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Python RenderingPipeline.getMountManager方法代码示例

本文整理汇总了Python中Code.RenderingPipeline.RenderingPipeline.getMountManager方法的典型用法代码示例。如果您正苦于以下问题:Python RenderingPipeline.getMountManager方法的具体用法?Python RenderingPipeline.getMountManager怎么用?Python RenderingPipeline.getMountManager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.getMountManager方法的8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: App

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getMountManager [as 别名]
class App(ShowBase):

    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Now create the pipeline
        self.renderPipeline.create()
开发者ID:aurodev,项目名称:RenderPipeline,代码行数:28,代码来源:main.py

示例2: App

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getMountManager [as 别名]
class App(ShowBase):
    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Now create the pipeline
        self.renderPipeline.create()

        # Load the skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)

        # At this point we are done with the initialization. Now you want to
        # load your scene, and create the game logic.

        # Call this to tell the pipeline that the scene is done loading
        self.renderPipeline.onSceneInitialized()
开发者ID:derkreature,项目名称:RenderPipeline,代码行数:37,代码来源:main.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 getMountManager [as 别名]
class Main(ShowBase, DebugObject):

    """ This is the material explorer. You can try different materials"""

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)
        self.renderPipeline.getMountManager().setBasePath("../../")       
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        # Load some demo source
        self.sceneSource = "Models/SmoothCube/Cube.bam"

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.model = self.loader.loadModel(self.sceneSource)
        self.scene = render.attachNewNode("Scene")
        self.model.reparentTo(self.scene)
        self.model.setZ(1.0)

        # Wheter to use a ground floor
        self.usePlane = True
        self.sceneWireframe = False

        # Flatten scene
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, 0)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)


        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0, -5, 5.0), Vec3(0, 0, 5))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)


        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setShadowMapResolution(1024)
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(1))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setPssmDistance(50.0)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)

        # Tell the GI which light casts the GI
        self.renderPipeline.setGILightSource(dirLight)
        self.renderPipeline.setScatteringSource(dirLight)


        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node[
                "value"] = 20

            self.lastSliderValue = 0.0

        # Load skyboxn
        self.skybox = self.renderPipeline.getDefaultSkybox()
#.........这里部分代码省略.........
开发者ID:rimij405,项目名称:RenderPipeline,代码行数:103,代码来源:main.py

示例4: App

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getMountManager [as 别名]
class App(ShowBase):

    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Disable scattering
        self.renderPipeline.settings.enableScattering = False

        # Now create the pipeline
        self.renderPipeline.create()

        # Load skybox
        self.skybox = self.renderPipeline.getDefaultSkybox()
        self.skybox.reparentTo(render)


        base.disableMouse()

        self.scene = loader.loadModel("models/level_a1.bam")
        self.scene.reparentTo(render)

        base.cam.setPos(0, 0, 15)
        base.cam.lookAt(0,5,5)

        self.actor = render.attachNewNode("actor")

        self.actorModel = Actor('models/male.egg', {
          'walk':'models/male2_walk.egg',
        })
        self.actorModel.setScale(0.03)
        self.actorModel.setH(-90)
        self.actorModel.reparentTo(self.actor)
        self.actorModel.loop("walk")
        self.actorModel.setBlend(frameBlend = True)

        self.renderPipeline.setEffect(self.actorModel, "Effects/Default/Default.effect", {
            "dynamic": True
            })

        self.accept("w", self.setMovementX, [1])
        self.accept("w-repeat", self.setMovementX, [1])
        self.accept("w-up", self.setMovementX, [0])

        self.accept("a", self.setMovementY, [1])
        self.accept("a-repeat", self.setMovementY, [1])
        self.accept("a-up", self.setMovementY, [0])
        self.accept("d", self.setMovementY, [-1])
        self.accept("d-repeat", self.setMovementY, [-1])
        self.accept("d-up", self.setMovementY, [0])


        lightPositions = [
            (Vec3(0, 0, 20), Vec3(1.0,0.5,0.3)),
            (Vec3(50, 5, 20), Vec3(1.0,0.5,0.3)),
            (Vec3(10, 70, 20), Vec3(1.0,0.5,0.3)),
        ]

        for pos, col in lightPositions:
            light = SpotLight()
            light.setPos(pos)
            light.lookAt(Vec3(0,0,0))
            light.setColor(col * 0.2)
            light.setNearFar(1.0, 50)
            light.setFov(140)
            light.setIESProfile("XSplit")
            light.setShadowMapResolution(1024)
            light.setCastsShadows(True)
            self.renderPipeline.addLight(light)

        self.movement = [0, 0]
        self.addTask(self.update, "update")

        # Call this to tell the pipeline that the scene is done loading
        self.renderPipeline.onSceneInitialized()

        self.accept("r", self.renderPipeline.reloadShaders)


    def setMovementX(self, directionX):
        self.movement[0] = directionX

#.........这里部分代码省略.........
开发者ID:wuyz145,项目名称:RenderPipeline,代码行数:103,代码来源:main.py

示例5: World

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getMountManager [as 别名]
class World(ShowBase):

    def __init__(self):

        # Load the default configuration.prc. This is recommended, as it
        # contains some important panda options
        loadPrcFile("../../Config/configuration.prc")

        ShowBase.__init__(self)

        # Create a new pipeline instance
        self.renderPipeline = RenderingPipeline(self)

        # Set the base path for the pipeline. This is required as we are in
        # a subdirectory
        self.renderPipeline.getMountManager().setBasePath("../../")

        # Also set the write path
        self.renderPipeline.getMountManager().setWritePath("../../Temp/")

        # Load the default settings
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Now create the pipeline
        self.renderPipeline.create()

        # Add a directional light
        dPos = Vec3(40, 40, 15)
        dirLight = DirectionalLight()
        dirLight.setPos(dPos * 1000000.0)
        dirLight.setShadowMapResolution(1024)
        dirLight.setCastsShadows(True)
        dirLight.setColor(Vec3(8))
        self.renderPipeline.addLight(dirLight)
        self.renderPipeline.setScatteringSource(dirLight)
        self.dirLight = dirLight



        self.keyMap = {
            "left": 0, "right": 0, "forward": 0, "cam-left": 0, "cam-right": 0}
        base.win.setClearColor(Vec4(0, 0, 0, 1))

        # Post the instructions

        self.title = addTitle(
            "Panda3D Tutorial: Roaming Ralph (Walking on Uneven Terrain)")
        self.inst1 = addInstructions(0.95, "[ESC]: Quit")
        self.inst2 = addInstructions(0.90, "[Left Arrow]: Rotate Ralph Left")
        self.inst3 = addInstructions(0.85, "[Right Arrow]: Rotate Ralph Right")
        self.inst4 = addInstructions(0.80, "[Up Arrow]: Run Ralph Forward")
        self.inst6 = addInstructions(0.70, "[A]: Rotate Camera Left")
        self.inst7 = addInstructions(0.65, "[S]: Rotate Camera Right")

        # Set up the environment
        # This environment model contains collision meshes.  If you look
        # in the egg file, you will see the following:
        #
        #    <Collide> { Polyset keep descend }
        #
        # This tag causes the following mesh to be converted to a collision
        # mesh -- a mesh which is optimized for collision, not rendering.
        # It also keeps the original mesh, so there are now two copies ---
        # one optimized for rendering, one for collisions.

        self.environ = loader.loadModel("models/world")
        self.environ.reparentTo(render)
        self.environ.setPos(0, 0, 0)

        self.environ.find("**/wall").removeNode()

        # Create the main character, Ralph
        ralphStartPos = self.environ.find("**/start_point").getPos()
        self.ralph = Actor("models/ralph",
                           {"run": "models/ralph-run",
                            "walk": "models/ralph-walk"})
        self.ralph.reparentTo(render)
        self.ralph.setScale(.2)
        self.ralph.setPos(ralphStartPos)

        self.renderPipeline.setEffect(self.ralph, "Effects/Default/Default.effect", {
                "dynamic": True
            })

        # Create a floater object.  We use the "floater" as a temporary
        # variable in a variety of calculations.

        self.floater = NodePath(PandaNode("floater"))
        self.floater.reparentTo(render)

        # Accept the control keys for movement and rotation

        self.accept("escape", sys.exit)
        self.accept("arrow_left", self.setKey, ["left", 1])
        self.accept("arrow_right", self.setKey, ["right", 1])
        self.accept("arrow_up", self.setKey, ["forward", 1])
        self.accept("a", self.setKey, ["cam-left", 1])
        self.accept("s", self.setKey, ["cam-right", 1])
        self.accept("arrow_left-up", self.setKey, ["left", 0])
        self.accept("arrow_right-up", self.setKey, ["right", 0])
#.........这里部分代码省略.........
开发者ID:quiettus,项目名称:RenderPipeline,代码行数:103,代码来源:Tut-Roaming-Ralph.py

示例6: Main

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getMountManager [as 别名]
class Main(ShowBase, DebugObject):

    """ This is the render pipeline testing showbase """

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)


        # Show loading screen
        self.loadingScreen = PipelineLoadingScreen(self)
        self.loadingScreen.render()
        self.loadingScreen.setStatus("Creating pipeline", 10)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        writeDirectory = "Temp/"

        # Set the pipeline base path
        self.renderPipeline.getMountManager().setBasePath(".")
        
        # Load pipeline settings
        self.renderPipeline.loadSettings("Config/pipeline.ini")

        self.loadingScreen.setStatus("Compiling shaders", 20)

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()

        ####### END OF RENDER PIPELINE SETUP #######

        # Select demo scene here:

        # This sources are not included in the repo, for size reasons
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/MasterSword/Scene2.egg.bam"
        # self.sceneSource = "Demoscene.ignore/Couch2/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/Couch/couch.egg.bam"
        # self.sceneSource = "Demoscene.ignore/LivingRoom/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LivingRoom2/LivingRoom.egg"
        # self.sceneSource = "Demoscene.ignore/LostEmpire/Model.egg"
        # self.sceneSource = "Demoscene.ignore/SSLRTest/scene.egg"
        # self.sceneSource = "Demoscene.ignore/BMW/Bmw.egg"
        # self.sceneSource = "Demoscene.ignore/Tuscany/Tuscany.egg"
        # self.sceneSource = "Demoscene.ignore/EiffelTower/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/HarvesterModel/Model.egg"
        # self.sceneSource = "Demoscene.ignore/OldHouse/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/DemoTerrain/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/TransparencyTest/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/SanMiguel/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/DabrovicSponza/Scene.egg"
        # self.sceneSource = "Demoscene.ignore/Avolition/level5.bam"
        # self.sceneSource = "Demoscene.ignore/Sphere/Scene.bam"
        # self.sceneSource = "Demoscene.ignore/Alphatest/alphatest.egg"
        # self.sceneSource = "Demoscene.ignore/TestScene/Test.bam"

        # This sources are included in the repo
        # self.sceneSource = "Models/CornelBox/Model.egg"
        # self.sceneSource = "Models/HouseSet/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Models/PBSTest/Scene.egg.bam"
        # self.sceneSource = "Models/HDRTest/Scene.egg"
        # self.sceneSource = "Models/GITestScene/Scene.egg"
        # self.sceneSource = "Models/VertexPerformanceTest/Scene.egg"
        # self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg"
        self.sceneSource = "panda"

        # Select surrounding scene here
        self.sceneSourceSurround = None
        # self.sceneSourceSurround = "Demoscene.ignore/Couch/Surrounding.egg"
        # self.sceneSourceSurround = "Demoscene.ignore/LivingRoom/LivingRoom.egg"
        # self.sceneSourceSurround = "Models/LittleHouse/couch.bam"

        # Store a list of transparent objects
        self.transparentObjects = []

        # Create a sun light
        dPos = Vec3(60, 30, 100)

        if True:
            dirLight = DirectionalLight()
            dirLight.setPos(dPos * 100000.0)
            dirLight.setShadowMapResolution(2048)
            dirLight.setColor(Vec3(1.1, 1.05, 0.9) * 3.0)
            dirLight.setCastsShadows(True)
            dirLight.setPssmDistance(140)
            self.renderPipeline.addLight(dirLight)
            self.dirLight = dirLight
#.........这里部分代码省略.........
开发者ID:Solecist,项目名称:RenderPipeline,代码行数:103,代码来源:main.py

示例7: World

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getMountManager [as 别名]
class World(ShowBase):
  def __init__(self):

    # Load the default configuration.prc. This is recommended, as it
    # contains some important panda options
    loadPrcFile("../../Config/configuration.prc")

    ShowBase.__init__(self)

    # Create a new pipeline instance
    self.renderPipeline = RenderingPipeline(self)

    # Set the base path for the pipeline. This is required as we are in
    # a subdirectory
    self.renderPipeline.getMountManager().setBasePath("../../")

    # Also set the write path
    #self.renderPipeline.getMountManager().setWritePath("../../Temp/")

    # Load the default settings
    self.renderPipeline.loadSettings("../../Config/pipeline.ini")

    # Now create the pipeline
    self.renderPipeline.create()


    self.addTask(self.moveTask, "move")

    self.renderPipeline.onSceneInitialized()




    #This creates the on screen title that is in every tutorial
    self.title = OnscreenText(text="Panda3D: Tutorial 2 - Carousel",
                              style=1, fg=(1,1,1,1),
                              pos=(0.87,-0.95), scale = .07)

    base.setBackgroundColor(.6, .6, 1) #Set the background color
    base.disableMouse()                #Allow manual positioning of the camera
    camera.setPosHpr( 0, -8, 2.5, 0, -9, 0 )  #Set the cameras' position
                                              #and orientation

    self.loadModels()                  #Load and position our models
    self.setupLights()                 #Add some basic lighting
    self.startCarousel()               #Create the needed intervals and put the
                                       #carousel into motion

    self.accept("r", self.reloadShader)
 
    # As the model is moving, we have to register it as a dynamic object
    for node in [self.carousel, self.lights1, self.lights2]:
      self.renderPipeline.setEffect(node, "Effects/Default/Default.effect", {
          "dynamic": True
        })


  def reloadShader(self):
      self.renderPipeline.reloadShaders()

  def moveTask(self, task):

    counter = globalClock.getFrameTime() * 0.5
    self.sun.setPos(Vec3(sin(counter) * 70, cos(counter) * 60, sin(counter*1.6323) * 20.0 + 60.0) * 1000000.0)

    return task.cont

  def loadModels(self):
    #Load the carousel base
    self.carousel = loader.loadModel("models/carousel_base")
    self.carousel.reparentTo(render)   #Attach it to render


    #Load the modeled lights that are on the outer rim of the carousel
    #(not Panda lights)
    #There are 2 groups of lights. At any given time, one group will have the
    #"on" texture and the other will have the "off" texture.
    self.lights1 = loader.loadModel("models/carousel_lights")
    self.lights1.reparentTo(self.carousel)
    
    #Load the 2nd set of lights
    self.lights2 = loader.loadModel("models/carousel_lights")
    #We need to rotate the 2nd so it doesn't overlap with the 1st set.
    self.lights2.setH(36)
    self.lights2.reparentTo(self.carousel)

    #Load the textures for the lights. One texture is for the "on" state,
    #the other is for the "off" state.
    self.lightOffTex = loader.loadTexture("models/carousel_lights_off.jpg")
    self.lightOnTex = loader.loadTexture("models/carousel_lights_on.jpg")

    #Create an list (self.pandas) with filled with 4 dummy nodes attached to
    #the carousel.
    #This uses a python concept called "Array Comprehensions." Check the Python
    #manual for more information on how they work
    self.pandas = [self.carousel.attachNewNode("panda"+str(i))
                   for i in range(4)]
    self.models = [loader.loadModel("models/carousel_panda")
                   for i in range(4)]
    self.moves = [0 for i in range(4)]
#.........这里部分代码省略.........
开发者ID:cesarmarinhorj,项目名称:RenderPipeline,代码行数:103,代码来源:Tut-Carousel.py

示例8: Main

# 需要导入模块: from Code.RenderingPipeline import RenderingPipeline [as 别名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import getMountManager [as 别名]
class Main(ShowBase, DebugObject):

    """ This is the render pipeline testing showbase """

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)
        self.renderPipeline.loadSettings("Config/pipeline.ini")

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        # writeDirectory = "Temp/"

        # Clear write directory when app exits
        # atexit.register(os.remove, writeDirectory)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)

        self.renderPipeline.getMountManager().setBasePath(".")

         ####### END OF RENDER PIPELINE SETUP #######
        # Load some demo source
        # self.sceneSource = "Demoscene.ignore/sponza.egg.bam"
        # self.sceneSource = "Demoscene.ignore/occlusionTest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/lost-empire/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Scene.ignore/Car.bam"
        # self.sceneSource = "Demoscene.ignore/GITest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Models/Raventon/Model.egg"
        # self.sceneSource = "Demoscene.ignore/Room/LivingRoom.egg.bam"
        self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg"

        # If global illumination is enabled, load the voxel grid
        GlobalIllumination.setSceneRoot(
            "Toolkit/Blender Material Library/voxelized/")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()
        self.renderPipeline.enableDefaultEarthScattering()

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.scene = self.loader.loadModel(self.sceneSource)

        # Wheter to use a ground floor
        self.usePlane = False
        self.sceneWireframe = False

        # Flatten scene?
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, -0.01)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)

        # Some artists really don't know about backface culling
        # self.scene.setTwoSided(True)

        # Required for tesselation
        # self.convertToPatches(self.scene)

        self.scene.reparentTo(self.render)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0.422895, -6.49557, 4.72692), Vec3(0, 0, 3))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # Create a sun light
        dPos = Vec3(60, 30, 100)
#.........这里部分代码省略.........
开发者ID:rasteron,项目名称:RenderPipeline,代码行数:103,代码来源:main.py


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