本文整理汇总了Python中pandac.PandaModules.CardMaker.setFrameFullscreenQuad方法的典型用法代码示例。如果您正苦于以下问题:Python CardMaker.setFrameFullscreenQuad方法的具体用法?Python CardMaker.setFrameFullscreenQuad怎么用?Python CardMaker.setFrameFullscreenQuad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pandac.PandaModules.CardMaker
的用法示例。
在下文中一共展示了CardMaker.setFrameFullscreenQuad方法的9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: _initGUI
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
def _initGUI(self):
base.loadingScreen.beginStep('init Gui', 4, 55)
cm = CardMaker('PotionBackground')
cm.setFrame(-10, 10, -10, 10)
cm.setColor(0, 0, 0, 1)
self.background = NodePath(cm.generate())
self.background.reparentTo(aspect2d)
self.background.setBin('background', -100)
self.xpBackground = NodePath('PotionXPBackground')
self.xpBackground.reparentTo(aspect2d)
self.xpBackground.setBin('background', -95)
base.loadingScreen.tick()
self.dialogs = NodePath('DialogBackground')
self.dialogs.reparentTo(aspect2d)
self.dialogs.setBin('background', -70)
self.buttonsBackground = NodePath('PotionButtonBackground')
self.buttonsBackground.reparentTo(base.a2dBottomRight)
self.buttonsBackground.setBin('background', -90)
textureCard = loader.loadModel('models/minigames/pir_m_gui_pot_textureCard')
self.stretchedBackgroundTextureCard = textureCard.find('**/pir_t_gui_pot_background')
self.stretchedBackgroundTextureCard.reparentTo(self.background)
self.stretchedBackgroundTextureCard.setScale(3.3999999999999999, 1.0, 3.3999999999999999)
self.stretchedBackgroundTextureCard.setPos(0.0, 20.0, 0.0)
fadecm = CardMaker('card')
fadecm.setFrameFullscreenQuad()
self.fadeIn = render2d.attachNewNode(fadecm.generate())
self.fadeIn.setBin('background', -50)
self.fadeIn.setPos(0.0, -30.0, 0.0)
self.fadeIn.setColor(0, 0, 0, 1.0)
self.fadeIn.setTransparency(True)
base.loadingScreen.tick()
cm = CardMaker('card')
cm.setFrame(0, 1, 0.01, 0.01)
self.foregroundLayer = aspect2d.attachNewNode(cm.generate())
self.foregroundTextureCard = textureCard.find('**/pir_t_gui_pot_foreground')
self.foregroundTextureCard.setScale(0.80000000000000004, 1.0, 0.40000000000000002)
self.foregroundTextureCard.setPos(-0.69999999999999996, -20.0, 0.80000000000000004)
self.foregroundTextureCard.setBin('background', -80)
self.foregroundTextureCard.copyTo(self.foregroundLayer)
self.repMeter = ReputationMeter.ReputationMeter(InventoryType.PotionsRep, width = 0.56000000000000005)
inv = localAvatar.getInventory()
self.repMeter.reparentTo(self.xpBackground)
self.repMeter.setPos(0, 0, -0.94999999999999996)
self.repMeter.update(inv.getAccumulator(InventoryType.PotionsRep))
localAvatar.guiMgr.registerReputationHandler(self.updateRepMeter)
base.loadingScreen.tick()
self.closeButton = GuiButton.GuiButton(image = (textureCard.find('**/pir_t_gui_pot_escape'), textureCard.find('**/pir_t_gui_pot_escapeOn'), textureCard.find('**/pir_t_gui_pot_escapeOn'), textureCard.find('**/pir_t_gui_pot_escape')), image_scale = (0.10000000000000001, 0.10000000000000001, 0.10000000000000001), image_pos = (0.074999999999999997, 0, 0.080000000000000002), hotkeys = [
'Escape'], hotkeyLabel = PLocalizer.PotionGui['ExitButton'], pos = (-0.40000000000000002, 0.0, 0.01), text0_fg = PotionGlobals.TextColor, text1_fg = PiratesGuiGlobals.TextFG0, text2_fg = PiratesGuiGlobals.TextFG15, text3_fg = PotionGlobals.TextColorDisabled, parent = self.buttonsBackground, command = self.confirmQuit)
self.returnButton = GuiButton.GuiButton(text = (PLocalizer.PotionGui['SwitchRecipe'], PLocalizer.PotionGui['SwitchRecipe'], PLocalizer.PotionGui['SwitchRecipe'], PLocalizer.PotionGui['SwitchRecipe']), pos = (-0.57999999999999996, 0.0, -0.62), text_scale = PiratesGuiGlobals.TextScaleExtraLarge, text_shadow = None, image = (None, None, None, None), text0_fg = PotionGlobals.TextColor, text1_fg = PiratesGuiGlobals.TextFG0, text2_fg = PiratesGuiGlobals.TextFG15, text3_fg = PotionGlobals.TextColorDisabled, parent = self.background, command = self.confirmReturn)
self.returnButton.stash()
self.hintsButton = GuiButton.GuiButton(text = (PLocalizer.PotionGui['ShowTutorial'], PLocalizer.PotionGui['ShowTutorial'], PLocalizer.PotionGui['ShowTutorial'], PLocalizer.PotionGui['ShowTutorial']), text_scale = PiratesGuiGlobals.TextScaleSmall, image_scale = (0.25, 0.10000000000000001, 0.17999999999999999), image_pos = (0, 0, 0), pos = (-0.53000000000000003, 0.0, 0.074999999999999997), parent = self.buttonsBackground, command = self.showLastHint)
self.InfoButton = GuiButton.GuiButton(text = (PLocalizer.PotionGui['IngredientList'], PLocalizer.PotionGui['IngredientList'], PLocalizer.PotionGui['IngredientList'], PLocalizer.PotionGui['IngredientList']), text_scale = PiratesGuiGlobals.TextScaleSmall, image_scale = (0.29999999999999999, 0.10000000000000001, 0.17999999999999999), image_pos = (0, 0, 0), pos = (-0.83999999999999997, 0.0, 0.074999999999999997), parent = self.buttonsBackground, command = self.showInfo)
textureCard.removeNode()
base.loadingScreen.endStep('init Gui')
示例2: __init__
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
def __init__(self):
self.music = loader.loadMusic('phase_4/audio/bgm/science_fair_credits.ogg')
cm = CardMaker('screen-cover')
cm.setFrameFullscreenQuad()
self.screenCover = render2d.attachNewNode(cm.generate())
self.screenCover.hide()
self.screenCover.setScale(100)
self.screenCover.setColor((0, 0, 0, 1))
self.logo = OnscreenImage(image='phase_3/maps/toontown-logo.png',
scale=(1.0 * (4.0/3.0), 1, 1.0 / (4.0/3.0)),
pos=(-0.05, 1, -0.85))
self.logo.setTransparency(TransparencyAttrib.MAlpha)
self.logo.reparentTo(base.a2dTopCenter)
self.logo.hide()
self.creditsSeq = None
示例3: renderQuadInto
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
def renderQuadInto(self, mul=1, div=1, align=1, depthtex=None, colortex=None, auxtex0=None, auxtex1=None):
""" Creates an offscreen buffer for an intermediate
computation. Installs a quad into the buffer. Returns
the fullscreen quad. The size of the buffer is initially
equal to the size of the main window. The parameters 'mul',
'div', and 'align' can be used to adjust that size. """
texgroup = (depthtex, colortex, auxtex0, auxtex1)
winx, winy = self.getScaledSize(mul, div, align)
depthbits = bool(depthtex != None)
buffer = self.createBuffer("filter-stage", winx, winy, texgroup, depthbits)
if (buffer == None):
return None
cm = CardMaker("filter-stage-quad")
cm.setFrameFullscreenQuad()
quad = NodePath(cm.generate())
quad.setDepthTest(0)
quad.setDepthWrite(0)
quad.setColor(Vec4(1,0.5,0.5,1))
quadcamnode = Camera("filter-quad-cam")
lens = OrthographicLens()
lens.setFilmSize(2, 2)
lens.setFilmOffset(0, 0)
lens.setNearFar(-1000, 1000)
quadcamnode.setLens(lens)
quadcam = quad.attachNewNode(quadcamnode)
buffer.getDisplayRegion(0).setCamera(quadcam)
buffer.getDisplayRegion(0).setActive(1)
self.buffers.append(buffer)
self.sizes.append((mul, div, align))
return quad
示例4: __init__
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
#.........这里部分代码省略.........
texture.setWrapV(Texture.WMRepeat)
track.setTexture(texture)
track.setTwoSided(False)
track.setDepthWrite(False)
track.setDepthTest(False)
track.setBin("background",10)
self.createdNodes.append(track)
constantTwoStencil = StencilAttrib.make(1,StencilAttrib.SCFEqual,StencilAttrib.SOZero,StencilAttrib.SOKeep,StencilAttrib.SOReplace,2,0,2)
track.node().setAttrib(constantTwoStencil)
startLine=render.attachNewNode(trackGeomNodes['startline'])
texture=loader.loadTexture("textures/startline.png")
texture.setAnisotropicDegree(4)
texture.setMagfilter(Texture.FTNearest)
texture.setMinfilter(Texture.FTLinearMipmapLinear)
texture.setWrapU(Texture.WMRepeat)
texture.setWrapV(Texture.WMRepeat)
startLine.setTexture(texture)
startLine.setTwoSided(False)
startLine.setDepthWrite(False)
startLine.setDepthTest(False)
startLine.setBin("background",11);
self.createdNodes.append(startLine)
backgroundGeomNodes=MountainsGeometry.makeMountains()
mountainsGeomNode=backgroundGeomNodes['mountains']
mountains=render.attachNewNode(mountainsGeomNode)
texture=loader.loadTexture(self.getBackgroundTexture())
texture.setAnisotropicDegree(4)
texture.setWrapU(Texture.WMRepeat)
texture.setWrapV(Texture.WMClamp)
mountains.setTexture(texture)
mountains.setTwoSided(False)
mountains.setDepthWrite(False)
mountains.setDepthTest(False)
mountains.setBin("background",10);
self.createdNodes.append(mountains)
skyGeomNode=backgroundGeomNodes['sky']
sky=render.attachNewNode(skyGeomNode)
sky.setDepthWrite(False)
sky.setDepthTest(False)
sky.setBin("background",11)
self.createdNodes.append(sky)
constantOneStencil = StencilAttrib.make(1,StencilAttrib.SCFEqual,StencilAttrib.SOZero,StencilAttrib.SOKeep,StencilAttrib.SOReplace,1,0,1)
shadowX=self.segments[0].getMidPoint().getX()
shadowY=self.segments[0].getMidPoint().getY()
lightSourceX,lightSourceY,lightSourceZ=self.getLightSourcePosition()
shadowGeomNode=ShadowGeometry.makeModelShadow("models/newstartlineshadow",shadowX,shadowY,0,lightSourceX,lightSourceY,lightSourceZ,270)
shadow=render.attachNewNode(shadowGeomNode)
shadow.setTwoSided(True)
self.createdNodes.append(shadow)
shadow.setPos(shadowX,shadowY,0)
shadow.node().setAttrib(constantOneStencil)
shadow.node().setAttrib(ColorWriteAttrib.make(0))
shadow.setBin('fixed',40)
shadow.setDepthWrite(0)
self.createdNodes.append(shadow)
stencilReader = StencilAttrib.make(1,StencilAttrib.SCFEqual,StencilAttrib.SOKeep, StencilAttrib.SOKeep,StencilAttrib.SOKeep,1,1,0)
cm2d = CardMaker('card')
cm2d.setFrameFullscreenQuad()
card = render2d.attachNewNode(cm2d.generate())
card.node().setAttrib(stencilReader)
card.setDepthTest(False)
card.setTransparency(TransparencyAttrib.MAlpha)
card.setColor(0,0,0,0.40)
self.createdNodes.append(card)
trafficLightCm=CardMaker('card')
trafficLightCm.setFrame(-0.20,0.20,0.20,-0.20)
trafficLight = render.attachNewNode(trafficLightCm.generate())
trafficLight.reparentTo(self.lights)
trafficLight.setDepthTest(True)
trafficLight.setDepthWrite(False)
trafficLight.setColor(1.0,0.0,0.0,1.0)
trafficLight.setBin("unsorted",50)
trafficLight.setBillboardAxis()
trafficLight.setTwoSided(True)
tex = loader.loadTexture('textures/roadhighlight.png')
trafficLight.setTexture(tex)
trafficLight.setTransparency(TransparencyAttrib.MAlpha)
trafficLight.hide()
self.trafficLight=trafficLight
self.createdNodes.append(trafficLight)
colour = (45.0/255.0,81.0/255.0,98.0/255.0)
expfog = Fog("Scene-wide exponential Fog object")
expfog.setColor(*colour)
expfog.setExpDensity(0.002)
self.carsAndSceneryNode.setFog(expfog)
self.qualifyingEndBlimpFlightComplete=False
self.qualifyingResultsDisplayComplete=False
self.gearIndicator=GearIndicator()
self.gearIndicator.setGear(Gearbox.low)
示例5: addSunEffects
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
def addSunEffects(self):
self.sunEffectsEnabled=True
dazzlerCm = CardMaker('card')
dazzlerCm.setFrameFullscreenQuad()
self.dazzler = render2d.attachNewNode(dazzlerCm.generate())
self.dazzler.setDepthTest(False)
self.dazzler.setTransparency(TransparencyAttrib.MAlpha)
self.dazzler.setColor(1.0,1.0,1.0,0.0)
self.dazzler.setBin("fixed",40)
self.createdNodes.append(self.dazzler)
sunCm=CardMaker('card')
sunCm.setFrame(-500,500,500,-500)
sun = render.attachNewNode(sunCm.generate())
sun.setDepthTest(True)
sun.setDepthWrite(False)
sun.setColor(1.0,0.8,0.4,1.0)
sun.setBin("unsorted",50)
sunX,sunY,sunZ=self.getLightSourcePosition()
sun.setPos(sunX,sunY,sunZ)
sun.setBillboardAxis()
sun.setTwoSided(True)
tex = loader.loadTexture('textures/sun.png')
sun.setTexture(tex)
sun.setTransparency(TransparencyAttrib.MAlpha)
self.createdNodes.append(sun)
sunSurroundCm=CardMaker('card')
sunSurroundCm.setFrame(-1500,1500,1500,-1500)
sunSurround = render.attachNewNode(sunSurroundCm.generate())
sunSurround.setDepthTest(True)
sunSurround.setDepthWrite(False)
sunSurround.setColor(1.0,1.0,1.0,1.0)
sunSurround.setBin("unsorted",50)
sunX,sunY,sunZ=self.getLightSourcePosition()
sunSurround.setPos(sunX,sunY,sunZ)
sunSurround.setBillboardAxis()
sunSurround.setTwoSided(True)
tex = loader.loadTexture('textures/roadhighlight.png')
sunSurround.setTexture(tex)
sunSurround.setTransparency(TransparencyAttrib.MAlpha)
self.sunSurround=sunSurround
self.createdNodes.append(sunSurround)
stencilReader2 = StencilAttrib.make(1,StencilAttrib.SCFEqual,StencilAttrib.SOKeep, StencilAttrib.SOKeep,StencilAttrib.SOKeep,2,2,0)
roadHighlightCm=CardMaker('card')
roadHighlightCm.setFrame(-3000,3000,3000,-3000)
roadHighlight = render.attachNewNode(roadHighlightCm.generate())
roadHighlight.setDepthTest(True)
roadHighlight.setDepthWrite(False)
roadHighlight.setColor(1.0,1.0,1.0,0.4)
roadHighlight.setBin("unsorted",50)
sunX,sunY,sunZ=self.getLightSourcePosition()
roadHighlight.setPos(sunX,sunY,sunZ)
roadHighlight.setBillboardAxis()
roadHighlight.setTwoSided(True)
tex = loader.loadTexture('textures/roadhighlight.png')
roadHighlight.setTexture(tex)
roadHighlight.setTransparency(TransparencyAttrib.MAlpha)
self.createdNodes.append(roadHighlight)
roadHighlight.node().setAttrib(stencilReader2)
示例6: __init__
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
def __init__(self, filters):
self.filters = filters
self.updateTask = None
self.finalQuad = None
self.sun = base.cam.attachNewNode('sun')
loader.loadModel("models/sphere").reparentTo(self.sun)
self.sun.setScale(0.08)
self.sun.setTwoSided(True)
self.sun.setColorScale(1.0, 1.0, 1.0, 1.0, 10001)
self.sun.setLightOff(1)
self.sun.setShaderOff(1)
self.sun.setFogOff(1)
self.sun.setCompass()
self.sun.setBin('background', 2)
self.sun.setDepthWrite(False)
self.sun.setDepthTest(False)
# Workaround an annoyance in Panda. No idea why it's needed.
self.sun.node().setBounds(OmniBoundingVolume())
direct = Vec4(2.0, 1.9, 1.8, 1) #bright for hdr
#direct = Vec4(0.7, 0.65, 0.6, 1)
self.dlight = DirectionalLight('dlight')
self.dlight.setColor(direct)
dlnp = self.sun.attachNewNode(self.dlight)
render.setLight(dlnp)
render.setShaderInput('dlight0', dlnp)
self.setTime(700.0)
pandaVolumetricLighting = False
if pandaVolumetricLighting:
self.filters.setVolumetricLighting( dlnp )
else:
self.vlbuffer = base.win.makeTextureBuffer('volumetric-lighting', base.win.getXSize() / 2, base.win.getYSize() / 2)
self.vlbuffer.setClearColor(Vec4(0, 0, 0, 1))
cam = base.makeCamera(self.vlbuffer)
cam.node().setLens(base.camLens)
cam.reparentTo(base.cam)
initstatenode = NodePath('InitialState')
initstatenode.setColorScale(0, 0, 0, 1, 10000)
initstatenode.setShaderOff(10000)
initstatenode.setFogOff(1)
initstatenode.setLightOff(10000)
initstatenode.setMaterialOff(10000)
initstatenode.setTransparency(TransparencyAttrib.MBinary, 10000)
cam.node().setCameraMask(BitMask32.bit(2))
cam.node().setInitialState(initstatenode.getState())
self.vltexture = self.vlbuffer.getTexture()
self.vltexture.setWrapU(Texture.WMClamp)
self.vltexture.setWrapV(Texture.WMClamp)
card = CardMaker('VolumetricLightingCard')
card.setFrameFullscreenQuad()
self.finalQuad = render2d.attachNewNode(card.generate())
self.finalQuad.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor))
self.finalQuad.setShader(Shader.load("shaders/filter-vlight.cg"))
self.finalQuad.setShaderInput('src', self.vltexture)
self.finalQuad.setShaderInput('vlparams', 32, 0.95 / 32.0, 0.985, 0.5) # Note - first 32 is now hardcoded into shader for cards that don't support variable sized loops.
self.finalQuad.setShaderInput('casterpos', 0.5, 0.5, 0, 0)
# Last parameter to vlcolor is the exposure
vlcolor = Vec4(1, 0.99, 0.80, 0.03)
self.finalQuad.setShaderInput('vlcolor', vlcolor)
self.start()
示例7: renderSceneInto
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):
""" Causes the scene to be rendered into the supplied textures
instead of into the original window. Puts a fullscreen quad
into the original window to show the render-to-texture results.
Returns the quad. Normally, the caller would then apply a
shader to the quad.
To elaborate on how this all works:
* An offscreen buffer is created. It is set up to mimic
the original display region - it is the same size,
uses the same clear colors, and contains a DisplayRegion
that uses the original camera.
* A fullscreen quad and an orthographic camera to render
that quad are both created. The original camera is
removed from the original window, and in its place, the
orthographic quad-camera is installed.
* The fullscreen quad is textured with the data from the
offscreen buffer. A shader is applied that tints the
results pink.
* Automatic shader generation NOT enabled.
If you have a filter that depends on a render target from
the auto-shader, you either need to set an auto-shader
attrib on the main camera or scene, or, you need to provide
these outputs in your own shader.
* All clears are disabled on the original display region.
If the display region fills the whole window, then clears
are disabled on the original window as well. It is
assumed that rendering the full-screen quad eliminates
the need to do clears.
Hence, the original window which used to contain the actual
scene, now contains a pink-tinted quad with a texture of the
scene. It is assumed that the user will replace the shader
on the quad with a more interesting filter. """
if (textures):
colortex = textures.get("color", None)
depthtex = textures.get("depth", None)
auxtex = textures.get("aux", None)
if (colortex == None):
colortex = Texture("filter-base-color")
colortex.setWrapU(Texture.WMClamp)
colortex.setWrapV(Texture.WMClamp)
texgroup = (depthtex, colortex, auxtex, None)
# Choose the size of the offscreen buffer.
(winx, winy) = self.getScaledSize(1,1,1)
buffer = self.createBuffer("filter-base", winx, winy, texgroup)
if (buffer == None):
return None
cm = CardMaker("filter-base-quad")
cm.setFrameFullscreenQuad()
quad = NodePath(cm.generate())
quad.setDepthTest(0)
quad.setDepthWrite(0)
quad.setTexture(colortex)
quad.setColor(Vec4(1,0.5,0.5,1))
cs = NodePath("dummy")
cs.setState(self.camstate)
# Do we really need to turn on the Shader Generator?
#cs.setShaderAuto()
if (auxbits):
cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
self.camera.node().setInitialState(cs.getState())
quadcamnode = Camera("filter-quad-cam")
lens = OrthographicLens()
lens.setFilmSize(2, 2)
lens.setFilmOffset(0, 0)
lens.setNearFar(-1000, 1000)
quadcamnode.setLens(lens)
quadcam = quad.attachNewNode(quadcamnode)
self.region.setCamera(quadcam)
dr = buffer.getDisplayRegion(0)
self.setStackedClears(dr, self.rclears, self.wclears)
if (auxtex):
dr.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
dr.setClearValue(GraphicsOutput.RTPAuxRgba0, Vec4(0.5,0.5,1.0,0.0))
self.region.disableClears()
if (self.isFullscreen()):
self.win.disableClears()
dr.setCamera(self.camera)
dr.setActive(1)
self.buffers.append(buffer)
self.sizes.append((1, 1, 1))
#.........这里部分代码省略.........
示例8: CameraHandler
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
class CameraHandler():
def __init__(self, character):
self.character = character
# Setup mouse
base.disableMouse()
hideMouse(True)
self.mouseSensitivity = 0.1
base.taskMgr.doMethodLater(0.1, self.prepareCameraTask, "prepare-camera")
# Setup camera
base.camera.reparentTo(self.character.node)
base.camera.setPos(0, 0, 0)
base.camera.lookAt(0, 1, 0)
# Create target
self.target = OnscreenImage(image = "media/target.png", pos = (0, 0, 0))
self.target.setTransparency(TransparencyAttrib.MAlpha)
self.target.setScale(0.1)
self.target.setSa(0.5)
# Create overlay
self.overlayCard = CardMaker("overlayCard")
self.overlayCard.setFrameFullscreenQuad()
self.overlay = base.render2d.attachNewNode(self.overlayCard.generate())
self.overlay.setTransparency(TransparencyAttrib.MAlpha)
self.overlay.setColor(0,0,0,0)
# Setup interval sequences
self.shakeSequence = None
self.flashSequence = None
def shake(self, amplitude = (1,0,0), duration = 1.0, swings = 1):
if self.shakeSequence != None:
self.shakeSequence.finish()
self.shakeSequence = Sequence()
swings = int(swings)
duration = float(duration)
dt = duration / (swings * 4)
ds = Point3(amplitude)
for i in range(swings):
self.shakeSequence.append(LerpPosInterval(base.camera, dt, ds*-1))
self.shakeSequence.append(LerpPosInterval(base.camera, dt*2, ds))
self.shakeSequence.append(LerpPosInterval(base.camera, dt, Point3(0, 0, 0)))
self.shakeSequence.start()
def flash(self, color = (1,1,1,1), duration = 1.0, fadeIn = 0.2):
if self.flashSequence != None:
self.flashSequence.finish()
self.flashSequence = Sequence()
dtIn = float(duration) * fadeIn
dtOut = duration - dtIn
if dtIn > 0:
self.flashSequence.append(LerpColorInterval(self.overlay, dtIn, color))
if dtOut > 0:
self.flashSequence.append(LerpColorInterval(self.overlay, dtOut, (0,0,0,0), color))
self.flashSequence.start()
def prepareCameraTask(self, task):
base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2)
base.taskMgr.add(self.controlCameraTask, "camera-control")
return task.done
def controlCameraTask(self, task):
char = self.character.node
# Get current mouse location.
md = base.win.getPointer(0)
x = md.getX()
y = md.getY()
# Rotate character based on mouse coordinates.
if base.win.movePointer(0, base.win.getXSize()/2, base.win.getYSize()/2):
char.setP((char.getP() - (y - base.win.getYSize()/2)*self.mouseSensitivity) % 360)
char.setH((char.getH() - (x - base.win.getXSize()/2)*self.mouseSensitivity) % 360)
# Don't let the camera loop over. Allowed range is 0-90 (up) and 360-270 (down).
if char.getP() > 90 and char.getP() < 180:
char.setP(90)
elif char.getP() < 270 and char.getP() >= 180:
char.setP(270)
return task.cont
示例9: __init__
# 需要导入模块: from pandac.PandaModules import CardMaker [as 别名]
# 或者: from pandac.PandaModules.CardMaker import setFrameFullscreenQuad [as 别名]
def __init__(self, manager, xml):
self.updateTask = None
self.sun = base.cam.attachNewNode("sun")
loader.loadModel(manager.get("paths").getConfig().find("misc").get("path") + "/sphere").reparentTo(self.sun)
self.sun.setScale(0.1)
self.sun.setTwoSided(True)
self.sun.setColorScale(10.0, 10.0, 10.0, 1.0, 10001)
self.sun.setLightOff(1)
self.sun.setShaderOff(1)
self.sun.setFogOff(1)
self.sun.setCompass()
self.sun.setBin("background", 10)
self.sun.setDepthWrite(False)
self.sun.setDepthTest(False)
# Workaround an annoyance in Panda. No idea why it's needed.
self.sun.node().setBounds(OmniBoundingVolume())
isa = xml.find("isa")
inst = xml.find("instance")
if isa != None or inst != None:
if inst != None:
orig = Vec3(float(inst.get("x", "0")), float(inst.get("y", "0")), float(inst.get("z", "0")))
else:
level = manager.get(isa.get("source"))
orig = Vec3(level.getByIsA(isa.get("name"))[0].getPos(render))
orig.normalize()
self.sun.setPos(orig)
godrays = xml.find("godrays")
if godrays != None:
self.vlbuffer = base.win.makeTextureBuffer(
"volumetric-lighting", base.win.getXSize() / 2, base.win.getYSize() / 2
)
self.vlbuffer.setClearColor(Vec4(0, 0, 0, 1))
cam = base.makeCamera(self.vlbuffer)
cam.node().setLens(base.camLens)
cam.reparentTo(base.cam)
initstatenode = NodePath("InitialState")
initstatenode.setColorScale(0, 0, 0, 1, 10000)
initstatenode.setShaderOff(10000)
initstatenode.setLightOff(10000)
initstatenode.setMaterialOff(10000)
initstatenode.setTransparency(TransparencyAttrib.MBinary, 10000)
cam.node().setCameraMask(BitMask32.bit(2))
cam.node().setInitialState(initstatenode.getState())
self.vltexture = self.vlbuffer.getTexture()
self.vltexture.setWrapU(Texture.WMClamp)
self.vltexture.setWrapV(Texture.WMClamp)
card = CardMaker("VolumetricLightingCard")
card.setFrameFullscreenQuad()
self.finalQuad = render2d.attachNewNode(card.generate())
self.finalQuad.setAttrib(
ColorBlendAttrib.make(
ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingColor, ColorBlendAttrib.OFbufferColor
)
)
self.finalQuad.setShader(
Shader.load(
posixpath.join(manager.get("paths").getConfig().find("shaders").get("path"), "filter-vlight.cg")
)
)
self.finalQuad.setShaderInput("src", self.vltexture)
self.finalQuad.setShaderInput(
"vlparams", 32, 0.9 / 32.0, 0.97, 0.5
) # Note - first 32 is now hardcoded into shader for cards that don't support variable sized loops.
self.finalQuad.setShaderInput("casterpos", 0.5, 0.5, 0, 0)
# Last parameter to vlcolor is the exposure
vlcolor = Vec4(
float(godrays.get("r", "1")), float(godrays.get("g", "1")), float(godrays.get("b", "1")), 0.04
)
self.finalQuad.setShaderInput("vlcolor", vlcolor)
else:
self.finalQuad = None