本文整理汇总了Python中PostProcessing.Effect.phases方法的典型用法代码示例。如果您正苦于以下问题:Python Effect.phases方法的具体用法?Python Effect.phases怎么用?Python Effect.phases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类PostProcessing.Effect
的用法示例。
在下文中一共展示了Effect.phases方法的15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: playerFader
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def playerFader():
"""This method creates and returns a post-process effect that fades
out the player when they get too close to the camera.
This effect only works in the client, as there is no player in the tools."""
backBufferCopy = rt('PostProcessing/backBufferCopy')
e = Effect()
e.name = 'Player Fader'
try:
from _PostProcessing import PlayerFader
p = PlayerFader()
except:
p = None
if p is not None:
c = buildBackBufferCopyPhase(backBufferCopy)
p.renderTarget = backBufferCopy
p.clearRenderTarget = False
p.name = 'Player Fader'
t = buildTransferPhase(backBufferCopy.texture, BW_BLEND_SRCALPHA, BW_BLEND_INVSRCALPHA)
t.material.alphaOverdrive = 255.0
t.material.alpha = p.opacity
t.material.alphaTestEnable = True
t.material.alphaReference = 1
e.bypass = p.opacity
e.phases = [c, p, t]
else:
e.phases = []
return e
示例2: posteriseAndEdge
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def posteriseAndEdge():
"""This method creates and returns a post-process effect that posterises
the back buffer and draws black edges. It does this by using a Kuwahara
filter, which is a noise-reduction filter that preserves edges. It then
performs edge detection and dilation and blends the results back over the
posterised back buffer."""
backBufferCopy = rt('PostProcessing/backBufferCopy')
backBufferCopyB = rt('PostProcessing/backBufferCopyB')
downSample1 = rt('PostProcessing/downSample1')
downSample1B = rt('PostProcessing/downSample1B')
c = buildBackBufferCopyPhase(backBufferCopy)
c2 = buildBackBufferCopyPhase(backBufferCopyB)
d0 = buildDownSamplePhase(backBufferCopy.texture, downSample1)
computeMeanVariance = buildMeanVariancePhase(downSample1.texture, downSample1B)
selectVariance = buildVarianceSelectPhase(downSample1B.texture, None)
s = build9TapFilterPhase(backBufferCopyB.texture, backBufferCopy, edgeDetectFilter)
d = buildEdgeDilationPhase(backBufferCopy.texture, backBufferCopyB)
t = buildTransferPhase(backBufferCopyB.texture, BW_BLEND_ZERO, BW_BLEND_SRCCOLOR)
e = Effect()
e.name = 'Posterise and Edge'
e.phases = [c,
c2,
d0,
computeMeanVariance,
selectVariance,
s,
d,
t]
return e
示例3: blur
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def blur(filterMode = 0, attenuation = (1, 1, 1, 1), numPasses = 1, width = 1.0):
"""This method creates and returns a blur post-process effect. It assumes
the scene has been captured and downsampled into the downSample3 render target."""
downSample3 = rt('PostProcessing/downSample3')
computeBuffer1 = rt('PostProcessing/computeBuffer1')
computeBuffer2 = rt('PostProcessing/computeBuffer2')
phases = []
if numPasses > 0:
bh = buildBlurPhase(downSample3.texture, computeBuffer1, True, filterMode, width)
bh.material.attenuation = attenuation
bv = buildBlurPhase(computeBuffer1.texture, computeBuffer2, False, filterMode, width)
phases.append(bh)
phases.append(bv)
if numPasses > 1:
bh = buildBlurPhase(computeBuffer2.texture, computeBuffer1, True, filterMode, width)
bh.material.attenuation = attenuation
bv = buildBlurPhase(computeBuffer1.texture, computeBuffer2, False, filterMode, width)
for n in xrange(1, numPasses):
phases.append(bh)
phases.append(bv)
t = buildTransferPhase(computeBuffer2.texture, BW_BLEND_SRCALPHA, BW_BLEND_ZERO)
phases.append(t)
e = Effect()
e.name = 'Blur'
e.phases = phases
return e
示例4: multiBlur
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def multiBlur(filterMode = 0):
"""This method creates and returns an effect that down-samples and
blurs the back-buffer. *It relies on the down sample buffers already
having been created*. It fills the downSampleBlur1/2/3 render targets."""
downSample1 = rt('PostProcessing/downSample1')
downSample1B = rt('PostProcessing/downSample1B')
downSample2B = rt('PostProcessing/downSample2B')
downSample3B = rt('PostProcessing/downSample3B')
downSampleBlur1 = rt('PostProcessing/downSampleBlur1')
downSampleBlur2 = rt('PostProcessing/downSampleBlur2')
downSampleBlur3 = rt('PostProcessing/downSampleBlur3')
bh1 = buildBlurPhase(downSample1.texture, downSample1B, True, filterMode, 1.0)
bv1 = buildBlurPhase(downSample1B.texture, downSampleBlur1, False, filterMode, 1.0)
bh2 = buildBlurPhase(downSampleBlur1.texture, downSample2B, True, filterMode, 1.0)
bv2 = buildBlurPhase(downSample2B.texture, downSampleBlur2, False, filterMode, 1.0)
bh2a = buildBlurPhase(downSampleBlur2.texture, downSample2B, True, filterMode, 1.0)
bv2a = buildBlurPhase(downSample2B.texture, downSampleBlur2, False, filterMode, 1.0)
bh3 = buildBlurPhase(downSampleBlur2.texture, downSample3B, True, filterMode, 1.0)
bv3 = buildBlurPhase(downSample3B.texture, downSampleBlur3, False, filterMode, 1.0)
bh3a = buildBlurPhase(downSampleBlur3.texture, downSample3B, True, filterMode, 1.0)
bv3a = buildBlurPhase(downSample3B.texture, downSampleBlur3, False, filterMode, 1.0)
e = Effect()
e.name = 'Multi Blur'
phases = [bh1,
bv1,
bh2,
bv2,
bh3,
bv3,
bh3a,
bv3a]
e.phases = phases
return e
示例5: sharpen
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def sharpen():
"""This method creates and returns a post-process effect that sharpens
the back buffer. It does this by using a generic sharpening filter kernel.
"""
backBufferCopy = rt("PostProcessing/backBufferCopy")
c = buildBackBufferCopyPhase(backBufferCopy)
s = build9TapFilterPhase(backBufferCopy.texture, None, sharpFilter)
e = Effect()
e.name = "Sharpen"
e.phases = [c, s]
return e
示例6: colourCorrectHSV
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def colourCorrectHSV():
"""This method creates and returns a post-process effect that performs
hsv colour correction, or tone mapping, based on the colour_correct_hsv.fx effect.
"""
backBufferCopy = rt('PostProcessing/backBufferCopy')
e = Effect()
e.name = _hsvColourCorrectEffectName
c = buildBackBufferCopyPhase(backBufferCopy)
p = buildHSVColourCorrectionPhase(backBufferCopy.texture, None)
e.phases = [c, p]
return e
示例7: colourCorrect
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def colourCorrect(texName = 'system/maps/post_processing/colour_correct.dds'):
"""This method creates and returns a post-process effect that performs
colour correction, or tone mapping, based on the colour_correct.fx effect.
"""
backBufferCopy = rt('PostProcessing/backBufferCopy')
e = Effect()
e.name = _colourCorrectEffectName
c = buildBackBufferCopyPhase(backBufferCopy)
p = buildColourCorrectionPhase(backBufferCopy.texture, texName, None)
e.phases = [c, p]
return e
示例8: depthOfFieldVariableCoC
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def depthOfFieldVariableCoC():
"""This method creates and returns a post-process effect that performs
depth-of-field, using a variable-sized convolution kernel.
"""
backBufferCopy = rt('PostProcessing/backBufferCopy')
fpComputeBuffer1 = rt('PostProcessing/fpComputeBuffer1')
c = buildBackBufferCopyPhase(backBufferCopy)
t = buildDOFVariableCoCPhase(backBufferCopy.texture, fpComputeBuffer1.texture, None, stochasticSample)
e = Effect()
e.name = 'Depth of Field (variable filter)'
e.phases = [c, t]
return e
示例9: FXAA
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def FXAA():
backBufferCopy = rt('PostProcessing/backBufferCopy')
c = buildBackBufferCopyPhase(backBufferCopy)
lum = buildPhase(backBufferCopy.texture, None, 'shaders/anti_aliasing/fxaa_worldeditor_integration_luminance.fx', straightTransfer4Tap, BW_BLEND_ONE, BW_BLEND_ZERO)
lum.name = 'luminance'
lum.renderTarget = backBufferCopy
r = buildPhase(backBufferCopy.texture, None, 'shaders/anti_aliasing/fxaa_worldeditor_integration.fx', straightTransfer4Tap, BW_BLEND_ONE, BW_BLEND_ZERO)
r.name = 'transfer'
e = Effect()
e.name = 'FXAA'
e.phases = [c, lum, r]
return e
示例10: edgeDetect
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def edgeDetect():
"""This method creates and returns a post-process effect that performs
edge detection and dilation of the resultant edges."""
backBufferCopy = rt('PostProcessing/backBufferCopy')
c = buildBackBufferCopyPhase(backBufferCopy)
s = build9TapFilterPhase(backBufferCopy.texture, None, edgeDetectFilter)
d = buildEdgeDilationPhase(backBufferCopy.texture, None)
e = Effect()
e.name = 'Edge Detect'
e.phases = [c,
s,
c,
d]
return e
示例11: distortionTransfer
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def distortionTransfer(distortionTexture):
"""This method creates and returns a post-process effect that redraws
the screen, using a normal map to distort the image. Use this for
a fish-eye effect, full-screen shimmer/distort etc.
"""
backBufferCopy = rt('PostProcessing/backBufferCopy')
c = buildBackBufferCopyPhase(backBufferCopy)
r = buildPhase(backBufferCopy.texture, None, 'shaders/post_processing/legacy/transfer_distort.fx', straightTransfer4Tap, BW_BLEND_SRCALPHA, BW_BLEND_INVSRCALPHA)
r.name = 'distort and transfer'
r.material.distortionTexture = distortionTexture
e = Effect()
e.name = 'Distort and Transfer'
e.phases = [c, r]
return e
示例12: emboss
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def emboss():
"""This method creates and returns a post-process effect that performs
greyscale embossing using a simple filter-kernel."""
backBufferCopy = rt('PostProcessing/backBufferCopy')
c = buildBackBufferCopyPhase(backBufferCopy)
g = buildGreyscalePhase(backBufferCopy.texture, None)
s = build9TapFilterPhase(backBufferCopy.texture, None, embossFilter)
e = Effect()
e.name = 'Emboss'
e.phases = [c,
g,
c,
s]
return e
示例13: rainbow
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def rainbow():
"""This method creates and returns a post-process effect that draws
a rainbow, using the angle between the camera and the sun and a MIE
scattering diagram lookup texture.
"""
backBufferCopy = rt('PostProcessing/backBufferCopy')
c = buildBackBufferCopyPhase(backBufferCopy)
r = buildPhase(backBufferCopy.texture, None, 'shaders/post_processing/legacy/rainbow.fx', straightTransfer4Tap, BW_BLEND_ONE, BW_BLEND_ONE)
r.name = 'decode lee diagram'
r.material.lookupTexture = 'system/maps/post_processing/lee_diagram.bmp'
e = Effect()
e.name = 'Rainbow'
e.phases = [c, r]
return e
示例14: lensExplicit
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def lensExplicit():
"""This method creates and returns a post-process effect that performs
lens simulation. It allows direct control over the depth-of-field area
and the falloff gradients. It outputs to an intermediate buffer,
designed for use by one of the depth-of-field simulations.
"""
backBufferCopy = rt('PostProcessing/backBufferCopy')
fpComputeBuffer1 = rt('PostProcessing/fpComputeBuffer1')
c = buildBackBufferCopyPhase(backBufferCopy)
w = buildExplicitLensSimulationPhase(backBufferCopy.texture, fpComputeBuffer1)
e = Effect()
e.name = 'Explicit Lens Simulation'
e.phases = [c, w]
return e
示例15: lensSimulation
# 需要导入模块: from PostProcessing import Effect [as 别名]
# 或者: from PostProcessing.Effect import phases [as 别名]
def lensSimulation():
"""This method creates and returns a post-process effect that performs
lens simulation. It does this mathematically via the thin-lens formula,
simulating focal length, aperture and zFocus. It outputs to an
intermediate buffer, designed for use by one of the depth-of-field
simulations.
"""
backBufferCopy = rt('PostProcessing/backBufferCopy')
fpComputeBuffer1 = rt('PostProcessing/fpComputeBuffer1')
c = buildBackBufferCopyPhase(backBufferCopy)
w = buildThinLensSimulationPhase(backBufferCopy.texture, fpComputeBuffer1)
e = Effect()
e.name = 'Thin Lens Simulation'
e.phases = [c, w]
return e