本文整理汇总了Python中panda3d.core.PNMImage.setMaxval方法的典型用法代码示例。如果您正苦于以下问题:Python PNMImage.setMaxval方法的具体用法?Python PNMImage.setMaxval怎么用?Python PNMImage.setMaxval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panda3d.core.PNMImage
的用法示例。
在下文中一共展示了PNMImage.setMaxval方法的2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: GPUFFT
# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import setMaxval [as 别名]
#.........这里部分代码省略.........
def _reverseRow(self, indices):
""" Reverses the bits in the given row. This is required for inverse
fft (actually we perform a normal fft, but reversing the bits gives
us an inverse fft) """
mask = 0x1
for j in xrange(self.size):
val = 0x0
temp = int(indices[j]) # Int is required, for making a copy
for i in xrange(self.log2Size):
t = mask & temp
val = (val << 1) | t
temp = temp >> 1
indices[j] = val
def _computeWeighting(self):
""" Precomputes the weights & indices, and stores them in a texture """
indicesA = [[0 for i in xrange(self.size)]
for k in xrange(self.log2Size)]
indicesB = [[0 for i in xrange(self.size)]
for k in xrange(self.log2Size)]
weights = [[Vec2(0.0) for i in xrange(self.size)]
for k in xrange(self.log2Size)]
self.debug("Pre-Generating indices ..")
self._generateIndices(indicesA, indicesB)
self._reverseRow(indicesA[0])
self._reverseRow(indicesB[0])
self.debug("Pre-Generating weights ..")
self._generateWeights(weights)
# Create storage for the weights & indices
self.weightsLookup = PNMImage(self.size, self.log2Size, 4)
self.weightsLookup.setMaxval((2 ** 16) - 1)
self.weightsLookup.fill(0.0)
# Populate storage
for x in xrange(self.size):
for y in xrange(self.log2Size):
indexA = indicesA[y][x]
indexB = indicesB[y][x]
weight = weights[y][x]
self.weightsLookup.setRed(x, y, indexA / float(self.size))
self.weightsLookup.setGreen(x, y, indexB / float(self.size))
self.weightsLookup.setBlue(x, y, weight.x * 0.5 + 0.5)
self.weightsLookup.setAlpha(x, y, weight.y * 0.5 + 0.5)
# Convert storage to texture so we can use it in a shader
self.weightsLookupTex = Texture("Weights Lookup")
self.weightsLookupTex.load(self.weightsLookup)
self.weightsLookupTex.setFormat(Texture.FRgba16)
self.weightsLookupTex.setMinfilter(Texture.FTNearest)
self.weightsLookupTex.setMagfilter(Texture.FTNearest)
self.weightsLookupTex.setWrapU(Texture.WMClamp)
self.weightsLookupTex.setWrapV(Texture.WMClamp)
def _prepareAttributes(self):
""" Prepares all shaderAttributes, so that we have a list of
ShaderAttributes we can simply walk through in the update method,
that is MUCH faster than using setShaderInput, as each call to
setShaderInput forces the generation of a new ShaderAttrib """
self.attributes = []
textures = [self.pingTexture, self.pongTexture]
currentIndex = 0
示例2: WaterManager
# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import setMaxval [as 别名]
class WaterManager(DebugObject):
""" Simple wrapper arround WaterDisplacement which combines 3 displacement
maps into one, and also generates a normal map """
def __init__(self):
DebugObject.__init__(self, "WaterManager")
self.options = OceanOptions()
self.options.size = 512
self.options.windDir.normalize()
self.options.waveAmplitude *= 1e-7
self.displacementTex = Texture("Displacement")
self.displacementTex.setup2dTexture(
self.options.size, self.options.size,
Texture.TFloat, Texture.FRgba16)
self.normalTex = Texture("Normal")
self.normalTex.setup2dTexture(
self.options.size, self.options.size,
Texture.TFloat, Texture.FRgba16)
self.combineShader = Shader.loadCompute(Shader.SLGLSL,
"Shader/WaterFFT/Combine.compute")
self.ptaTime = PTAFloat.emptyArray(1)
# Create a gaussian random texture, as shaders aren't well suited
# for that
setRandomSeed(523)
self.randomStorage = PNMImage(self.options.size, self.options.size, 4)
self.randomStorage.setMaxval((2 ** 16) - 1)
for x in xrange(self.options.size):
for y in xrange(self.options.size):
rand1 = self._getGaussianRandom() / 10.0 + 0.5
rand2 = self._getGaussianRandom() / 10.0 + 0.5
self.randomStorage.setXel(x, y, float(rand1), float(rand2), 0)
self.randomStorage.setAlpha(x, y, 1.0)
self.randomStorageTex = Texture("RandomStorage")
self.randomStorageTex.load(self.randomStorage)
self.randomStorageTex.setFormat(Texture.FRgba16)
self.randomStorageTex.setMinfilter(Texture.FTNearest)
self.randomStorageTex.setMagfilter(Texture.FTNearest)
# Create the texture wwhere the intial height (H0 + Omega0) is stored.
self.texInitialHeight = Texture("InitialHeight")
self.texInitialHeight.setup2dTexture(
self.options.size, self.options.size,
Texture.TFloat, Texture.FRgba16)
self.texInitialHeight.setMinfilter(Texture.FTNearest)
self.texInitialHeight.setMagfilter(Texture.FTNearest)
# Create the shader which populates the initial height texture
self.shaderInitialHeight = Shader.loadCompute(Shader.SLGLSL,
"Shader/WaterFFT/InitialHeight.compute")
self.nodeInitialHeight = NodePath("initialHeight")
self.nodeInitialHeight.setShader(self.shaderInitialHeight)
self.nodeInitialHeight.setShaderInput("dest", self.texInitialHeight)
self.nodeInitialHeight.setShaderInput(
"N", LVecBase2i(self.options.size))
self.nodeInitialHeight.setShaderInput(
"patchLength", self.options.patchLength)
self.nodeInitialHeight.setShaderInput("windDir", self.options.windDir)
self.nodeInitialHeight.setShaderInput(
"windSpeed", self.options.windSpeed)
self.nodeInitialHeight.setShaderInput(
"waveAmplitude", self.options.waveAmplitude)
self.nodeInitialHeight.setShaderInput(
"windDependency", self.options.windDependency)
self.nodeInitialHeight.setShaderInput(
"randomTex", self.randomStorageTex)
self.attrInitialHeight = self.nodeInitialHeight.getAttrib(ShaderAttrib)
self.heightTextures = []
for i in xrange(3):
tex = Texture("Height")
tex.setup2dTexture(self.options.size, self.options.size,
Texture.TFloat, Texture.FRgba16)
tex.setMinfilter(Texture.FTNearest)
tex.setMagfilter(Texture.FTNearest)
tex.setWrapU(Texture.WMClamp)
tex.setWrapV(Texture.WMClamp)
self.heightTextures.append(tex)
# Also create the shader which updates the spectrum
self.shaderUpdate = Shader.loadCompute(Shader.SLGLSL,
"Shader/WaterFFT/Update.compute")
self.nodeUpdate = NodePath("update")
self.nodeUpdate.setShader(self.shaderUpdate)
self.nodeUpdate.setShaderInput("outH0x", self.heightTextures[0])
self.nodeUpdate.setShaderInput("outH0y", self.heightTextures[1])
self.nodeUpdate.setShaderInput("outH0z", self.heightTextures[2])
self.nodeUpdate.setShaderInput("initialHeight", self.texInitialHeight)
self.nodeUpdate.setShaderInput("N", LVecBase2i(self.options.size))
self.nodeUpdate.setShaderInput("time", self.ptaTime)
self.attrUpdate = self.nodeUpdate.getAttrib(ShaderAttrib)
#.........这里部分代码省略.........