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Python PNMImage.setRed方法代码示例

本文整理汇总了Python中panda3d.core.PNMImage.setRed方法的典型用法代码示例。如果您正苦于以下问题:Python PNMImage.setRed方法的具体用法?Python PNMImage.setRed怎么用?Python PNMImage.setRed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panda3d.core.PNMImage的用法示例。


在下文中一共展示了PNMImage.setRed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: makeTextureMap

# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import setRed [as 别名]
 def makeTextureMap(self):
     '''Citymania function that generates and sets the 4 channel texture map'''
     self.colorTextures = []
     for terrain in self.terrains:
         terrain.getRoot().clearTexture()
         heightmap = terrain.heightfield()
         colormap = PNMImage(heightmap.getXSize()-1, heightmap.getYSize()-1)
         colormap.addAlpha()
         slopemap = terrain.makeSlopeImage()
         for x in range(0, colormap.getXSize()):
             for y in range(0, colormap.getYSize()):
                 # Else if statements used to make sure one channel is used per pixel
                 # Also for some optimization
                 # Snow. We do things funky here as alpha will be 1 already.
                 if heightmap.getGrayVal(x, y) < 200:
                     colormap.setAlpha(x, y, 0)
                 else:
                     colormap.setAlpha(x, y, 1)
                 # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data
                 if heightmap.getGrayVal(x,y) < 62:
                     colormap.setBlue(x, y, 1)
                 # Rock
                 elif slopemap.getGrayVal(x, y) > 170:
                     colormap.setRed(x, y, 1)
                 else:
                     colormap.setGreen(x, y, 1)
         colorTexture = Texture()
         colorTexture.load(colormap)
         colorTS = TextureStage('color')
         colorTS.setSort(0)
         colorTS.setPriority(1)
         self.colorTextures.append((colorTexture, colorTS))
开发者ID:croxis,项目名称:CityMania,代码行数:34,代码来源:PagedGeoMipTerrain.py

示例2: GPUFFT

# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import setRed [as 别名]

#.........这里部分代码省略.........
                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
        firstPass = True

        # Horizontal
        for step in xrange(self.log2Size):
            source = textures[currentIndex]
            dest = textures[1 - currentIndex]

            if firstPass:
                source = self.sourceTex
                firstPass = False
开发者ID:aurodev,项目名称:RenderPipeline,代码行数:70,代码来源:GPUFFT.py

示例3: generateWorld

# 需要导入模块: from panda3d.core import PNMImage [as 别名]
# 或者: from panda3d.core.PNMImage import setRed [as 别名]
    def generateWorld(self, heightmap, tiles, cities, container):
        self.heightmap = heightmap
        self.terrain = PagedGeoMipTerrain("surface")
        #self.terrain = GeoMipTerrain("surface")
        self.terrain.setHeightfield(self.heightmap)
        #self.terrain.setFocalPoint(base.camera)
        self.terrain.setBruteforce(True)
        self.terrain.setBlockSize(64)
        self.terrain.generate()

        root = self.terrain.getRoot()
        root.reparentTo(render)
        #root.setSz(100)
        self.terrain.setSz(100)
        messenger.send('makePickable', [root])   
        
        if self.heightmap.getXSize() > self.heightmap.getYSize():
            self.size = self.heightmap.getXSize()-1
        else:
            self.size = self.heightmap.getYSize()-1
        self.xsize = self.heightmap.getXSize()-1
        self.ysize = self.heightmap.getYSize()-1
                
        # Set multi texture
        # Source http://www.panda3d.org/phpbb2/viewtopic.php?t=4536
        self.generateSurfaceTextures()
        self.generateWaterMap()
        self.generateOwnerTexture(tiles, cities)
        #self.terrain.makeTextureMap()
        colormap = PNMImage(heightmap.getXSize()-1, heightmap.getYSize()-1)
        colormap.addAlpha()
        slopemap = self.terrain.makeSlopeImage()
        for x in range(0, colormap.getXSize()):
            for y in range(0, colormap.getYSize()):
                # Else if statements used to make sure one channel is used per pixel
                # Also for some optimization
                # Snow. We do things funky here as alpha will be 1 already.
                if heightmap.getGrayVal(x, y) < 200:
                    colormap.setAlpha(x, y, 0)
                else:
                    colormap.setAlpha(x, y, 1)
                # Beach. Estimations from http://www.simtropolis.com/omnibus/index.cfm/Main.SimCity_4.Custom_Content.Custom_Terrains_and_Using_USGS_Data
                if heightmap.getGrayVal(x,y) < 62:
                    colormap.setBlue(x, y, 1)
                # Rock
                elif slopemap.getGrayVal(x, y) > 170:
                    colormap.setRed(x, y, 1)
                else:
                    colormap.setGreen(x, y, 1)
        self.colorTexture = Texture()
        self.colorTexture.load(colormap)
        self.colorTS = TextureStage('color')
        self.colorTS.setSort(0)
        self.colorTS.setPriority(1)
            
        self.setSurfaceTextures()
        self.generateWater(2)
        taskMgr.add(self.updateTerrain, "updateTerrain")
        print "Done with terrain generation"
        messenger.send("finishedTerrainGen", [[self.xsize, self.ysize]])
        self.terrain.getRoot().analyze()
        self.accept("h", self.switchWater)
开发者ID:croxis,项目名称:CityMania,代码行数:64,代码来源:environment.py


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