toontown-just-works/build/nirai/panda3d/samples/disco-lights/main.py
2024-07-07 18:08:39 -05:00

305 lines
14 KiB
Python

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