mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 05:02:31 -06:00
416 lines
17 KiB
Python
416 lines
17 KiB
Python
#!/usr/bin/env python
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# Author: Josh Yelon
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# Date: 7/11/2005
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#
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# See the associated manual page for an explanation.
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#
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from direct.showbase.ShowBase import ShowBase
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from panda3d.core import FrameBufferProperties, WindowProperties
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from panda3d.core import GraphicsPipe, GraphicsOutput
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from panda3d.core import Filename, Texture, Shader
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from panda3d.core import RenderState, CardMaker
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from panda3d.core import PandaNode, TextNode, NodePath
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from panda3d.core import RenderAttrib, AlphaTestAttrib, ColorBlendAttrib
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from panda3d.core import CullFaceAttrib, DepthTestAttrib, DepthWriteAttrib
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from panda3d.core import LPoint3, LVector3, BitMask32
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from direct.gui.OnscreenText import OnscreenText
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from direct.showbase.DirectObject import DirectObject
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from direct.interval.MetaInterval import Sequence
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from direct.task.Task import Task
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from direct.actor.Actor import Actor
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import sys
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import os
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import random
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# Function to put instructions on the screen.
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def addInstructions(pos, msg):
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return OnscreenText(text=msg, style=1, fg=(1, 1, 1, 1), shadow=(0, 0, 0, 1),
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parent=base.a2dTopLeft, align=TextNode.ALeft,
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pos=(0.08, -pos - 0.04), scale=.05)
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# Function to put title on the screen.
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def addTitle(text):
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return OnscreenText(text=text, style=1, pos=(-0.1, 0.09), scale=.08,
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parent=base.a2dBottomRight, align=TextNode.ARight,
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fg=(1, 1, 1, 1), shadow=(0, 0, 0, 1))
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class FireflyDemo(ShowBase):
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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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self.setBackgroundColor((0, 0, 0, 0))
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# Preliminary capabilities check.
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if not self.win.getGsg().getSupportsBasicShaders():
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self.t = addTitle("Firefly Demo: Video driver reports that Cg "
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"shaders are not supported.")
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return
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if not self.win.getGsg().getSupportsDepthTexture():
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self.t = addTitle("Firefly Demo: Video driver reports that depth "
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"textures are not supported.")
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return
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# This algorithm uses two offscreen buffers, one of which has
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# an auxiliary bitplane, and the offscreen buffers share a single
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# depth buffer. This is a heck of a complicated buffer setup.
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self.modelbuffer = self.makeFBO("model buffer", 1)
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self.lightbuffer = self.makeFBO("light buffer", 0)
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# Creation of a high-powered buffer can fail, if the graphics card
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# doesn't support the necessary OpenGL extensions.
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if self.modelbuffer is None or self.lightbuffer is None:
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self.t = addTitle("Toon Shader: Video driver does not support "
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"multiple render targets")
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return
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# Create four render textures: depth, normal, albedo, and final.
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# attach them to the various bitplanes of the offscreen buffers.
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self.texDepth = Texture()
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self.texDepth.setFormat(Texture.FDepthStencil)
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self.texAlbedo = Texture()
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self.texNormal = Texture()
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self.texFinal = Texture()
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self.modelbuffer.addRenderTexture(self.texDepth,
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GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepthStencil)
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self.modelbuffer.addRenderTexture(self.texAlbedo,
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GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor)
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self.modelbuffer.addRenderTexture(self.texNormal,
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GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba0)
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self.lightbuffer.addRenderTexture(self.texFinal,
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GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor)
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# Set the near and far clipping planes.
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self.cam.node().getLens().setNear(50.0)
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self.cam.node().getLens().setFar(500.0)
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lens = self.cam.node().getLens()
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# This algorithm uses three cameras: one to render the models into the
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# model buffer, one to render the lights into the light buffer, and
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# one to render "plain" stuff (non-deferred shaded) stuff into the
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# light buffer. Each camera has a bitmask to identify it.
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self.modelMask = 1
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self.lightMask = 2
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self.plainMask = 4
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self.modelcam = self.makeCamera(self.modelbuffer,
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lens=lens, scene=render, mask=self.modelMask)
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self.lightcam = self.makeCamera(self.lightbuffer,
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lens=lens, scene=render, mask=self.lightMask)
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self.plaincam = self.makeCamera(self.lightbuffer,
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lens=lens, scene=render, mask=self.plainMask)
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# Panda's main camera is not used.
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self.cam.node().setActive(0)
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# Take explicit control over the order in which the three
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# buffers are rendered.
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self.modelbuffer.setSort(1)
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self.lightbuffer.setSort(2)
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self.win.setSort(3)
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# Within the light buffer, control the order of the two cams.
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self.lightcam.node().getDisplayRegion(0).setSort(1)
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self.plaincam.node().getDisplayRegion(0).setSort(2)
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# By default, panda usually clears the screen before every
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# camera and before every window. Tell it not to do that.
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# Then, tell it specifically when to clear and what to clear.
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self.modelcam.node().getDisplayRegion(0).disableClears()
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self.lightcam.node().getDisplayRegion(0).disableClears()
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self.plaincam.node().getDisplayRegion(0).disableClears()
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self.cam.node().getDisplayRegion(0).disableClears()
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self.cam2d.node().getDisplayRegion(0).disableClears()
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self.modelbuffer.disableClears()
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self.win.disableClears()
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self.modelbuffer.setClearColorActive(1)
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self.modelbuffer.setClearDepthActive(1)
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self.lightbuffer.setClearColorActive(1)
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self.lightbuffer.setClearColor((0, 0, 0, 1))
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# Miscellaneous stuff.
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self.disableMouse()
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self.camera.setPos(-9.112, -211.077, 46.951)
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self.camera.setHpr(0, -7.5, 2.4)
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random.seed()
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# Calculate the projection parameters for the final shader.
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# The math here is too complex to explain in an inline comment,
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# I've put in a full explanation into the HTML intro.
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proj = self.cam.node().getLens().getProjectionMat()
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proj_x = 0.5 * proj.getCell(3, 2) / proj.getCell(0, 0)
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proj_y = 0.5 * proj.getCell(3, 2)
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proj_z = 0.5 * proj.getCell(3, 2) / proj.getCell(2, 1)
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proj_w = -0.5 - 0.5 * proj.getCell(1, 2)
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# Configure the render state of the model camera.
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tempnode = NodePath(PandaNode("temp node"))
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tempnode.setAttrib(
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AlphaTestAttrib.make(RenderAttrib.MGreaterEqual, 0.5))
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tempnode.setShader(loader.loadShader("model.sha"))
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tempnode.setAttrib(DepthTestAttrib.make(RenderAttrib.MLessEqual))
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self.modelcam.node().setInitialState(tempnode.getState())
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# Configure the render state of the light camera.
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tempnode = NodePath(PandaNode("temp node"))
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tempnode.setShader(loader.loadShader("light.sha"))
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tempnode.setShaderInput("texnormal", self.texNormal)
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tempnode.setShaderInput("texalbedo", self.texAlbedo)
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tempnode.setShaderInput("texdepth", self.texDepth)
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tempnode.setShaderInput("proj", (proj_x, proj_y, proj_z, proj_w))
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tempnode.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd,
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ColorBlendAttrib.OOne, ColorBlendAttrib.OOne))
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tempnode.setAttrib(
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CullFaceAttrib.make(CullFaceAttrib.MCullCounterClockwise))
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# The next line causes problems on Linux.
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# tempnode.setAttrib(DepthTestAttrib.make(RenderAttrib.MGreaterEqual))
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tempnode.setAttrib(DepthWriteAttrib.make(DepthWriteAttrib.MOff))
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self.lightcam.node().setInitialState(tempnode.getState())
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# Configure the render state of the plain camera.
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rs = RenderState.makeEmpty()
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self.plaincam.node().setInitialState(rs)
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# Clear any render attribs on the root node. This is necessary
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# because by default, panda assigns some attribs to the root
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# node. These default attribs will override the
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# carefully-configured render attribs that we just attached
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# to the cameras. The simplest solution is to just clear
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# them all out.
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render.setState(RenderState.makeEmpty())
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# My artist created a model in which some of the polygons
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# don't have textures. This confuses the shader I wrote.
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# This little hack guarantees that everything has a texture.
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white = loader.loadTexture("models/white.jpg")
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render.setTexture(white, 0)
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# Create two subroots, to help speed cull traversal.
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self.lightroot = NodePath(PandaNode("lightroot"))
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self.lightroot.reparentTo(render)
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self.modelroot = NodePath(PandaNode("modelroot"))
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self.modelroot.reparentTo(render)
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self.lightroot.hide(BitMask32(self.modelMask))
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self.modelroot.hide(BitMask32(self.lightMask))
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self.modelroot.hide(BitMask32(self.plainMask))
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# Load the model of a forest. Make it visible to the model camera.
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# This is a big model, so we load it asynchronously while showing a
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# load text. We do this by passing in a callback function.
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self.loading = addTitle("Loading models...")
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self.forest = NodePath(PandaNode("Forest Root"))
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self.forest.reparentTo(render)
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self.forest.hide(BitMask32(self.lightMask | self.plainMask))
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loader.loadModel([
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"models/background",
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"models/foliage01",
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"models/foliage02",
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"models/foliage03",
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"models/foliage04",
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"models/foliage05",
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"models/foliage06",
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"models/foliage07",
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"models/foliage08",
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"models/foliage09"],
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callback=self.finishLoading)
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# Cause the final results to be rendered into the main window on a
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# card.
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self.card = self.lightbuffer.getTextureCard()
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self.card.setTexture(self.texFinal)
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self.card.reparentTo(render2d)
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# Panda contains a built-in viewer that lets you view the results of
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# your render-to-texture operations. This code configures the viewer.
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self.bufferViewer.setPosition("llcorner")
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self.bufferViewer.setCardSize(0, 0.40)
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self.bufferViewer.setLayout("vline")
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self.toggleCards()
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self.toggleCards()
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# Firefly parameters
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self.fireflies = []
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self.sequences = []
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self.scaleseqs = []
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self.glowspheres = []
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self.fireflysize = 1.0
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self.spheremodel = loader.loadModel("misc/sphere")
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# Create the firefly model, a fuzzy dot
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dotSize = 1.0
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cm = CardMaker("firefly")
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cm.setFrame(-dotSize, dotSize, -dotSize, dotSize)
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self.firefly = NodePath(cm.generate())
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self.firefly.setTexture(loader.loadTexture("models/firefly.png"))
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self.firefly.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.M_add,
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ColorBlendAttrib.O_incoming_alpha, ColorBlendAttrib.O_one))
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# these allow you to change parameters in realtime
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self.accept("escape", sys.exit, [0])
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self.accept("arrow_up", self.incFireflyCount, [1.1111111])
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self.accept("arrow_down", self.decFireflyCount, [0.9000000])
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self.accept("arrow_right", self.setFireflySize, [1.1111111])
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self.accept("arrow_left", self.setFireflySize, [0.9000000])
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self.accept("v", self.toggleCards)
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self.accept("V", self.toggleCards)
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def finishLoading(self, models):
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# This function is used as callback to loader.loadModel, and called
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# when all of the models have finished loading.
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# Attach the models to the scene graph.
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for model in models:
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model.reparentTo(self.forest)
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# Show the instructions.
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self.loading.destroy()
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self.title = addTitle("Panda3D: Tutorial - Fireflies using Deferred Shading")
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self.inst1 = addInstructions(0.06, "ESC: Quit")
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self.inst2 = addInstructions(0.12, "Up/Down: More / Fewer Fireflies (Count: unknown)")
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self.inst3 = addInstructions(0.18, "Right/Left: Bigger / Smaller Fireflies (Radius: unknown)")
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self.inst4 = addInstructions(0.24, "V: View the render-to-texture results")
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self.setFireflySize(25.0)
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while len(self.fireflies) < 5:
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self.addFirefly()
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self.updateReadout()
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self.nextadd = 0
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taskMgr.add(self.spawnTask, "spawner")
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def makeFBO(self, name, auxrgba):
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# This routine creates an offscreen buffer. All the complicated
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# parameters are basically demanding capabilities from the offscreen
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# buffer - we demand that it be able to render to texture on every
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# bitplane, that it can support aux bitplanes, that it track
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# the size of the host window, that it can render to texture
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# cumulatively, and so forth.
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winprops = WindowProperties()
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props = FrameBufferProperties()
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props.setRgbColor(True)
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props.setRgbaBits(8, 8, 8, 8)
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props.setDepthBits(1)
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props.setAuxRgba(auxrgba)
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return self.graphicsEngine.makeOutput(
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self.pipe, "model buffer", -2,
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props, winprops,
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GraphicsPipe.BFSizeTrackHost | GraphicsPipe.BFCanBindEvery |
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GraphicsPipe.BFRttCumulative | GraphicsPipe.BFRefuseWindow,
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self.win.getGsg(), self.win)
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def addFirefly(self):
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pos1 = LPoint3(random.uniform(-50, 50), random.uniform(-100, 150), random.uniform(-10, 80))
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dir = LVector3(random.uniform(-1, 1), random.uniform(-1, 1), random.uniform(-1, 1))
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dir.normalize()
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pos2 = pos1 + (dir * 20)
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fly = self.lightroot.attachNewNode(PandaNode("fly"))
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glow = fly.attachNewNode(PandaNode("glow"))
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dot = fly.attachNewNode(PandaNode("dot"))
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color_r = 1.0
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color_g = random.uniform(0.8, 1.0)
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color_b = min(color_g, random.uniform(0.5, 1.0))
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fly.setColor(color_r, color_g, color_b, 1.0)
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fly.setShaderInput("lightcolor", color_r, color_g, color_b, 1.0)
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int1 = fly.posInterval(random.uniform(7, 12), pos1, pos2)
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int2 = fly.posInterval(random.uniform(7, 12), pos2, pos1)
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si1 = fly.scaleInterval(random.uniform(0.8, 1.5),
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LPoint3(0.2, 0.2, 0.2), LPoint3(0.2, 0.2, 0.2))
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si2 = fly.scaleInterval(random.uniform(1.5, 0.8),
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LPoint3(1.0, 1.0, 1.0), LPoint3(0.2, 0.2, 0.2))
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si3 = fly.scaleInterval(random.uniform(1.0, 2.0),
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LPoint3(0.2, 0.2, 0.2), LPoint3(1.0, 1.0, 1.0))
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siseq = Sequence(si1, si2, si3)
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siseq.loop()
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siseq.setT(random.uniform(0, 1000))
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seq = Sequence(int1, int2)
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seq.loop()
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self.spheremodel.instanceTo(glow)
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self.firefly.instanceTo(dot)
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glow.setScale(self.fireflysize * 1.1)
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glow.hide(BitMask32(self.modelMask | self.plainMask))
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dot.hide(BitMask32(self.modelMask | self.lightMask))
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dot.setColor(color_r, color_g, color_b, 1.0)
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self.fireflies.append(fly)
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self.sequences.append(seq)
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self.glowspheres.append(glow)
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self.scaleseqs.append(siseq)
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def updateReadout(self):
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self.inst2.destroy()
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self.inst2 = addInstructions(0.12,
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"Up/Down: More / Fewer Fireflies (Currently: %d)" % len(self.fireflies))
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self.inst3.destroy()
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self.inst3 = addInstructions(0.18,
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"Right/Left: Bigger / Smaller Fireflies (Radius: %d ft)" % self.fireflysize)
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def toggleCards(self):
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self.bufferViewer.toggleEnable()
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# When the cards are not visible, I also disable the color clear.
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# This color-clear is actually not necessary, the depth-clear is
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# sufficient for the purposes of the algorithm.
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if (self.bufferViewer.isEnabled()):
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self.modelbuffer.setClearColorActive(True)
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else:
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self.modelbuffer.setClearColorActive(False)
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def incFireflyCount(self, scale):
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n = int((len(self.fireflies) * scale) + 1)
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while (n > len(self.fireflies)):
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self.addFirefly()
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self.updateReadout()
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def decFireflyCount(self, scale):
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n = int(len(self.fireflies) * scale)
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if (n < 1):
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n = 1
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while (len(self.fireflies) > n):
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self.glowspheres.pop()
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self.sequences.pop().finish()
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self.scaleseqs.pop().finish()
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self.fireflies.pop().removeNode()
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self.updateReadout()
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def setFireflySize(self, n):
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n = n * self.fireflysize
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self.fireflysize = n
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for x in self.glowspheres:
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x.setScale(self.fireflysize * 1.1)
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self.updateReadout()
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def spawnTask(self, task):
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if task.time > self.nextadd:
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self.nextadd = task.time + 1.0
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if (len(self.fireflies) < 300):
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self.incFireflyCount(1.03)
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return Task.cont
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demo = FireflyDemo()
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demo.run()
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