- if (self.cameraSelection == 2):
- base.cam.reparentTo(self.pandaModel)
- base.cam.setPos(-7,-3,9)
- base.cam.lookAt(0,0,0)
- self.LCam.node().hideFrustum()
- if (self.cameraSelection == 3):
- base.cam.reparentTo(render)
- base.cam.setPos(7,-23,12)
- base.cam.lookAt(self.teapot)
- self.LCam.node().hideFrustum()
- if (self.cameraSelection == 4):
- base.cam.reparentTo(render)
- base.cam.setPos(-7,-23,12)
- base.cam.lookAt(self.teapot)
- self.LCam.node().hideFrustum()
- if (self.cameraSelection == 5):
- base.cam.reparentTo(render)
- base.cam.setPos(1000,0,195)
- base.cam.lookAt(0,0,0)
- self.LCam.node().showFrustum()
- def incrementLightPosition(self,n):
- self.lightSelection = (self.lightSelection + n) % 2
- if (self.lightSelection == 0):
- self.LCam.setPos(0,-40,25)
- self.LCam.lookAt(0,-10,0)
- self.LCam.node().getLens().setNearFar(10,100)
- if (self.lightSelection == 1):
- self.LCam.setPos(0,-600,200)
- self.LCam.lookAt(0,-10,0)
- self.LCam.node().getLens().setNearFar(10,1000)
- def shaderSupported(self):
- return base.win.getGsg().getSupportsBasicShaders() and \
- base.win.getGsg().getSupportsDepthTexture() and \
- base.win.getGsg().getSupportsShadowFilter()
- def adjustPushBias(self,inc):
- self.pushBias *= inc
- self.inst_a.setText('A/Z: Increase/Decrease the Push-Bias [%F]' % self.pushBias)
- render.setShaderInput('push',self.pushBias,self.pushBias,self.pushBias,0)
- World()
- run()
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