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Python TextureStage.setCombineRgb方法代码示例

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


在下文中一共展示了TextureStage.setCombineRgb方法的4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: __create_terrain

# 需要导入模块: from panda3d.core import TextureStage [as 别名]
# 或者: from panda3d.core.TextureStage import setCombineRgb [as 别名]
    def __create_terrain(self):
        terrain = GeoMipTerrain("Terrain")
        terrain.setHeightfield(self.__texture_path(self.__scene.get("scene", "heightmap")))
        terrain.getRoot().reparentTo(self.render)
        terrain.generate()
        terrain.getRoot().setSx(1000.0 / 512)
        terrain.getRoot().setSy(1000.0 / 512)
        terrain.getRoot().setSz(74)
        terrain.getRoot().setPos(-500, -500, 0)

        black = self.loader.loadTexture(self.__texture_path(self.__scene.get("terrain", "black")))
        black.setMinfilter(Texture.FTLinearMipmapNearest)
        ts = TextureStage("stage-first")
        ts.setSort(0)
        ts.setMode(TextureStage.MReplace)
        ts.setSavedResult(True)
        terrain.getRoot().setTexture(ts, black)
        terrain.getRoot().setTexScale(ts, 250, 250)

        white = self.loader.loadTexture(self.__texture_path(self.__scene.get("terrain", "white")))
        white.setMinfilter(Texture.FTLinearMipmapNearest)
        ts = TextureStage("stage-second")
        ts.setSort(1)
        ts.setMode(TextureStage.MReplace)
        terrain.getRoot().setTexture(ts, white)
        terrain.getRoot().setTexScale(ts, 250, 250)

        stencil = self.loader.loadTexture(self.__texture_path(self.__scene.get("scene", "stencil")))
        ts = TextureStage("stage-stencil")
        ts.setSort(2)
        ts.setCombineRgb(TextureStage.CMInterpolate,
                         TextureStage.CSPrevious, TextureStage.COSrcColor,
                         TextureStage.CSLastSavedResult, TextureStage.COSrcColor,
                         TextureStage.CSTexture, TextureStage.COSrcColor)

        terrain.getRoot().setTexture(ts, stencil)

        ts = TextureStage("stage-vertexcolour")
        ts.setSort(3)
        ts.setCombineRgb(TextureStage.CMModulate, TextureStage.CSPrevious, TextureStage.COSrcColor,
                         TextureStage.CSPrimaryColor, TextureStage.COSrcColor)

        terrain.getRoot().setTexture(ts, "final")
开发者ID:zhicai,项目名称:friendlyfruit,代码行数:45,代码来源:scene.py

示例2: Water

# 需要导入模块: from panda3d.core import TextureStage [as 别名]
# 或者: from panda3d.core.TextureStage import setCombineRgb [as 别名]
class Water(AssetBase):
    def __init__(self, name, size=10000, resolution=1024):
        """Arguments:
        size -- Edge length of the water square.
        resolution -- Texture size of the rendered reflection buffer.
        """
        # Uncomment to see the output of the refclection buffer.
        base.bufferViewer.toggleEnable()

        AssetBase.__init__(self)
        self.name = name

        self.cm = CardMaker("water surface")
        self.cm.setFrame(-0.5 * size, 0.5 * size, -0.5 * size, 0.5 * size)
        self.cm.setHasUvs(True)
        self.node = NodePath(self.cm.generate())

        self.node.setP(self.node, -90)
        self.node.flattenLight()
        self.node.hide(BitMask32.bit(1))
        # self.node.setTwoSided(True)
        self.node.setShaderOff()

        # size of one texture tile in meters
        self.tex_size = 100.0

        diffuse = TexturePool.loadTexture("textures/water.diffuse.png")
        diffuse.setWrapU(Texture.WMRepeat)
        diffuse.setWrapV(Texture.WMRepeat)
        diffuse.setMinfilter(Texture.FTLinearMipmapLinear)
        diffuse.setMagfilter(Texture.FTLinearMipmapLinear)
        self.diffuse_stage = TextureStage("diffuse")
        self.diffuse_stage.setSort(2)
        self.node.setTexture(self.diffuse_stage, diffuse)
        self.node.setTexScale(self.diffuse_stage, size / self.tex_size, size / self.tex_size)

        # Reflection camera renders to 'buffer' which is projected onto the
        # water surface.
        buffer = base.win.makeTextureBuffer("water reflection", resolution, resolution)
        buffer.setClearColor(Vec4(0, 0, 0, 1))

        self.refl_cam = base.makeCamera(buffer)
        self.refl_cam.reparentTo(self.node)
        self.refl_cam.node().setCameraMask(BitMask32.bit(1))
        self.refl_cam.node().getLens().setFov(base.camLens.getFov())
        self.refl_cam.node().getLens().setNearFar(1, 100000)

        plane = PlaneNode("water culling plane", Plane(Vec3(0, 0, 1), Point3(0, 0, 0)))
        cfa = CullFaceAttrib.makeReverse()
        cpa = ClipPlaneAttrib.make(PlaneNode.CEVisible, plane)
        rs = RenderState.make(cfa, cpa)
        self.refl_cam.node().setInitialState(rs)

        reflection = buffer.getTexture()
        reflection.setMinfilter(Texture.FTLinear)
        reflection.setMagfilter(Texture.FTLinear)
        self.refl_stage = TextureStage("reflection")
        self.refl_stage.setSort(1)
        self.node.projectTexture(self.refl_stage, reflection, base.cam)
        self.node.setTexture(self.refl_stage, reflection)

        # Blend between diffuse and reflection.
        self.diffuse_stage.setColor(VBase4(1, 1, 1, 0.2))  # opacity of 20%
        self.diffuse_stage.setCombineRgb(
            TextureStage.CMInterpolate,
            TextureStage.CSTexture,
            TextureStage.COSrcColor,
            TextureStage.CSPrevious,
            TextureStage.COSrcColor,
            TextureStage.CSConstant,
            TextureStage.COSrcAlpha,
        )

        self.addTask(self.update, name="water update", sort=1, taskChain="world")

    def update(self, task):
        """Updates position of the reflection camera and the water plane."""
        mc = base.cam.getMat(render)
        # mf = Plane(Vec3(0, 0, 1), Point3(0, 0, 0)).getReflectionMat()
        mf = Mat4(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, -1, 0, 0, 0, 0, 1)
        self.refl_cam.setMat(mc * mf)

        self.node.setX(camera.getX(render))
        self.node.setY(camera.getY(render))
        self.node.setTexOffset(self.diffuse_stage, self.node.getX() / self.tex_size, self.node.getY() / self.tex_size)

        return task.cont

    def destroy(self):
        self.removeAllTasks()
        self.node.removeNode()
        self.refl_cam.removeNode()
开发者ID:hubertgrzeskowiak,项目名称:Azure--Infinite-Skies,代码行数:94,代码来源:water.py

示例3: setupHeightmap

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

#.........这里部分代码省略.........
		self.rock2NP = self.objNP.attachNewNode("goRocks2")
		self.rock3NP = self.objNP.attachNewNode("goRocks3")
		# self.caveNP = self.objNP.attachNewNode("goCave")
		# self.planeFrontNP = self.objNP.attachNewNode("goPlaneFront")
		# self.planeWingNP = self.objNP.attachNewNode("goPlaneWing")
		
		for i in range(0, texpk.getXSize()):
			for j in range(0, texpk.getYSize()):
				color = VBase4(0, 0, 0, 0)
				texpk.lookup(color, float(i) / texpk.getXSize(), float(j) / texpk.getYSize())
				if(int(color.getX() * 255.0) == 255.0):
					newTree = self.treeNP.attachNewNode("treeNode")
					treeModel.instanceTo(newTree)
					newTree.setPos(i - texpk.getXSize() / 2, j - texpk.getYSize() / 2, self.hmTerrain.get_elevation(i, j) * self.hmHeight - self.hmHeight / 2)
					# newTree.setScale(randint(0,4))
					newTree.setScale(2)
					
				if(int(color.getX() * 255.0) == 128):
					newRock = self.rockNP.attachNewNode("newRock")
					newRock.setPos(i - texpk.getXSize() / 2, j - texpk.getYSize() / 2, self.hmTerrain.get_elevation(i, j) * self.hmHeight - self.hmHeight / 2)
					rockModel.instanceTo(newRock)
					
				if(int(color.getX() * 255.0) == 77):
					newRock2 = self.rock2NP.attachNewNode("newRock2")
					newRock2.setPos(i - texpk.getXSize() / 2, j - texpk.getYSize() / 2, self.hmTerrain.get_elevation(i, j) * self.hmHeight - self.hmHeight / 2)
					rock2Model.instanceTo(newRock2)
					
				if(int(color.getX() * 255.0) == 102):
					newRock3 = self.rock3NP.attachNewNode("newRock3")
					newRock3.setPos(i - texpk.getXSize() / 2, j - texpk.getYSize() / 2, self.hmTerrain.get_elevation(i, j) * self.hmHeight - self.hmHeight / 2)
					rock3Model.instanceTo(newRock3)
					
				# if(int(color.getX() * 255.0) == 64):
					# newCave = self.caveNP.attachNewNode("newCave")
					# newCave.setPos(i - texpk.getXSize() / 2, j - texpk.getYSize() / 2, self.hmTerrain.get_elevation(i, j) * self.hmHeight - self.hmHeight / 2)
					# newCave.setScale(5)
					# newCave.setP(180)
					# caveModel.instanceTo(newCave)
				
				# if(int(color.getX() * 255.0) == 191):
					# newPlaneFront = self.planeFrontNP.attachNewNode("newPlaneFront")
					# newPlaneFront.setPos(i - texpk.getXSize() / 2, j - texpk.getYSize() / 2, self.hmTerrain.get_elevation(i, j) * self.hmHeight - self.hmHeight / 2)
					# newPlaneFront.setScale(6)
					# planeFrontModel.instanceTo(newPlaneFront)
					
				# if(int(color.getX() * 255.0) == 179):
					# newPlaneWing = self.planeWingNP.attachNewNode("newPlaneWing")
					# newPlaneWing.setPos(i - texpk.getXSize() / 2, j - texpk.getYSize() / 2, self.hmTerrain.get_elevation(i, j) * self.hmHeight - self.hmHeight / 2)
					# newPlaneWing.setScale(6)
					# newPlaneWing.setH(250)
					# newPlaneWing.setR(180)
					# newPlaneWing.setP(135)
					# planeWingModel.instanceTo(newPlaneWing)

		self.snowflakes = []
		
		for i in xrange(0, self.snowflakeCount):
			print("Call " + str(i))
			sf = SMCollect(self.worldBullet, self.worldObj, self.snowflakePositions[i])
			self.snowflakes.append(sf)
					
		# render.flattenStrong()
		self.hmTerrainNP.reparentTo(render)
		
		# Here begins the attribute mapping
		ts = TextureStage("stage-alpha")
		ts.setSort(0)
		ts.setPriority(1)
		ts.setMode(TextureStage.MReplace)
		ts.setSavedResult(True)
		self.hmTerrainNP.setTexture(ts, loader.loadTexture(imPath, smPath))

		ts = TextureStage("stage-stone")
		ts.setSort(1)
		ts.setPriority(1)
		ts.setMode(TextureStage.MReplace)
		self.hmTerrainNP.setTexture(ts, loader.loadTexture("../res/textures/stone_tex.png"))
		self.hmTerrainNP.setTexScale(ts, 32, 32)

		ts = TextureStage("stage-ice")
		ts.setSort(2)
		ts.setPriority(1)
		ts.setCombineRgb(TextureStage.CMInterpolate, TextureStage.CSTexture, TextureStage.COSrcColor,
						 TextureStage.CSPrevious, TextureStage.COSrcColor,
						 TextureStage.CSLastSavedResult, TextureStage.COSrcColor)
		self.hmTerrainNP.setTexture(ts, loader.loadTexture("../res/textures/ice_tex.png"))
		self.hmTerrainNP.setTexScale(ts, 32, 32)

		ts = TextureStage("stage-snow")
		ts.setSort(3)
		ts.setPriority(0)
		ts.setCombineRgb(TextureStage.CMInterpolate, TextureStage.CSTexture, TextureStage.COSrcColor,
						 TextureStage.CSPrevious, TextureStage.COSrcColor,
						 TextureStage.CSLastSavedResult, TextureStage.COSrcAlpha)
		self.hmTerrainNP.setTexture(ts, loader.loadTexture("../res/textures/snow_tex_1.png"))
		self.hmTerrainNP.setTexScale(ts, 32, 32)

		# print(self.snowflakes)
		
		return hmNode
开发者ID:tbackus127,项目名称:AbominableSnowmanGame,代码行数:104,代码来源:SMWorld.py

示例4: TerrainManager

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

#.........这里部分代码省略.........
        for ident, city in cities.items():
            if ident not in self.citycolors:
                self.citycolors[ident] = VBase3D(random.random(), random.random(), random.random())
        for tile in tiles:
            self.citymap.setXel(tile.coords[0], ycon[tile.coords[1]], self.citycolors[tile.cityid])
            # Scratch for labeling
            if tile.cityid:
                scratch[tile.cityid].append((tile.coords[0], tile.coords[1]))
        for ident, values in scratch.items():
            xsum = 0
            ysum = 0
            n = 0
            for coords in values:
                xsum += coords[0]
                ysum += coords[1]
                n += 1
            xavg = xsum/n
            yavg = ysum/n
            print "Elevation:", self.terrain.getElevation(xavg, yavg)
            z = self.terrain.getElevation(xavg, yavg)*100
            citylabels[ident]["position"] = (xavg, yavg, z+15)
            print "Citylabels:", citylabels
        messenger.send("updateCityLabels", [citylabels, self.terrain])
    
    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)
    
    def enterCity(self, ident, city, position, tiles):
        '''Identifies which terrain blocks city belogs to and disables those that are not
        A lot of uneeded for loops in here. Will need to find a better way later.'''
        #root = self.terrain.getRoot()
        children = []
        for terrain in self.terrain.terrains:
            root = terrain.getRoot()
            children += root.getChildren()
        keepBlocks = []
        # Reset water dimentions
        self.waterXMin = 0
        self.waterXMax = 0
        self.waterYMin = 0
开发者ID:croxis,项目名称:CityMania,代码行数:70,代码来源:environment.py


注:本文中的panda3d.core.TextureStage.setCombineRgb方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。