mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 13:12:30 -06:00
224 lines
7.8 KiB
Python
224 lines
7.8 KiB
Python
"""Undocumented Module"""
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__all__ = ['ShadowCaster', 'avatarShadow', 'piratesAvatarShadow', 'arbitraryShadow']
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"""Create a cheesy shadow effect by rendering the view of an
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object (e.g. the local avatar) from a special camera as seen from
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above (as if from the sun), using a solid gray foreground and a
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solid white background, and then multitexturing that view onto the
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world.
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This is meant primarily as a demonstration of multipass and
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multitexture rendering techniques. It's not a particularly great
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way to do shadows.
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"""
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from pandac.PandaModules import *
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from direct.task import Task
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sc = None
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class ShadowCaster:
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texXSize = 128
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texYSize = 128
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def __init__(self, lightPath, objectPath, filmX, filmY):
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self.lightPath = lightPath
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self.objectPath = objectPath
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self.groundPath = None
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# Create an offscreen buffer to render the view of the avatar
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# into a texture.
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self.buffer = base.win.makeTextureBuffer(
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'shadowBuffer', self.texXSize, self.texYSize)
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# The background of this buffer--and the border of the
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# texture--is pure white.
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clearColor = VBase4(1, 1, 1, 1)
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self.buffer.setClearColor(clearColor)
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self.tex = self.buffer.getTexture()
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self.tex.setBorderColor(clearColor)
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self.tex.setWrapU(Texture.WMBorderColor)
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self.tex.setWrapV(Texture.WMBorderColor)
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# Set up a display region on this buffer, and create a camera.
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dr = self.buffer.makeDisplayRegion()
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self.camera = Camera('shadowCamera')
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self.cameraPath = self.lightPath.attachNewNode(self.camera)
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self.camera.setScene(self.objectPath)
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dr.setCamera(self.cameraPath)
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# Use a temporary NodePath to define the initial state for the
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# camera. The initial state will render everything in a
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# flat-shaded gray, as if it were a shadow.
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initial = NodePath('initial')
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initial.setColor(0.6, 0.6, 0.6, 1, 1)
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initial.setTextureOff(2)
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initial.setLightOff(2)
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self.camera.setInitialState(initial.getState())
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# Use an orthographic lens for this camera instead of the
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# usual perspective lens. An orthographic lens is better to
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# simulate sunlight, which is (almost) orthographic. We set
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# the film size large enough to render a typical avatar (but
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# not so large that we lose detail in the texture).
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self.lens = OrthographicLens()
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self.lens.setFilmSize(filmX, filmY)
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self.camera.setLens(self.lens)
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# Finally, we'll need a unique TextureStage to apply this
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# shadow texture to the world.
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self.stage = TextureStage('shadow')
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# Make sure the shadowing object doesn't get its own shadow
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# applied to it.
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self.objectPath.setTextureOff(self.stage)
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def setGround(self, groundPath):
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""" Specifies the part of the world that is to be considered
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the ground: this is the part onto which the rendered texture
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will be applied. """
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if self.groundPath:
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self.groundPath.clearProjectTexture(self.stage)
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self.groundPath = groundPath
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self.groundPath.projectTexture(self.stage, self.tex, self.cameraPath)
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def clear(self):
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""" Undoes the effect of the ShadowCaster. """
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if self.groundPath:
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self.groundPath.clearProjectTexture(self.stage)
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self.groundPath = None
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if self.lightPath:
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self.lightPath.detachNode()
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self.lightPath = None
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if self.cameraPath:
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self.cameraPath.detachNode()
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self.cameraPath = None
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self.camera = None
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self.lens = None
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if self.buffer:
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base.graphicsEngine.removeWindow(self.buffer)
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self.tex = None
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self.buffer = None
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def avatarShadow():
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# Turn off the existing drop shadow.
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# stash it so that when the game hides and shows it, it will still be gone
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base.localAvatar.dropShadow.stash()
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# Set up a new node to hold the "light": this is an abitrary point
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# somewhere above the avatar, looking down, as if from the sun.
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objectPath = base.localAvatar.getGeomNode()
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shadowCamera = objectPath.attachNewNode('shadowCamera')
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lightPath = shadowCamera.attachNewNode('lightPath')
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# We can change this position at will to change the angle of the
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# sun.
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lightPath.setPos(5, 0, 7)
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# We need a task to keep the shadowCamera rotated in the same
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# direction relative to render (otherwise, the shadow seems to
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# rotate when you rotate your avatar, which is strange). We can't
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# just use a compass effect, since that doesn't work on cameras.
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def shadowCameraRotate(task, shadowCamera = shadowCamera):
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shadowCamera.setHpr(render, 0, 0, 0)
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lightPath.lookAt(shadowCamera, 0, 0, 3)
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return Task.cont
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taskMgr.remove('shadowCamera')
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taskMgr.add(shadowCameraRotate, 'shadowCamera')
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global sc
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if sc != None:
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sc.clear()
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sc = ShadowCaster(lightPath, objectPath, 4, 6)
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# Naively, just apply the shadow to everything in the world. It
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# would probably be better to use a little restraint.
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sc.setGround(render)
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return sc
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def piratesAvatarShadow():
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a = avatarShadow()
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# Force the lod to be 0 at all times
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base.localAvatar.getGeomNode().getChild(0).node().forceSwitch(0)
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return a
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def arbitraryShadow(node):
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# Turn off the existing drop shadow, if any
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if hasattr(node, "dropShadow"):
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# stash it so that when the game hides and shows it, it will still be gone
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node.dropShadow.stash()
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# Set up a new node to hold the "light": this is an abitrary point
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# somewhere above the node, looking down, as if from the sun.
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objectPath = node
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shadowCamera = objectPath.attachNewNode('shadowCamera')
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lightPath = shadowCamera.attachNewNode('lightPath')
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# We can change this position at will to change the angle of the
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# sun.
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lightPath.setPos(50, 0, 50)
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# We need a task to keep the shadowCamera rotated in the same
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# direction relative to render (otherwise, the shadow seems to
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# rotate when you rotate your avatar, which is strange). We can't
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# just use a compass effect, since that doesn't work on cameras.
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def shadowCameraRotate(task, shadowCamera = shadowCamera):
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shadowCamera.setHpr(render, 0, 0, 0)
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lightPath.lookAt(shadowCamera, 0, 0, 3)
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return Task.cont
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taskMgr.remove('shadowCamera')
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taskMgr.add(shadowCameraRotate, 'shadowCamera')
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global sc
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if sc != None:
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sc.clear()
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sc = ShadowCaster(lightPath, objectPath, 100, 100)
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# Naively, just apply the shadow to everything in the world. It
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# would probably be better to use a little restraint.
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sc.setGround(render)
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return sc
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##def testShadow():
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## a = piratesAvatarShadow()
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##
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##from direct.showbase.ShadowDemo import *
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##from direct.interval.IntervalGlobal import *
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##b = loader.loadModel('/i/beta/PotC/Maya/Pirates/scenes/models/sets/buildings/spanish_buildings/TavernIntExt/tavern_ext/bar.egg')
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##bs = arbitraryShadow(b)
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##s = loader.loadModel('smiley')
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##s.reparentTo(bs.lightPath)
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##b.reparentTo((base.localAvatar))
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##a = AmbientLight('cloudAmbientHi')
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##a.setColor(Vec4(0.9, 0.9, 0.9, 1.000))
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##aNP = s.attachNewNode(a.upcastToPandaNode())
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##b.setLight(aNP)
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##d = DirectionalLight("chernabogDirectionalLight")
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##d.setDirection(Vec3(0, 1, 0))
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##d.setColor(Vec4(1))
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###d.setColor(Vec4(0.9, 0.7, 0.7, 1.000))
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##dNP = s.attachNewNode(d.upcastToPandaNode())
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##b.setLight(dNP)
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##
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##ival = Sequence(LerpPosInterval(bs.lightPath, 0.0, Vec3(-200, 0, 50)),
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## LerpPosInterval(bs.lightPath, 10.0, Vec3(-200, 0, 200)),
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## LerpPosInterval(bs.lightPath, 10.0, Vec3(200, 0, 200)),
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## LerpPosInterval(bs.lightPath, 10.0, Vec3(200, 0, 50)),
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##)
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##ival.loop()
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