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Python RenderingPipeline.getDefaultObjectShader方法代码示例

本文整理汇总了Python中Code.RenderingPipeline.RenderingPipeline.getDefaultObjectShader方法的典型用法代码示例。如果您正苦于以下问题:Python RenderingPipeline.getDefaultObjectShader方法的具体用法?Python RenderingPipeline.getDefaultObjectShader怎么用?Python RenderingPipeline.getDefaultObjectShader使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Code.RenderingPipeline.RenderingPipeline的用法示例。


在下文中一共展示了RenderingPipeline.getDefaultObjectShader方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: Main

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getDefaultObjectShader [as 别名]

#.........这里部分代码省略.........

    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0, math.cos(rawValue) * 100.0, 100)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50), 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos)
            self.dirLight.setDirection(dPos)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def loadLights(self, scene):
        """ Loads lights from a .egg. Lights should be empty objects (blender) """
        model = self.loader.loadModel(scene)
        lights = model.findAllMatches("**/PointLight*")

        for prefab in lights:
            light = PointLight()
            light.setRadius(prefab.getScale().x)
            light.setColor(Vec3(2))
            light.setPos(prefab.getPos())
            light.setShadowMapResolution(2048)
            light.setCastsShadows(False)
            self.renderPipeline.addLight(light)
            print "Adding Light:", prefab.getPos(), prefab.getScale()
            self.lights.append(light)
            self.initialLightPos.append(prefab.getPos())
            self.test = light

    def loadSkybox(self):
        """ Loads the skybox """
        self.skybox = self.loader.loadModel("Models/Skybox/Model.egg.bam")
        self.skybox.setScale(40000)
        self.skybox.reparentTo(self.render)

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            self.scene.setShader(
                self.renderPipeline.getDefaultObjectShader(False))

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

        if self.skybox:
            self.skybox.setShader(BetterShader.load(
                "Shader/DefaultObjectShader/vertex.glsl", "Shader/Skybox/fragment.glsl"))

    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
开发者ID:rasteron,项目名称:RenderPipeline,代码行数:104,代码来源:main.py

示例2: World

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getDefaultObjectShader [as 别名]

#.........这里部分代码省略.........
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        # self.ralphGroundColNp.show()
        # self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # self.cTrav.showCollisions(render)

        # Add earth scattering
        self.renderPipeline.enableDefaultEarthScattering()

        self.prepareSRGB(render)
        self.loadSkybox()

        self.reloadShader()

    def loadSkybox(self):
        """ Loads the sample skybox. Will get replaced later """
        self.skybox = self.loader.loadModel(
            "../../Models/Skybox/Model.egg.bam")
        self.skybox.setScale(40000)
        self.skybox.reparentTo(self.render)

    def reloadShader(self):
        self.renderPipeline.reloadShaders()
        render.setShader(self.renderPipeline.getDefaultObjectShader())
        self.skybox.setShader(BetterShader.load(
            "Shader/DefaultObjectShader/vertex.glsl", "Shader/Skybox/fragment.glsl"))

    # Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            if baseFormat == Texture.FRgb:
                tex.setFormat(Texture.FSrgb)
            elif baseFormat == Texture.FRgba:
                tex.setFormat(Texture.FSrgbAlpha)
            else:
                print "Unkown texture format:", baseFormat
                print "\tTexture:", tex

            # tex.setMinfilter(Texture.FTLinearMipmapLinear)
            # tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    # Accepts arrow keys to move either the player or the menu cursor,
    # Also deals with grid checking and collision detection
    def move(self, task):

        # If the camera-left key is pressed, move camera left.
        # If the camera-right key is pressed, move camera right.
开发者ID:aurodev,项目名称:RenderPipeline,代码行数:69,代码来源:Tut-Roaming-Ralph.py

示例3: Main

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getDefaultObjectShader [as 别名]

#.........这里部分代码省略.........
            opts["label"] = BetterOnscreenText(x=20, y=currentY,
                                           text=opts["name"], align="left", parent=self.windowNode,
                                           size=15, color=col)

            opts["value_label"] = BetterOnscreenText(x=250, y=currentY,
                                           text=str(opts["default"]), align="right", parent=self.windowNode,
                                           size=15, color=Vec3(0.6),mayChange=True)
            currentY += 50

    def materialOptionChanged(self):
        container = self.model

        for name, opt in self.slider_opts.items():
            container.setShaderInput("opt_" + name, opt["slider"].getValue())
            opt["value_label"].setText("{:0.4f}".format(opt["slider"].getValue()))
        


    def setSunPos(self):
        """ Sets the sun position based on the debug slider """

        radial = True
        rawValue = self.renderPipeline.guiManager.demoSlider.node["value"]
        diff = self.lastSliderValue - rawValue
        self.lastSliderValue = rawValue

        if radial:
            rawValue = rawValue / 100.0 * 2.0 * math.pi
            dPos = Vec3(
                math.sin(rawValue) * 100.0, math.cos(rawValue) * 100.0, 100)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 100)

        if abs(diff) > 0.0001:
            self.dirLight.setPos(dPos)
            self.dirLight.setDirection(dPos)

    def toggleSceneWireframe(self):
        """ Toggles the scene rendermode """
        self.sceneWireframe = not self.sceneWireframe

        if self.sceneWireframe:
            self.scene.setRenderModeWireframe()
        else:
            self.scene.clearRenderMode()

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            # Only diffuse textures should be SRGB
            if "diffuse" in tex.getName().lower():
                print "Preparing texture", tex.getName()
                if baseFormat == Texture.FRgb:
                    tex.setFormat(Texture.FSrgb)
                elif baseFormat == Texture.FRgba:
                    tex.setFormat(Texture.FSrgbAlpha)
                elif baseFormat == Texture.FSrgb or baseFormat == Texture.FSrgbAlpha:
                    # Format is okay already
                    pass
                else:
                    print "Unkown texture format:", baseFormat
                    print "\tTexture:", tex

            # All textures should have the correct filter modes
            tex.setMinfilter(Texture.FTLinearMipmapLinear)
            tex.setMagfilter(Texture.FTLinear)
            tex.setAnisotropicDegree(16)

    def setShaders(self, refreshPipeline=True):
        """ Sets all shaders """
        self.debug("Reloading Shaders ..")

        if self.renderPipeline:
            self.scene.setShader(
                self.renderPipeline.getDefaultObjectShader(False))

            self.model.setShader(Shader.load(Shader.SLGLSL, 
                "DefaultObjectShader/vertex.glsl",
                "dynamicMaterialFragment.glsl"))

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

        if self.skybox:
            self.skybox.setShader(Shader.load(Shader.SLGLSL, 
                "DefaultObjectShader/vertex.glsl", "Skybox/fragment.glsl"))

    def convertToPatches(self, model):
        """ Converts a model to patches. This is REQUIRED before beeing able
        to use it with tesselation shaders """
        self.debug("Converting model to patches ..")
        for node in model.find_all_matches("**/+GeomNode"):
            geom_node = node.node()
            num_geoms = geom_node.get_num_geoms()
            for i in range(num_geoms):
                geom_node.modify_geom(i).make_patches_in_place()
开发者ID:croxis,项目名称:RenderPipeline,代码行数:104,代码来源:main.py


注:本文中的Code.RenderingPipeline.RenderingPipeline.getDefaultObjectShader方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。