本文整理汇总了Python中panda3d.core.TextureStage类的典型用法代码示例。如果您正苦于以下问题:Python TextureStage类的具体用法?Python TextureStage怎么用?Python TextureStage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TextureStage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, name, resource):
"""Arguments:
resource -- name of a directory in assets/skyboxes that contains 6
images.
"""
ManagedAsset.__init__(self, "sky")
self.name = name
tex = None
for ext in ("png", "jpg", "tga"):
f = Filename("skyboxes/{}/0.{}".format(resource, ext))
if f.resolveFilename(getModelPath().getValue()):
tex = TexturePool.loadCubeMap("skyboxes/{}/#.{}".format(resource, ext))
break
if tex is None:
raise ResourceLoadError("assets/skyboxes/%s" % resource,
"maybe wrong names or different extensions?")
self.node = loader.loadModel("misc/invcube")
self.node.clearTexture()
self.node.clearMaterial()
self.node.setScale(10000)
self.node.setTwoSided(True)
self.node.setBin('background', 0)
self.node.setDepthTest(False)
self.node.setDepthWrite(False)
self.node.setLightOff()
self.node.setTexGen(TextureStage.getDefault(), TexGenAttrib.MWorldPosition)
self.node.setTexProjector(TextureStage.getDefault(), render, self.node);
self.node.setTexture(tex, 1)
self.node.flattenLight()
#self.node.setCompass() # not needed with world-space-UVs
self.addTask(self.update, "sky repositioning", sort=10,
taskChain="world")
示例2: setup
def setup(self):
self.tex1 = MovieTexture('videos/saturn5_apollo_launch.mp4')
assert self.tex1.read('videos/saturn5_apollo_launch.mp4')
self.tex2 = MovieTexture('videos/boards_eye_view.mp4')
assert self.tex2.read('videos/boards_eye_view.mp4')
self.cm1 = CardMaker('saturn')
self.cm1.setFrameFullscreenQuad()
self.cm1.setUvRange(self.tex1)
self.card1 = NodePath(self.cm1.generate())
self.card1.reparentTo(self.path)
self.card1.setPos(0,0,10)
self.card1.setP(50)
self.cm2 = CardMaker('board')
self.cm2.setFrameFullscreenQuad()
self.cm2.setUvRange(self.tex2)
self.card2 = NodePath(self.cm2.generate())
self.card2.reparentTo(self.path)
self.card2.setPos(0,0,-10)
self.card2.setP(-50)
self.card1.setTexture(self.tex1)
self.card1.setTexScale(TextureStage.getDefault(), self.tex1.getTexScale())
self.card2.setTexture(self.tex2)
self.card2.setTexScale(TextureStage.getDefault(), self.tex2.getTexScale())
self.card1.setScale(10)
self.card2.setScale(10)
示例3: makeTextureMap
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))
示例4: generateSurfaceTextures
def generateSurfaceTextures(self):
# Textureize
self.grassTexture = loader.loadTexture("Textures/grass.png")
self.grassTS = TextureStage('grass')
self.grassTS.setSort(1)
self.rockTexture = loader.loadTexture("Textures/rock.jpg")
self.rockTS = TextureStage('rock')
self.rockTS.setSort(2)
self.rockTS.setCombineRgb(TextureStage.CMAdd, TextureStage.CSLastSavedResult, TextureStage.COSrcColor, TextureStage.CSTexture, TextureStage.COSrcColor)
self.sandTexture = loader.loadTexture("Textures/sand.jpg")
self.sandTS = TextureStage('sand')
self.sandTS.setSort(3)
self.sandTS.setPriority(5)
self.snowTexture = loader.loadTexture("Textures/ice.png")
self.snowTS = TextureStage('snow')
self.snowTS.setSort(4)
self.snowTS.setPriority(0)
# Grid for city placement and guide and stuff
self.gridTexture = loader.loadTexture("Textures/grid.png")
self.gridTexture.setWrapU(Texture.WMRepeat)
self.gridTexture.setWrapV(Texture.WMRepeat)
self.gridTS = TextureStage('grid')
self.gridTS.setSort(5)
self.gridTS.setPriority(10)
示例5: loadPrisonCrater
def loadPrisonCrater():
## Sky color
base.win.setClearColor(Vec4(.46,.824,.904,1))
## Load Ground
sand = loader.loadModel("data/models/sand.bam")
sand.reparentTo(render)
sand.setTexScale(TextureStage.getDefault(),5000,5000)
craterwalls = loader.loadModel("data/models/craterwalls.bam")
craterwalls.reparentTo(render)
craterwalls.setTexScale(TextureStage.getDefault(),500,50)
## World Effects
fog = Fog("Fog")
fog.setColor(255,215,143)
fog.setExpDensity(.0000001)
render.setFog(fog)
alight = render.attachNewNode(AmbientLight("Abient"))
alight.node().setColor(Vec4(.9,.9,.9,1))
render.setLight(alight)
sun = DirectionalLight('Sun')
sun.setColor(Vec4(1,1,1,1))
sunNP = render.attachNewNode(sun)
sunNP.setPos(0,0,4000)
sunNP.setHpr(0,-90,0)
render.setLight(sunNP)
示例6: __apply_Textures
def __apply_Textures(self, recipe, tex_dict):
for i, ter_dict in enumerate(recipe['terrains']):
tex_img = PNMImage()
tex_img.read(Filename("{}/tex/{}".format(recipe['planet_path'], ter_dict['texture'])))
tex = Texture()
tex.load(tex_img)
tex.setMinfilter(Texture.FTLinear)
ts = TextureStage(str(i))
ts.setSort(i)
self.NP.setTexture(ts, tex, i*10)
示例7: makeRenderState
def makeRenderState(material = None, diffuseTexture=None, normalTexture=None, glowTexture=None):
n = NodePath("n")
if not material:
material = makeMaterial((0,0,0,1), (1,1,1,1), (0.01,0.01,0.01,1), 1, (1,1,1,1))
n.setMaterial(material)
if diffuseTexture:
tsDiffuse = TextureStage('diffuse')
tsDiffuse.setMode(TextureStage.MModulate)
n.setTexture(tsDiffuse, diffuseTexture)
if glowTexture:
tsGlow = TextureStage('glow')
tsGlow.setMode(TextureStage.MGlow)
n.setTexture(tsGlow, glowTexture)
if normalTexture:
tsNormal = TextureStage('normal')
tsNormal.setMode(TextureStage.MNormal)
n.setTexture(tsNormal, normalTexture)
# weird bugs :|
#n.setTransparency(True)
#n.setColorOff()
return n.getState()
示例8: patchInvertDDSV
def patchInvertDDSV(np,tex,debug=False):
from panda3d.core import Texture
from panda3d.core import TextureStage
cmpr = tex.getCompression()
if cmpr == Texture.CMDxt1 or cmpr == Texture.CMDxt5:
scale2d = np.getTexScale( TextureStage.getDefault() )
scale2d[1] = -scale2d[1]
np.setTexScale( TextureStage.getDefault(), scale2d )
else:
if debug:
print( " NOT INVERTING.. type was " + str(tex.getCompression()))
示例9: setOwnerTextures
def setOwnerTextures(self):
self.ownerview = True
root = self.terrain.getRoot()
root.clearShader()
root.clearTexture()
cityTexture = Texture()
cityTexture.load(self.citymap)
cityTS = TextureStage('citymap')
cityTS.setSort(0)
root.setTexture( self.gridTS, self.gridTexture )
root.setTexScale(self.gridTS, self.terrain.xchunks, self.terrain.ychunks)
root.setTexture(cityTS, cityTexture, 1)
示例10: flipTexture
def flipTexture(self):
""" Sets the texture coordinates of the texture to the current frame"""
sU = self.offsetX * self.repeatX
sV = self.offsetY * self.repeatY
oU = 0 + self.frames[self.currentFrame].col * self.uSize
oV = 1 - self.frames[self.currentFrame].row * self.vSize - self.offsetY
if self.flip['x']:
sU *= -1
oU = self.uSize + self.frames[self.currentFrame].col * self.uSize
if self.flip['y']:
sV *= -1
oV = 1 - self.frames[self.currentFrame].row * self.vSize
self.node.setTexScale(TextureStage.getDefault(), sU, sV)
self.node.setTexOffset(TextureStage.getDefault(), oU, oV)
示例11: initSwitchSigns
def initSwitchSigns(self):
self.switchSigns = []
for i in range(11):
cm = CardMaker('card%d'%i)
cm.setColor(0,0,0,0)
cm.setFrame(-0.5, 0.5, -0.5, 0.5)
card = self.level.attachNewNode(cm.generate())
card.setAttrib(TransparencyAttrib.make(TransparencyAttrib.M_alpha))
tex = loader.loadTexture('%d.png'%i)
ts = TextureStage('ts')
ts.setMode(TextureStage.MReplace)
card.setTexture(ts, tex)
card.setEffect(BillboardEffect.makePointEye())
card.hide()
self.switchSigns.append(card)
示例12: setupTexture
def setupTexture(self):
"""
This is the overlay/decal/etc. which contains the typed characters.
The texture size and the font size are currently tied together.
:return:
"""
self.texImage = PNMImage(1024, 1024)
self.texImage.addAlpha()
self.texImage.fill(1.0)
self.texImage.alphaFill(1.0)
self.tex = Texture('typing')
self.tex.setMagfilter(Texture.FTLinear)
self.tex.setMinfilter(Texture.FTLinear)
self.typingStage = TextureStage('typing')
self.typingStage.setMode(TextureStage.MModulate)
self.tex.load(self.texImage)
# ensure we can quickly update subimages
self.tex.setKeepRamImage(True)
# temp for drawing chars
self.chImage = PNMImage(*self.fontCharSize)
示例13: on_pick
def on_pick(self):
if not self._update_pick_ray(): return
# traverse scene graph and determine nearest selection (if pickable)
self.pick_traverser.traverse(self.board_renderer.base.render)
self.pick_queue.sortEntries()
if not self.pick_queue.getNumEntries(): return
node = self.pick_queue.getEntry(0).getIntoNodePath().findNetTag('pickable')
if node.isEmpty() or node.getTag('pickable') == 'False': return
# add some color
ts = TextureStage('ts')
ts.setMode(TextureStage.MModulate)
colors = list(Game.player_colors)
colors.remove('white')
node.setTexture(ts, self.board_renderer.tileset.load_texture('textures/player%s.png' % random.choice(colors).capitalize()))
示例14: playVideo
def playVideo(self, video):
# check if it is loadable
try:
# load the video texture
self.tex = MovieTexture("MovieTexture")
#print video
self.tex.read(video)
# Set up a fullscreen card to set the video texture on it.
cm = CardMaker("Movie Card")
cm.setFrameFullscreenQuad()
cm.setUvRange(self.tex)
self.card = NodePath(cm.generate())
self.card.reparentTo(base.render2d)
self.card.setTexture(self.tex)
self.card.setTexScale(TextureStage.getDefault(),
self.tex.getTexScale())
# load the video
self.sound = loader.loadSfx(video)
# Synchronize the video to the sound.
self.tex.synchronizeTo(self.sound)
# play the video and audio
self.sound.play()
# start the task which checks if the video is finished
taskMgr.add(self.isVideoFinish, "task_isVideoFinised")
except:
logging.error("Failed to load video: %s %s", video, sys.exc_info())
self.stopVideo()
base.messenger.send(self.vidFinEvt)
示例15: createFadeableImage
def createFadeableImage(img, tsName, big=False):
cm = CardMaker("FadableCard")
cm.setFrame(-1, 1, -1, 1)
image = NodePath(cm.generate())
image.setTransparency(TransparencyAttrib.MAlpha)
imageTex = loader.loadTexture(img)
imageTs = TextureStage(tsName)
imageTs.setMode(TextureStage.MReplace)
image.setTexture(imageTs, imageTex)
image.reparentTo(render2d)
if big:
image.setScale(0.75)
else:
image.setScale(0.5)
image.setPos(0, 0, 0.25)
image.hide()
return image