本文整理汇总了Python中panda3d.core.Texture.setupCubeMap方法的典型用法代码示例。如果您正苦于以下问题:Python Texture.setupCubeMap方法的具体用法?Python Texture.setupCubeMap怎么用?Python Texture.setupCubeMap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.Texture
的用法示例。
在下文中一共展示了Texture.setupCubeMap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: ScatteringCubemapPass
# 需要导入模块: from panda3d.core import Texture [as 别名]
# 或者: from panda3d.core.Texture import setupCubeMap [as 别名]
class ScatteringCubemapPass(RenderPass):
""" This pass computes the scattering to a cubemap """
def __init__(self):
RenderPass.__init__(self)
self.cubemapSize = 256
def getID(self):
return "ScatteringCubemapPass"
def getRequiredInputs(self):
return {
# Scattering
"transmittanceSampler": ["Variables.transmittanceSampler", "Variables.emptyTextureWhite"],
"inscatterSampler": ["Variables.inscatterSampler", "Variables.emptyTextureWhite"],
"scatteringOptions": ["Variables.scatteringOptions", "Variables.null"],
"mainRender": "Variables.mainRender",
"cameraPosition": "Variables.cameraPosition",
"mainCam": "Variables.mainCam",
"wsPositionTex": "DeferredScenePass.wsPosition",
"wsNormalTex": "DeferredScenePass.wsNormal",
"basecolorTex": "DeferredScenePass.data3",
# "viewSpacePosition": "ViewSpacePass.position"
"cloudsTex": ["CloudRenderPass.resultTex", "Variables.emptyTextureWhite"]
}
def create(self):
self.cubemap = Texture("Scattering Cubemap")
self.cubemap.setupCubeMap(self.cubemapSize, Texture.TFloat, Texture.FRgba16)
self.cubemap.setMinfilter(Texture.FTLinearMipmapLinear)
self.cubemap.setMagfilter(Texture.FTLinearMipmapLinear)
self.cubemap.setKeepRamImage(False)
self.target = RenderTarget("ScatteringCubemap")
self.target.setSize(self.cubemapSize * 6, self.cubemapSize)
self.target.addColorTexture()
# self.target.addAuxTexture()
# self.target.setAuxBits(16)
# self.target.setColorBits(16)
self.target.prepareOffscreenBuffer()
self.target.setShaderInput("cubemapSize", self.cubemapSize)
self.target.setShaderInput("cubemapDest", self.cubemap)
def setShaders(self):
shader = Shader.load(Shader.SLGLSL,
"Shader/DefaultPostProcess.vertex",
"Shader/ScatteringCubemapPass.fragment")
self.target.setShader(shader)
return [shader]
def getOutputs(self):
return {
"ScatteringCubemapPass.resultCubemap": lambda: self.cubemap,
}
示例2: ScatteringCubemapPass
# 需要导入模块: from panda3d.core import Texture [as 别名]
# 或者: from panda3d.core.Texture import setupCubeMap [as 别名]
class ScatteringCubemapPass(RenderPass):
""" This pass computes the scattering to a cubemap """
def __init__(self, pipeline):
RenderPass.__init__(self)
self.cubemapSize = pipeline.settings.scatteringCubemapSize
self.pipeline = pipeline
def getID(self):
return "ScatteringCubemapPass"
def getRequiredInputs(self):
return {
"transmittanceSampler": ["Variables.transmittanceSampler", "Variables.emptyTextureWhite"],
"inscatterSampler": ["Variables.inscatterSampler", "Variables.emptyTextureWhite"],
"scatteringOptions": ["Variables.scatteringOptions", "Variables.null"],
}
def create(self):
self.cubemap = Texture("Scattering Cubemap")
self.cubemap.setupCubeMap(self.cubemapSize, Texture.TFloat, Texture.FRgba16)
self.cubemap.setMinfilter(Texture.FTLinearMipmapLinear)
self.cubemap.setMagfilter(Texture.FTLinear)
self.target = RenderTarget("ScatteringCubemap")
self.target.setSize(self.cubemapSize * 6, self.cubemapSize)
if self.pipeline.settings.useDebugAttachments:
self.target.addColorTexture()
self.target.prepareOffscreenBuffer()
self.target.setShaderInput("cubemapSize", self.cubemapSize)
self.target.setShaderInput("cubemapDest", self.cubemap)
def setShaders(self):
shader = Shader.load(Shader.SLGLSL,
"Shader/DefaultPostProcess.vertex",
"Shader/ScatteringCubemapPass.fragment")
self.target.setShader(shader)
return [shader]
def getOutputs(self):
return {
"ScatteringCubemapPass.resultCubemap": lambda: self.cubemap,
}