#!/usr/bin/env python # Author: Kwasi Mensah # Date: 7/11/2005 # # This is a tutorial to show some of the more advanced things # you can do with Cg. Specifically, with Non Photo Realistic # effects like Toon Shading. It also shows how to implement # multiple buffers in Panda. from direct.showbase.ShowBase import ShowBase from panda3d.core import PandaNode, LightNode, TextNode from panda3d.core import Filename from panda3d.core import NodePath from panda3d.core import Shader from panda3d.core import LVecBase4 from direct.task.Task import Task from direct.actor.Actor import Actor from direct.gui.OnscreenText import OnscreenText from direct.showbase.DirectObject import DirectObject from direct.showbase.BufferViewer import BufferViewer import sys import os # Function to put instructions on the screen. def addInstructions(pos, msg): return OnscreenText(text=msg, style=1, fg=(1, 1, 1, 1), parent=base.a2dTopLeft, align=TextNode.ALeft, pos=(0.08, -pos - 0.04), scale=.05) # Function to put title on the screen. def addTitle(text): return OnscreenText(text=text, style=1, pos=(-0.1, 0.09), scale=.08, parent=base.a2dBottomRight, align=TextNode.ARight, fg=(1, 1, 1, 1), shadow=(0, 0, 0, 1)) class ToonMaker(ShowBase): def __init__(self): # Initialize the ShowBase class from which we inherit, which will # create a window and set up everything we need for rendering into it. ShowBase.__init__(self) self.disableMouse() camera.setPos(0, -50, 0) # Check video card capabilities. if not self.win.getGsg().getSupportsBasicShaders(): addTitle("Toon Shader: Video driver reports that Cg shaders are not supported.") return # Show instructions in the corner of the window. self.title = addTitle( "Panda3D: Tutorial - Toon Shading with Normals-Based Inking") self.inst1 = addInstructions(0.06, "ESC: Quit") self.inst2 = addInstructions(0.12, "Up/Down: Increase/Decrease Line Thickness") self.inst3 = addInstructions(0.18, "Left/Right: Decrease/Increase Line Darkness") self.inst4 = addInstructions(0.24, "V: View the render-to-texture results") # This shader's job is to render the model with discrete lighting # levels. The lighting calculations built into the shader assume # a single nonattenuating point light. tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(loader.loadShader("lightingGen.sha")) self.cam.node().setInitialState(tempnode.getState()) # This is the object that represents the single "light", as far # the shader is concerned. It's not a real Panda3D LightNode, but # the shader doesn't care about that. light = render.attachNewNode("light") light.setPos(30, -50, 0) # this call puts the light's nodepath into the render state. # this enables the shader to access this light by name. render.setShaderInput("light", light) # The "normals buffer" will contain a picture of the model colorized # so that the color of the model is a representation of the model's # normal at that point. normalsBuffer = self.win.makeTextureBuffer("normalsBuffer", 0, 0) normalsBuffer.setClearColor(LVecBase4(0.5, 0.5, 0.5, 1)) self.normalsBuffer = normalsBuffer normalsCamera = self.makeCamera( normalsBuffer, lens=self.cam.node().getLens()) normalsCamera.node().setScene(render) tempnode = NodePath(PandaNode("temp node")) tempnode.setShader(loader.loadShader("normalGen.sha")) normalsCamera.node().setInitialState(tempnode.getState()) # what we actually do to put edges on screen is apply them as a texture to # a transparent screen-fitted card drawnScene = normalsBuffer.getTextureCard() drawnScene.setTransparency(1) drawnScene.setColor(1, 1, 1, 0) drawnScene.reparentTo(render2d) self.drawnScene = drawnScene # this shader accepts, as input, the picture from the normals buffer. # it compares each adjacent pixel, looking for discontinuities. # wherever a discontinuity exists, it emits black ink. self.separation = 0.001 self.cutoff = 0.3 inkGen = loader.loadShader("inkGen.sha") drawnScene.setShader(inkGen) drawnScene.setShaderInput("separation", LVecBase4(self.separation, 0, self.separation, 0)) drawnScene.setShaderInput("cutoff", LVecBase4(self.cutoff)) # Panda contains a built-in viewer that lets you view the results of # your render-to-texture operations. This code configures the viewer. self.accept("v", self.bufferViewer.toggleEnable) self.accept("V", self.bufferViewer.toggleEnable) self.bufferViewer.setPosition("llcorner") # Load a dragon model and start its animation. self.character = Actor() self.character.loadModel('models/nik-dragon') self.character.reparentTo(render) self.character.loop('win') self.character.hprInterval(15, (360, 0, 0)).loop() # These allow you to change cartooning parameters in realtime self.accept("escape", sys.exit, [0]) self.accept("arrow_up", self.increaseSeparation) self.accept("arrow_down", self.decreaseSeparation) self.accept("arrow_left", self.increaseCutoff) self.accept("arrow_right", self.decreaseCutoff) def increaseSeparation(self): self.separation = self.separation * 1.11111111 print("separation: %f" % (self.separation)) self.drawnScene.setShaderInput( "separation", LVecBase4(self.separation, 0, self.separation, 0)) def decreaseSeparation(self): self.separation = self.separation * 0.90000000 print("separation: %f" % (self.separation)) self.drawnScene.setShaderInput( "separation", LVecBase4(self.separation, 0, self.separation, 0)) def increaseCutoff(self): self.cutoff = self.cutoff * 1.11111111 print("cutoff: %f" % (self.cutoff)) self.drawnScene.setShaderInput("cutoff", LVecBase4(self.cutoff)) def decreaseCutoff(self): self.cutoff = self.cutoff * 0.90000000 print("cutoff: %f" % (self.cutoff)) self.drawnScene.setShaderInput("cutoff", LVecBase4(self.cutoff)) t = ToonMaker() t.run()