本文整理汇总了Python中rpcore.image.Image.create_buffer方法的典型用法代码示例。如果您正苦于以下问题:Python Image.create_buffer方法的具体用法?Python Image.create_buffer怎么用?Python Image.create_buffer使用的例子?那么, 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rpcore.image.Image
的用法示例。
在下文中一共展示了Image.create_buffer方法的13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_internal_manager
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
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
示例2: init_internal_manager
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
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
示例3: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
# Create the target which converts the scene color to a luminance
self.target_lum = self.create_target("GetLuminance")
self.target_lum.size = -4
self.target_lum.add_color_attachment(bits=(16, 0, 0, 0))
self.target_lum.prepare_buffer()
self.mip_targets = []
# Create the storage for the exposure, this stores the current and last
# frames exposure
# XXX: We have to use F_r16 instead of F_r32 because of a weird nvidia
# driver bug! However, 16 bits should be enough for sure.
self.tex_exposure = Image.create_buffer("ExposureStorage", 1, "R16")
self.tex_exposure.set_clear_color(Vec4(0.5))
self.tex_exposure.clear_image()
# Create the target which extracts the exposure from the average brightness
self.target_analyze = self.create_target("AnalyzeBrightness")
self.target_analyze.size = 1, 1
self.target_analyze.prepare_buffer()
self.target_analyze.set_shader_input("ExposureStorage", self.tex_exposure)
# Create the target which applies the generated exposure to the scene
self.target_apply = self.create_target("ApplyExposure")
self.target_apply.add_color_attachment(bits=16)
self.target_apply.prepare_buffer()
self.target_apply.set_shader_input("Exposure", self.tex_exposure)
示例4: _create_components
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
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")
示例5: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
self.target_visible = self.create_target("GetVisibleLights")
self.target_visible.size = 16, 16
self.target_visible.prepare_buffer()
# TODO: Use no oversized triangle in this stage
self.target_cull = self.create_target("CullLights")
self.target_cull.size = 0, 0
self.target_cull.prepare_buffer()
# TODO: Use no oversized triangle in this stage
self.target_group = self.create_target("GroupLightsByClass")
self.target_group.size = 0, 0
self.target_group.prepare_buffer()
self.frustum_lights_ctr = Image.create_counter("VisibleLightCount")
self.frustum_lights = Image.create_buffer(
"FrustumLights", self._pipeline.light_mgr.MAX_LIGHTS, "R16UI")
self.per_cell_lights = Image.create_buffer(
"PerCellLights", 0, "R16UI")
self.per_cell_light_counts = Image.create_buffer(
"PerCellLightCounts", 0, "R32I") # Needs to be R32 for atomic add in cull stage
self.grouped_cell_lights = Image.create_buffer(
"GroupedPerCellLights", 0, "R16UI")
self.grouped_cell_lights_counts = Image.create_buffer(
"GroupedPerCellLightsCount", 0, "R16UI")
self.target_visible.set_shader_inputs(
FrustumLights=self.frustum_lights,
FrustumLightsCount=self.frustum_lights_ctr)
self.target_cull.set_shader_inputs(
PerCellLightsBuffer=self.per_cell_lights,
PerCellLightCountsBuffer=self.per_cell_light_counts,
FrustumLights=self.frustum_lights,
FrustumLightsCount=self.frustum_lights_ctr,
threadCount=self.cull_threads)
self.target_group.set_shader_inputs(
PerCellLightsBuffer=self.per_cell_lights,
PerCellLightCountsBuffer=self.per_cell_light_counts,
GroupedCellLightsBuffer=self.grouped_cell_lights,
GroupedPerCellLightsCountBuffer=self.grouped_cell_lights_counts,
threadCount=1)
示例6: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
# TODO: Use no oversized triangle in this stage
self.target = self.create_target("CullProbes")
self.target.size = 0, 0
self.target.prepare_buffer()
self.per_cell_probes = Image.create_buffer("PerCellProbes", 0, "R32I")
self.per_cell_probes.clear_image()
self.target.set_shader_input("PerCellProbes", self.per_cell_probes)
self.target.set_shader_input("threadCount", 1)
示例7: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
self.target = self.create_target("CollectUsedCells")
self.target.size = 0, 0
self.target.prepare_buffer()
self.cell_list_buffer = Image.create_buffer("CellList", 0, "R32I")
self.cell_index_buffer = Image.create_2d_array("CellIndices", 0, 0, 0, "R32I")
self.target.set_shader_inputs(
CellListBuffer=self.cell_list_buffer,
CellListIndices=self.cell_index_buffer)
示例8: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
# Create the target which converts the scene color to a luminance
self.target_lum = self.create_target("GetLuminance")
self.target_lum.size = -4
self.target_lum.add_color_attachment(bits=(16, 0, 0, 0))
self.target_lum.prepare_buffer()
# Get the current quarter-window size
wsize_x = (Globals.resolution.x + 3) // 4
wsize_y = (Globals.resolution.y + 3) // 4
# Create the targets which downscale the luminance mipmaps
self.mip_targets = []
last_tex = self.target_lum.color_tex
while wsize_x >= 4 or wsize_y >= 4:
wsize_x = (wsize_x+3) // 4
wsize_y = (wsize_y+3) // 4
mip_target = self.create_target("DScaleLum:S" + str(wsize_x))
mip_target.add_color_attachment(bits=(16, 0, 0, 0))
mip_target.size = wsize_x, wsize_y
mip_target.prepare_buffer()
mip_target.set_shader_input("SourceTex", last_tex)
self.mip_targets.append(mip_target)
last_tex = mip_target.color_tex
# Create the storage for the exposure, this stores the current and last
# frames exposure
# XXX: We have to use F_r16 instead of F_r32 because of a weird nvidia
# driver bug! However, 16 bits should be enough for sure.
self.tex_exposure = Image.create_buffer("ExposureStorage", 1, "R16")
self.tex_exposure.set_clear_color(Vec4(0.5))
self.tex_exposure.clear_image()
# Create the target which extracts the exposure from the average brightness
self.target_analyze = self.create_target("AnalyzeBrightness")
self.target_analyze.size = 1, 1
self.target_analyze.prepare_buffer()
self.target_analyze.set_shader_input(
"ExposureStorage", self.tex_exposure)
self.target_analyze.set_shader_input("DownscaledTex", last_tex)
# Create the target which applies the generated exposure to the scene
self.target_apply = self.create_target("ApplyExposure")
self.target_apply.add_color_attachment(bits=16)
self.target_apply.prepare_buffer()
self.target_apply.set_shader_input("Exposure", self.tex_exposure)
示例9: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
max_cells = self._pipeline.light_mgr.total_tiles
self.num_rows = int(math.ceil(max_cells / float(self.slice_width)))
self.target = self.create_target("CullProbes")
# TODO: Use no oversized triangle in this stage
self.target.size = self.slice_width, self.num_rows
self.target.prepare_buffer()
self.per_cell_probes = Image.create_buffer(
"PerCellProbes", max_cells * self.max_probes_per_cell, "R32I")
self.per_cell_probes.set_clear_color(0)
self.per_cell_probes.clear_image()
self.target.set_shader_input("PerCellProbes", self.per_cell_probes)
示例10: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
max_cells = self._pipeline.light_mgr.total_tiles
self.num_rows = int(math.ceil(max_cells / float(self.slice_width)))
self.target = self.create_target("CullLights")
# TODO: Use no oversized triangle in this stage
self.target.size = self.slice_width, self.num_rows
self.target.prepare_buffer()
self.per_cell_lights = Image.create_buffer(
"PerCellLights", max_cells * (self.max_lights_per_cell + self.num_light_classes),
"R32I")
self.per_cell_lights.set_clear_color(0)
self.target.set_shader_input("PerCellLightsBuffer", self.per_cell_lights)
self.debug("Using", self.num_rows, "culling lines")
示例11: create
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def create(self):
tile_amount = self._pipeline.light_mgr.num_tiles
self.target = self.create_target("CollectUsedCells")
self.target.size = tile_amount.x, tile_amount.y
self.target.prepare_buffer()
num_slices = self._pipeline.settings["lighting.culling_grid_slices"]
max_cells = tile_amount.x * tile_amount.y * num_slices
self.debug("Allocating", max_cells, "cells")
self._cell_list_buffer = Image.create_buffer("CellList", 1 + max_cells, "R32I")
self._cell_list_buffer.set_clear_color(0)
self._cell_index_buffer = Image.create_2d_array(
"CellIndices", tile_amount.x, tile_amount.y, num_slices, "R32I")
self._cell_index_buffer.set_clear_color(0)
self.target.set_shader_input("CellListBuffer", self._cell_list_buffer)
self.target.set_shader_input("CellListIndices", self._cell_index_buffer)
示例12: init
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def init(self):
""" Creates the cubemap storage """
# Storage for the specular components (with mipmaps)
self.cubemap_storage = Image.create_cube_array(
"EnvmapStorage", self.resolution, self.max_probes, "RGBA16")
self.cubemap_storage.set_minfilter(SamplerState.FT_linear_mipmap_linear)
self.cubemap_storage.set_magfilter(SamplerState.FT_linear)
self.cubemap_storage.set_clear_color(Vec4(1.0, 0.0, 0.1, 1.0))
self.cubemap_storage.clear_image()
# Storage for the diffuse component
self.diffuse_storage = Image.create_cube_array(
"EnvmapDiffStorage", self.diffuse_resolution, self.max_probes, "RGBA16")
self.diffuse_storage.set_clear_color(Vec4(1, 0, 0.2, 1.0))
self.diffuse_storage.clear_image()
# Data-storage to store all cubemap properties
self.dataset_storage = Image.create_buffer(
"EnvmapData", self.max_probes * 5, "RGBA32")
self.dataset_storage.set_clear_color(Vec4(0))
self.dataset_storage.clear_image()
示例13: _create_data_storage
# 需要导入模块: from rpcore.image import Image [as 别名]
# 或者: from rpcore.image.Image import create_buffer [as 别名]
def _create_data_storage(self):
""" Creates the buffer used to transfer commands """
command_buffer_size = self._commands_per_frame * 32
self.debug("Allocating command buffer of size", command_buffer_size)
self._data_texture = Image.create_buffer("CommandQueue", command_buffer_size, "R32")
self._data_texture.set_clear_color(0)