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Python core.PTAInt类代码示例

本文整理汇总了Python中panda3d.core.PTAInt的典型用法代码示例。如果您正苦于以下问题:Python PTAInt类的具体用法?Python PTAInt怎么用?Python PTAInt使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了PTAInt类的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: __init__

    def __init__(self):
        """ Constructs a new Light, subclasses have to call this """
        DebugObject.__init__(self, "AbstractLight")
        ShaderStructElement.__init__(self)
        self.debugNode = NodePath("LightDebug")
        self.visualizationNumSteps = 32
        self.dataNeedsUpdate = False
        self.castShadows = False
        self.debugEnabled = False
        self.bounds = OmniBoundingVolume()
        self.shadowSources = []
        self.lightType = self.getLightType()
        self.position = Vec3(0)
        self.color = Vec3(1)
        self.posterIndex = -1
        self.direction = Vec3(0)
        self.radius = 10.0
        self.typeName = ""
        self.sourceIndexes = PTAInt.emptyArray(6)
        self.attached = False
        self.shadowResolution = 512
        self.index = -1
        self.iesProfile = -1
        self.iesProfileName = None
        self.mvp = Mat4()

        # A light can have up to 6 sources
        for i in range(6):
            self.sourceIndexes[i] = -1
开发者ID:croxis,项目名称:RenderPipeline,代码行数:29,代码来源:Light.py

示例2: init_internal_manager

    def init_internal_manager(self):
        """ Creates the light storage manager and the buffer to store the light data """
        self.internal_mgr = InternalLightManager()
        self.internal_mgr.set_shadow_update_distance(
            self.pipeline.settings["shadows.max_update_distance"])

        # Storage for the Lights
        per_light_vec4s = 4
        self.img_light_data = Image.create_buffer(
            "LightData", self.MAX_LIGHTS * per_light_vec4s, "RGBA16")
        self.img_light_data.set_clear_color(0)
        self.img_light_data.clear_image()

        self.pta_max_light_index = PTAInt.empty_array(1)
        self.pta_max_light_index[0] = 0

        # Storage for the shadow sources
        per_source_vec4s = 5
        self.img_source_data = Image.create_buffer(
            "ShadowSourceData", self.MAX_SOURCES * per_source_vec4s, "RGBA16")
        self.img_light_data.set_clear_color(0)
        self.img_light_data.clear_image()

        # Register the buffer
        inputs = self.pipeline.stage_mgr.inputs
        inputs["AllLightsData"] = self.img_light_data
        inputs["ShadowSourceData"] = self.img_source_data
        inputs["maxLightIndex"] = self.pta_max_light_index
开发者ID:aimoonchen,项目名称:RenderPipeline,代码行数:28,代码来源:light_manager.py

示例3: _create_components

    def _create_components(self):
        """ Internal method to init the widgets components """

        # Create the buffer which stores the last FPS values
        self._storage_buffer = Image.create_buffer("FPSValues", 250, "R16")
        self._storage_buffer.set_clear_color(Vec4(0))
        self._storage_buffer.clear_image()

        self._store_index = PTAInt.empty_array(1)
        self._store_index[0] = 0

        self._current_ftime = PTAFloat.empty_array(1)
        self._current_ftime[0] = 16.0

        self._chart_ms_max = PTAFloat.empty_array(1)
        self._chart_ms_max[0] = 40

        # Create the texture where the gui component is rendered inside
        self._display_tex = Image.create_2d("FPSChartRender", 250, 120, "RGBA8")
        self._display_tex.set_clear_color(Vec4(0))
        self._display_tex.clear_image()
        self._display_img = Sprite(
            image=self._display_tex, parent=self._node, w=250, h=120, x=10, y=10)

        # Defer the further loading
        Globals.base.taskMgr.doMethodLater(0.3, self._late_init, "FPSChartInit")
开发者ID:croxis,项目名称:SpaceDrive,代码行数:26,代码来源:fps_chart.py

示例4: _createInputHandles

    def _createInputHandles(self):
        """ Defines various inputs to be used in the shader passes. Most inputs
        use pta-arrays, so updating them is faster than using setShaderInput all the
        time. """
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.currentViewMat = PTALMatrix4f.emptyArray(1)
        self.currentProjMatInv = PTALMatrix4f.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)
        self.frameIndex = PTAInt.emptyArray(1)
        self.frameDelta = PTAFloat.emptyArray(1)

        self.renderPassManager.registerStaticVariable("lastMVP", self.lastMVP)
        self.renderPassManager.registerStaticVariable("currentMVP", self.currentMVP)
        self.renderPassManager.registerStaticVariable("frameIndex", self.frameIndex)
        self.renderPassManager.registerStaticVariable("cameraPosition", self.cameraPosition)
        self.renderPassManager.registerStaticVariable("mainCam", self.showbase.cam)
        self.renderPassManager.registerStaticVariable("mainRender", self.showbase.render)
        self.renderPassManager.registerStaticVariable("frameDelta", self.frameDelta)
        self.renderPassManager.registerStaticVariable("currentViewMat", self.currentViewMat)
        self.renderPassManager.registerStaticVariable("currentProjMatInv", self.currentProjMatInv)
        self.renderPassManager.registerStaticVariable("zeroVec2", Vec2(0))
        self.renderPassManager.registerStaticVariable("zeroVec3", Vec3(0))
        self.renderPassManager.registerStaticVariable("zeroVec4", Vec4(0))

        self.transformMat = TransformState.makeMat(Mat4.convertMat(CSYupRight, CSZupRight))
开发者ID:cesarmarinhorj,项目名称:RenderPipeline,代码行数:26,代码来源:RenderingPipeline.py

示例5: init_internal_manager

    def init_internal_manager(self):
        """ Creates the light storage manager and the buffer to store the light data """
        self.internal_mgr = InternalLightManager()
        self.internal_mgr.set_shadow_update_distance(
            self.pipeline.settings["shadows.max_update_distance"])

        # Storage for the Lights
        per_light_vec4s = 4
        self.img_light_data = Image.create_buffer(
            "LightData", self.MAX_LIGHTS * per_light_vec4s, "RGBA16")
        self.img_light_data.clear_image()

        self.pta_max_light_index = PTAInt.empty_array(1)
        self.pta_max_light_index[0] = 0

        # Storage for the shadow sources
        per_source_vec4s = 5

        # IMPORTANT: RGBA32 is really required here. Otherwise artifacts and bad
        # shadow filtering occur due to precision issues
        self.img_source_data = Image.create_buffer(
            "ShadowSourceData", self.MAX_SOURCES * per_source_vec4s, "RGBA32")
        self.img_light_data.clear_image()

        # Register the buffer
        inputs = self.pipeline.stage_mgr.inputs
        inputs["AllLightsData"] = self.img_light_data
        inputs["ShadowSourceData"] = self.img_source_data
        inputs["maxLightIndex"] = self.pta_max_light_index
开发者ID:ELMERzark,项目名称:RenderPipeline,代码行数:29,代码来源:light_manager.py

示例6: _init_internal_mgr

    def _init_internal_mgr(self):
        """ Creates the light storage manager and the buffer to store the light data """
        self._internal_mgr = InternalLightManager()

        # Storage for the Lights
        per_light_vec4s = 4
        self._img_light_data = Image.create_buffer(
            "LightData", self._MAX_LIGHTS * per_light_vec4s, Texture.T_float,
            Texture.F_rgba16)
        self._img_light_data.set_clear_color(0)
        self._img_light_data.clear_image()

        self._pta_max_light_index = PTAInt.empty_array(1)
        self._pta_max_light_index[0] = 0

        # Storage for the shadow sources
        per_source_vec4s = 5
        self._img_source_data = Image.create_buffer(
            "ShadowSourceData", self._MAX_SOURCES * per_source_vec4s, Texture.T_float,
            Texture.F_rgba16)
        self._img_light_data.set_clear_color(0)
        self._img_light_data.clear_image()

        # Register the buffer
        add_input = self._pipeline.stage_mgr.add_input
        add_input("AllLightsData", self._img_light_data.get_texture())
        add_input("ShadowSourceData", self._img_source_data.get_texture())
        add_input("maxLightIndex", self._pta_max_light_index)
开发者ID:MYheavyGo,项目名称:RenderPipeline,代码行数:28,代码来源:LightManager.py

示例7: __init__

 def __init__(self, pipeline):
     RenderStage.__init__(self, pipeline)
     self.resolution = 128
     self.diffuse_resolution = 4
     self.regions = []
     self.cameras = []
     self.rig_node = Globals.render.attach_new_node("EnvmapCamRig")
     self.pta_index = PTAInt.empty_array(1)
     self.storage_tex = None
     self.storage_tex_diffuse = None
开发者ID:gitter-badger,项目名称:RenderPipeline,代码行数:10,代码来源:environment_capture_stage.py

示例8: __init__

 def __init__(self, pipeline):
     DebugObject.__init__(self, "GPUCommandQueue")
     self._pipeline = pipeline
     self._commands_per_frame = 512
     self._command_list = GPUCommandList()
     self._pta_num_commands = PTAInt.empty_array(1)
     self._create_data_storage()
     self._create_command_target()
     self._commands = []
     self._register_defines()
开发者ID:wdmwdm,项目名称:RenderPipeline,代码行数:10,代码来源:GPUCommandQueue.py

示例9: _setup_inputs

    def _setup_inputs(self):
        """ Sets all required inputs """
        self.pta_probes = PTAInt.empty_array(1)

        # Construct the UBO which stores all environment probe data
        self.data_ubo = SimpleInputBlock("EnvProbes")
        self.data_ubo.add_input("num_probes", self.pta_probes)
        self.data_ubo.add_input("cubemaps", self.probe_mgr.cubemap_storage)
        self.data_ubo.add_input("diffuse_cubemaps", self.probe_mgr.diffuse_storage)
        self.data_ubo.add_input("dataset", self.probe_mgr.dataset_storage)
        self._pipeline.stage_mgr.input_blocks.append(self.data_ubo)

        # Use the UBO in light culling
        CullLightsStage.required_inputs.append("EnvProbes")
开发者ID:ELMERzark,项目名称:RenderPipeline,代码行数:14,代码来源:plugin.py

示例10: _initArrays

    def _initArrays(self):
        """ Inits the light arrays which are passed to the shaders """

        # If you change this, don't forget to change it also in
        # Shader/Includes/Configuration.include!
        self.maxLights = {
            "PointLight": 16,
            "DirectionalLight": 1
        }

        # Max shadow casting lights
        self.maxShadowLights = {
            "PointLight": 16,
            "DirectionalLight": 1
        }

        self.maxTotalLights = 8

        for lightType, maxCount in self.maxShadowLights.items():
            self.maxLights[lightType + "Shadow"] = maxCount

        # Create array to store number of rendered lights this frame
        self.numRenderedLights = {}

        # Also create a PTAInt for every light type, which stores only the
        # light id, the lighting shader will then lookup the light in the
        # global lights array.
        self.renderedLightsArrays = {}
        for lightType, maxCount in self.maxLights.items():
            self.renderedLightsArrays[lightType] = PTAInt.emptyArray(maxCount)
            self.numRenderedLights[lightType] = PTAInt.emptyArray(1)

        for lightType, maxCount in self.maxShadowLights.items():
            self.renderedLightsArrays[
                lightType + "Shadow"] = PTAInt.emptyArray(maxCount)
            self.numRenderedLights[lightType + "Shadow"] = PTAInt.emptyArray(1)
开发者ID:aurodev,项目名称:RenderPipeline,代码行数:36,代码来源:LightManager.py

示例11: __init__

 def __init__(self):
     """ Creates this Technique """
     AntialiasingTechnique.__init__(self, "SMAA")
     self.currentIndex = PTAInt.emptyArray(1)
     self.currentIndex[0] = 0
开发者ID:aurodev,项目名称:RenderPipeline,代码行数:5,代码来源:Antialiasing.py

示例12: __init__

 def __init__(self, pipeline):
     RenderStage.__init__(self, pipeline)
     self.area_tex = None
     self.search_tex = None
     self.use_reprojection = True
     self._jitter_index = PTAInt.empty_array(1)
开发者ID:jakogut,项目名称:RenderPipeline,代码行数:6,代码来源:smaa_stage.py

示例13: __init__

 def __init__(self):
     RenderPass.__init__(self)
     self.currentIndex = PTAInt.emptyArray(1)
     self.currentIndex[0] = 0
开发者ID:wuyz145,项目名称:RenderPipeline,代码行数:4,代码来源:AntialiasingSMAAPass.py

示例14: create

    def create(self):
        """ Creates this pipeline """

        self.debug("Setting up render pipeline")

        if self.settings is None:
            self.error("You have to call loadSettings first!")
            return

        self.debug("Analyzing system ..")
        SystemAnalyzer.analyze()


        self.debug("Checking required Panda3D version ..")
        SystemAnalyzer.checkPandaVersionOutOfDate(7,8,2014)


        # Mount everything first
        self.mountManager.mount()

        # Store globals, as cython can't handle them
        self.debug("Setting up globals")
        Globals.load(self.showbase)
        Globals.font = loader.loadFont("Data/Font/SourceSansPro-Semibold.otf")
        Globals.font.setPixelsPerUnit(25)

        # Setting up shader loading
        BetterShader._DumpShaders = self.settings.dumpGeneratedShaders

        # We use PTA's for shader inputs, because that's faster than
        # using setShaderInput
        self.temporalProjXOffs = PTAInt.emptyArray(1)
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.motionBlurFactor = PTAFloat.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)
        self.currentShiftIndex = PTAInt.emptyArray(1)

        # Initialize variables
        self.camera = self.showbase.cam
        self.size = self._getSize()
        self.cullBounds = None

        # For the temporal reprojection it is important that the window width
        # is a multiple of 2
        if self.settings.enableTemporalReprojection and self.size.x % 2 == 1:
            self.error(
                "The window has to have a width which is a multiple of 2 "
                "(Current: ", self.showbase.win.getXSize(), ")")
            self.error(
                "I'll correct that for you, but next time pass the correct "
                "window size!")

            wp = WindowProperties()
            wp.setSize(
                self.showbase.win.getXSize() + 1, self.showbase.win.getYSize())
            self.showbase.win.requestProperties(wp)
            self.showbase.graphicsEngine.openWindows()

            # Get new size
            self.size = self._getSize()

        # Debug variables to disable specific features
        self.haveLightingPass = True

        # haveCombiner can only be true when haveLightingPass is enabled
        self.haveCombiner = True
        self.haveMRT = True

        # Not as good as I want it, so disabled. I'll work on it.
        self.blurEnabled = False

        self.debug("Window size is", self.size.x, "x", self.size.y)

        self.showbase.camLens.setNearFar(0.1, 50000)
        self.showbase.camLens.setFov(115)

        self.showbase.win.setClearColor(Vec4(1.0, 0.0, 1.0, 1.0))

        # Create GI handleer
        if self.settings.enableGlobalIllumination:
            self._setupGlobalIllumination()

        # Create occlusion handler
        self._setupOcclusion()

        if self.settings.displayOnscreenDebugger:
            self.guiManager = PipelineGuiManager(self)
            self.guiManager.setup()

        # Generate auto-configuration for shaders
        self._generateShaderConfiguration()

        # Create light manager, which handles lighting + shadows
        if self.haveLightingPass:
            self.lightManager = LightManager(self)

        self.patchSize = LVecBase2i(
            self.settings.computePatchSizeX,
            self.settings.computePatchSizeY)
#.........这里部分代码省略.........
开发者ID:rasteron,项目名称:RenderPipeline,代码行数:101,代码来源:RenderingPipeline.py

示例15: create

    def create(self):
        """ Creates this pipeline """

        self.debug("Setting up render pipeline")

        if self.settings is None:
            self.error("You have to call loadSettings first!")
            return

        # Mount everything first
        self.mountManager.mount()

        # Store globals, as cython can't handle them
        self.debug("Setting up globals")
        Globals.load(self.showbase)

        # Setting up shader loading
        BetterShader._DumpShaders = self.settings.dumpGeneratedShaders

        # We use PTA's for shader inputs, because that's faster than
        # using setShaderInput
        self.temporalProjXOffs = PTAInt.emptyArray(1)
        self.cameraPosition = PTAVecBase3f.emptyArray(1)
        self.motionBlurFactor = PTAFloat.emptyArray(1)
        self.lastMVP = PTALMatrix4f.emptyArray(1)
        self.currentMVP = PTALMatrix4f.emptyArray(1)

        # Create onscreen gui

        # For the temporal reprojection it is important that the window width
        # is a multiple of 2
        if self.showbase.win.getXSize() % 2 == 1:
            self.error(
                "The window has to have a width which is a multiple of 2 "
                "(Current: ", self.showbase.win.getXSize(), ")")
            self.error(
                "I'll correct that for you, but next time pass the correct "
                "window size!")

            wp = WindowProperties()
            wp.setSize(
                self.showbase.win.getXSize() + 1, self.showbase.win.getYSize())
            self.showbase.win.requestProperties(wp)
            self.showbase.graphicsEngine.openWindows()



        self.camera = self.showbase.cam
        self.size = self._getSize()
        self.cullBounds = None

        # Debug variables to disable specific features
        self.haveLightingPass = True

        # haveCombiner can only be true when haveLightingPass is enabled
        self.haveCombiner = True
        self.haveMRT = True

        # Not as good as I want it, so disabled. I'll work on it.
        self.blurEnabled = False

        self.debug("Window size is", self.size.x, "x", self.size.y)

        self.showbase.camLens.setNearFar(0.1, 50000)
        self.showbase.camLens.setFov(90)


        self.showbase.win.setClearColor(Vec4(1.0,0.0,1.0,1.0))

        # Create occlusion handler
        self._setupOcclusion()

        if self.settings.displayOnscreenDebugger:
            self.guiManager = PipelineGuiManager(self)
            self.guiManager.setup()


        # Generate auto-configuration for shaders
        self._generateShaderConfiguration()


        # Create light manager, which handles lighting + shadows
        if self.haveLightingPass:
            self.lightManager = LightManager(self)

        self.patchSize = LVecBase2i(
            self.settings.computePatchSizeX,
            self.settings.computePatchSizeY)

        # Create separate scene graphs. The deferred graph is render
        self.forwardScene = NodePath("Forward-Rendering")
        self.transparencyScene = NodePath("Transparency-Rendering")

        # We need no transparency (we store other information in the alpha
        # channel)
        self.showbase.render.setAttrib(
            TransparencyAttrib.make(TransparencyAttrib.MNone), 100)

        # Now create deferred render buffers
        self._makeDeferredTargets()
#.........这里部分代码省略.........
开发者ID:Happy-Ferret,项目名称:RenderPipeline,代码行数:101,代码来源:RenderingPipeline.py


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