94 lines
3.6 KiB
Python
94 lines
3.6 KiB
Python
#!/usr/bin/env python
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# Author: tobspr
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#
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# Last Updated: 2016-04-30
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#
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# This tutorial provides an example of using the ShaderTerrainMesh class
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from direct.showbase.ShowBase import ShowBase
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from panda3d.core import ShaderTerrainMesh, Shader, load_prc_file_data
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from panda3d.core import SamplerState
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class ShaderTerrainDemo(ShowBase):
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def __init__(self):
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# Load some configuration variables, its important for this to happen
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# before the ShowBase is initialized
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load_prc_file_data("", """
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textures-power-2 none
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gl-coordinate-system default
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window-title Panda3D ShaderTerrainMesh Demo
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# As an optimization, set this to the maximum number of cameras
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# or lights that will be rendering the terrain at any given time.
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stm-max-views 8
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# Further optimize the performance by reducing this to the max
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# number of chunks that will be visible at any given time.
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stm-max-chunk-count 2048
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""")
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# Initialize the showbase
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ShowBase.__init__(self)
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# Increase camera FOV as well as the far plane
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self.camLens.set_fov(90)
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self.camLens.set_near_far(0.1, 50000)
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# Construct the terrain
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self.terrain_node = ShaderTerrainMesh()
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# Set a heightfield, the heightfield should be a 16-bit png and
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# have a quadratic size of a power of two.
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heightfield = self.loader.loadTexture("heightfield.png")
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heightfield.wrap_u = SamplerState.WM_clamp
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heightfield.wrap_v = SamplerState.WM_clamp
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self.terrain_node.heightfield = heightfield
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# Set the target triangle width. For a value of 10.0 for example,
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# the terrain will attempt to make every triangle 10 pixels wide on screen.
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self.terrain_node.target_triangle_width = 10.0
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# Generate the terrain
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self.terrain_node.generate()
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# Attach the terrain to the main scene and set its scale. With no scale
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# set, the terrain ranges from (0, 0, 0) to (1, 1, 1)
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self.terrain = self.render.attach_new_node(self.terrain_node)
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self.terrain.set_scale(1024, 1024, 100)
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self.terrain.set_pos(-512, -512, -70.0)
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# Set a shader on the terrain. The ShaderTerrainMesh only works with
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# an applied shader. You can use the shaders used here in your own application
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terrain_shader = Shader.load(Shader.SL_GLSL, "terrain.vert.glsl", "terrain.frag.glsl")
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self.terrain.set_shader(terrain_shader)
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self.terrain.set_shader_input("camera", self.camera)
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# Shortcut to view the wireframe mesh
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self.accept("f3", self.toggleWireframe)
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# Set some texture on the terrain
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grass_tex = self.loader.loadTexture("textures/grass.png")
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grass_tex.set_minfilter(SamplerState.FT_linear_mipmap_linear)
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grass_tex.set_anisotropic_degree(16)
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self.terrain.set_texture(grass_tex)
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# Load a skybox - you can safely ignore this code
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skybox = self.loader.loadModel("models/skybox.bam")
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skybox.reparent_to(self.render)
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skybox.set_scale(20000)
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skybox_texture = self.loader.loadTexture("textures/skybox.jpg")
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skybox_texture.set_minfilter(SamplerState.FT_linear)
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skybox_texture.set_magfilter(SamplerState.FT_linear)
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skybox_texture.set_wrap_u(SamplerState.WM_repeat)
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skybox_texture.set_wrap_v(SamplerState.WM_mirror)
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skybox_texture.set_anisotropic_degree(16)
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skybox.set_texture(skybox_texture)
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skybox_shader = Shader.load(Shader.SL_GLSL, "skybox.vert.glsl", "skybox.frag.glsl")
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skybox.set_shader(skybox_shader)
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ShaderTerrainDemo().run()
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