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https://github.com/Sneed-Group/Poodletooth-iLand
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305 lines
14 KiB
Python
305 lines
14 KiB
Python
#!/usr/bin/env python
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# Author: Jason Pratt (pratt@andrew.cmu.edu)
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# Last Updated: 2015-03-13
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#
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# This project demonstrates how to use various types of
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# lighting
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#
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from direct.showbase.ShowBase import ShowBase
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from panda3d.core import PerspectiveLens
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from panda3d.core import NodePath
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from panda3d.core import AmbientLight, DirectionalLight
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from panda3d.core import PointLight, Spotlight
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from panda3d.core import TextNode
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from panda3d.core import Material
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from panda3d.core import LVector3
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from direct.gui.OnscreenText import OnscreenText
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from direct.showbase.DirectObject import DirectObject
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import math
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import sys
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import colorsys
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# Simple function to keep a value in a given range (by default 0 to 1)
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def clamp(i, mn=0, mx=1):
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return min(max(i, mn), mx)
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class DiscoLightsDemo(ShowBase):
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# Macro-like function to reduce the amount of code needed to create the
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# onscreen instructions
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def makeStatusLabel(self, i):
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return OnscreenText(
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parent=base.a2dTopLeft, align=TextNode.ALeft,
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style=1, fg=(1, 1, 0, 1), shadow=(0, 0, 0, .4),
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pos=(0.06, -0.1 -(.06 * i)), scale=.05, mayChange=True)
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def __init__(self):
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# Initialize the ShowBase class from which we inherit, which will
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# create a window and set up everything we need for rendering into it.
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ShowBase.__init__(self)
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# The main initialization of our class
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# This creates the on screen title that is in every tutorial
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self.title = OnscreenText(text="Panda3D: Tutorial - Lighting",
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style=1, fg=(1, 1, 0, 1), shadow=(0, 0, 0, 0.5),
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pos=(0.87, -0.95), scale = .07)
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# Creates labels used for onscreen instructions
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self.ambientText = self.makeStatusLabel(0)
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self.directionalText = self.makeStatusLabel(1)
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self.spotlightText = self.makeStatusLabel(2)
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self.pointLightText = self.makeStatusLabel(3)
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self.spinningText = self.makeStatusLabel(4)
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self.ambientBrightnessText = self.makeStatusLabel(5)
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self.directionalBrightnessText = self.makeStatusLabel(6)
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self.spotlightBrightnessText = self.makeStatusLabel(7)
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self.spotlightExponentText = self.makeStatusLabel(8)
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self.lightingPerPixelText = self.makeStatusLabel(9)
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self.lightingShadowsText = self.makeStatusLabel(10)
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self.disco = loader.loadModel("models/disco_hall")
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self.disco.reparentTo(render)
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self.disco.setPosHpr(0, 50, -4, 90, 0, 0)
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# First we create an ambient light. All objects are affected by ambient
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# light equally
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# Create and name the ambient light
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self.ambientLight = render.attachNewNode(AmbientLight("ambientLight"))
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# Set the color of the ambient light
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self.ambientLight.node().setColor((.1, .1, .1, 1))
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# add the newly created light to the lightAttrib
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# Now we create a directional light. Directional lights add shading from a
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# given angle. This is good for far away sources like the sun
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self.directionalLight = render.attachNewNode(
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DirectionalLight("directionalLight"))
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self.directionalLight.node().setColor((.35, .35, .35, 1))
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# The direction of a directional light is set as a 3D vector
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self.directionalLight.node().setDirection(LVector3(1, 1, -2))
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# These settings are necessary for shadows to work correctly
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self.directionalLight.setZ(6)
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dlens = self.directionalLight.node().getLens()
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dlens.setFilmSize(41, 21)
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dlens.setNearFar(50, 75)
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# self.directionalLight.node().showFrustum()
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# Now we create a spotlight. Spotlights light objects in a given cone
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# They are good for simulating things like flashlights
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self.spotlight = camera.attachNewNode(Spotlight("spotlight"))
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self.spotlight.node().setColor((.45, .45, .45, 1))
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self.spotlight.node().setSpecularColor((0, 0, 0, 1))
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# The cone of a spotlight is controlled by it's lens. This creates the
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# lens
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self.spotlight.node().setLens(PerspectiveLens())
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# This sets the Field of View (fov) of the lens, in degrees for width
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# and height. The lower the numbers, the tighter the spotlight.
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self.spotlight.node().getLens().setFov(16, 16)
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# Attenuation controls how the light fades with distance. The three
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# values represent the three attenuation constants (constant, linear,
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# and quadratic) in the internal lighting equation. The higher the
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# numbers the shorter the light goes.
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self.spotlight.node().setAttenuation(LVector3(1, 0.0, 0.0))
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# This exponent value sets how soft the edge of the spotlight is.
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# 0 means a hard edge. 128 means a very soft edge.
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self.spotlight.node().setExponent(60.0)
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# Now we create three colored Point lights. Point lights are lights that
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# radiate from a single point, like a light bulb. Like spotlights, they
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# are given position by attaching them to NodePaths in the world
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self.redHelper = loader.loadModel('models/sphere')
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self.redHelper.setColor((1, 0, 0, 1))
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self.redHelper.setPos(-6.5, -3.75, 0)
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self.redHelper.setScale(.25)
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self.redPointLight = self.redHelper.attachNewNode(
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PointLight("redPointLight"))
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self.redPointLight.node().setColor((.35, 0, 0, 1))
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self.redPointLight.node().setAttenuation(LVector3(.1, 0.04, 0.0))
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# The green point light and helper
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self.greenHelper = loader.loadModel('models/sphere')
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self.greenHelper.setColor((0, 1, 0, 1))
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self.greenHelper.setPos(0, 7.5, 0)
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self.greenHelper.setScale(.25)
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self.greenPointLight = self.greenHelper.attachNewNode(
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PointLight("greenPointLight"))
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self.greenPointLight.node().setAttenuation(LVector3(.1, .04, .0))
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self.greenPointLight.node().setColor((0, .35, 0, 1))
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# The blue point light and helper
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self.blueHelper = loader.loadModel('models/sphere')
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self.blueHelper.setColor((0, 0, 1, 1))
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self.blueHelper.setPos(6.5, -3.75, 0)
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self.blueHelper.setScale(.25)
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self.bluePointLight = self.blueHelper.attachNewNode(
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PointLight("bluePointLight"))
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self.bluePointLight.node().setAttenuation(LVector3(.1, 0.04, 0.0))
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self.bluePointLight.node().setColor((0, 0, .35, 1))
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self.bluePointLight.node().setSpecularColor((1, 1, 1, 1))
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# Create a dummy node so the lights can be spun with one command
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self.pointLightHelper = render.attachNewNode("pointLightHelper")
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self.pointLightHelper.setPos(0, 50, 11)
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self.redHelper.reparentTo(self.pointLightHelper)
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self.greenHelper.reparentTo(self.pointLightHelper)
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self.blueHelper.reparentTo(self.pointLightHelper)
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# Finally we store the lights on the root of the scene graph.
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# This will cause them to affect everything in the scene.
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render.setLight(self.ambientLight)
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render.setLight(self.directionalLight)
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render.setLight(self.spotlight)
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render.setLight(self.redPointLight)
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render.setLight(self.greenPointLight)
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render.setLight(self.bluePointLight)
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# Create and start interval to spin the lights, and a variable to
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# manage them.
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self.pointLightsSpin = self.pointLightHelper.hprInterval(
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6, LVector3(360, 0, 0))
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self.pointLightsSpin.loop()
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self.arePointLightsSpinning = True
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# Per-pixel lighting and shadows are initially off
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self.perPixelEnabled = False
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self.shadowsEnabled = False
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# listen to keys for controlling the lights
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self.accept("escape", sys.exit)
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self.accept("a", self.toggleLights, [[self.ambientLight]])
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self.accept("d", self.toggleLights, [[self.directionalLight]])
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self.accept("s", self.toggleLights, [[self.spotlight]])
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self.accept("p", self.toggleLights, [[self.redPointLight,
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self.greenPointLight,
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self.bluePointLight]])
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self.accept("r", self.toggleSpinningPointLights)
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self.accept("l", self.togglePerPixelLighting)
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self.accept("e", self.toggleShadows)
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self.accept("z", self.addBrightness, [self.ambientLight, -.05])
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self.accept("x", self.addBrightness, [self.ambientLight, .05])
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self.accept("c", self.addBrightness, [self.directionalLight, -.05])
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self.accept("v", self.addBrightness, [self.directionalLight, .05])
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self.accept("b", self.addBrightness, [self.spotlight, -.05])
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self.accept("n", self.addBrightness, [self.spotlight, .05])
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self.accept("q", self.adjustSpotlightExponent, [self.spotlight, -1])
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self.accept("w", self.adjustSpotlightExponent, [self.spotlight, 1])
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# Finally call the function that builds the instruction texts
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self.updateStatusLabel()
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# This function takes a list of lights and toggles their state. It takes in a
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# list so that more than one light can be toggled in a single command
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def toggleLights(self, lights):
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for light in lights:
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# If the given light is in our lightAttrib, remove it.
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# This has the effect of turning off the light
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if render.hasLight(light):
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render.clearLight(light)
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# Otherwise, add it back. This has the effect of turning the light
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# on
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else:
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render.setLight(light)
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self.updateStatusLabel()
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# This function toggles the spinning of the point intervals by pausing and
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# resuming the interval
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def toggleSpinningPointLights(self):
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if self.arePointLightsSpinning:
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self.pointLightsSpin.pause()
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else:
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self.pointLightsSpin.resume()
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self.arePointLightsSpinning = not self.arePointLightsSpinning
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self.updateStatusLabel()
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# This function turns per-pixel lighting on or off.
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def togglePerPixelLighting(self):
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if self.perPixelEnabled:
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self.perPixelEnabled = False
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render.clearShader()
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else:
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self.perPixelEnabled = True
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render.setShaderAuto()
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self.updateStatusLabel()
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# This function turns shadows on or off.
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def toggleShadows(self):
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if self.shadowsEnabled:
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self.shadowsEnabled = False
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self.directionalLight.node().setShadowCaster(False)
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else:
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if not self.perPixelEnabled:
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self.togglePerPixelLighting()
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self.shadowsEnabled = True
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self.directionalLight.node().setShadowCaster(True, 512, 512)
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self.updateStatusLabel()
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# This function changes the spotlight's exponent. It is kept to the range
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# 0 to 128. Going outside of this range causes an error
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def adjustSpotlightExponent(self, spotlight, amount):
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e = clamp(spotlight.node().getExponent() + amount, 0, 128)
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spotlight.node().setExponent(e)
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self.updateStatusLabel()
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# This function reads the color of the light, uses a built-in python function
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#(from the library colorsys) to convert from RGB (red, green, blue) color
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# representation to HSB (hue, saturation, brightness), so that we can get the
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# brighteness of a light, change it, and then convert it back to rgb to chagne
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# the light's color
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def addBrightness(self, light, amount):
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color = light.node().getColor()
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h, s, b = colorsys.rgb_to_hsv(color[0], color[1], color[2])
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brightness = clamp(b + amount)
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r, g, b = colorsys.hsv_to_rgb(h, s, brightness)
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light.node().setColor((r, g, b, 1))
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self.updateStatusLabel()
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# Builds the onscreen instruction labels
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def updateStatusLabel(self):
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self.updateLabel(self.ambientText, "(a) ambient is",
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render.hasLight(self.ambientLight))
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self.updateLabel(self.directionalText, "(d) directional is",
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render.hasLight(self.directionalLight))
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self.updateLabel(self.spotlightText, "(s) spotlight is",
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render.hasLight(self.spotlight))
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self.updateLabel(self.pointLightText, "(p) point lights are",
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render.hasLight(self.redPointLight))
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self.updateLabel(self.spinningText, "(r) point light spinning is",
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self.arePointLightsSpinning)
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self.ambientBrightnessText.setText(
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"(z,x) Ambient Brightness: " +
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self.getBrightnessString(self.ambientLight))
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self.directionalBrightnessText.setText(
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"(c,v) Directional Brightness: " +
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self.getBrightnessString(self.directionalLight))
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self.spotlightBrightnessText.setText(
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"(b,n) Spotlight Brightness: " +
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self.getBrightnessString(self.spotlight))
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self.spotlightExponentText.setText(
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"(q,w) Spotlight Exponent: " +
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str(int(self.spotlight.node().getExponent())))
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self.updateLabel(self.lightingPerPixelText, "(l) Per-pixel lighting is",
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self.perPixelEnabled)
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self.updateLabel(self.lightingShadowsText, "(e) Shadows are",
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self.shadowsEnabled)
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# Appends eitehr (on) or (off) to the base string based on the bassed value
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def updateLabel(self, obj, base, var):
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if var:
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s = " (on)"
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else:
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s = " (off)"
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obj.setText(base + s)
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# Returns the brightness of a light as a string to put it in the instruction
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# labels
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def getBrightnessString(self, light):
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color = light.node().getColor()
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h, s, b = colorsys.rgb_to_hsv(color[0], color[1], color[2])
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return "%.2f" % b
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# Make an instance of our class and run the demo
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demo = DiscoLightsDemo()
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demo.run()
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