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Python RenderingPipeline.getDefaultTransparencyShader方法代码示例

本文整理汇总了Python中Code.RenderingPipeline.RenderingPipeline.getDefaultTransparencyShader方法的典型用法代码示例。如果您正苦于以下问题:Python RenderingPipeline.getDefaultTransparencyShader方法的具体用法?Python RenderingPipeline.getDefaultTransparencyShader怎么用?Python RenderingPipeline.getDefaultTransparencyShader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.getDefaultTransparencyShader方法的1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 getDefaultTransparencyShader [as 别名]

#.........这里部分代码省略.........
        # Hide loading screen
        self.loadingScreen.hide()
        # self.toggleSceneWireframe()
        self.renderPipeline.onSceneInitialized()


    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, 50)
            # dPos = Vec3(100, 100, (rawValue - 50) * 10.0)
        else:
            dPos = Vec3(30, (rawValue - 50) * 1.5, 30)

        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:
            render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MWireframe), 10)
        else:
            render.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 10)

        self.skybox.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MFilled), 20)

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

        if self.renderPipeline:
            for obj in self.transparentObjects:
                obj.setShader(
                    self.renderPipeline.getDefaultTransparencyShader(), 30)

            if refreshPipeline:
                self.renderPipeline.reloadShaders()

    def convertToPatches(self, model):
        """ Converts a model to patches. This is required before being 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


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