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Python Shader._get_arg方法代码示例

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


在下文中一共展示了Shader._get_arg方法的3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__

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import _get_arg [as 别名]

#.........这里部分代码省略.........
        code = """
r1 = random()
r2 = random()
e = 1.0

phi = 2.0 * 3.14159 * r1
exponent = 1.0 / (e + 1.0)
cos_theta = pow(r2, exponent)

tmp = 1.0 - cos_theta * cos_theta
sin_theta = sqrt(tmp)
sin_phi = sin(phi)
cos_phi = cos(phi)
pu = sin_theta * cos_phi 
pv = sin_theta * sin_phi
pw = cos_theta

w = hitpoint.normal 
tv = (0.0034, 1.0, 0.0071)
v = cross(tv, w)
v = normalize(v)
u = cross(v, w)

ndir = u * pu + v * pv + w * pw
shadepoint.wi = normalize(ndir)

__material_pdf(hitpoint, shadepoint, ptr_mat_pdf)
__material_reflectance(hitpoint, shadepoint, ptr_mat_bsdf)
        """
        return code

    def _default_pdf(self):
        code = """
shadepoint.pdf = dot(hitpoint.normal, shadepoint.wi) * 0.318309886
        """
        return code

    def compile(self, shaders=[]):
        self._bsdf_shader.compile(shaders, color_mgr=self._color_mgr)
        self._sampling_shader.compile(shaders, color_mgr=self._color_mgr)
        self._pdf_shader.compile(shaders, color_mgr=self._color_mgr)

    def prepare(self, runtimes):
        self._bsdf_shader.prepare(runtimes)
        self._pdf_shader.prepare(runtimes)

        ptrs = self._bsdf_shader.get_ptrs()
        args = [PointerArg('ptr_mat_bsdf', p) for p in ptrs]
        ptr_bsdf = self._sampling_shader._get_arg('ptr_mat_bsdf')
        ptr_bsdf.resize(args)

        ptrs = self._pdf_shader.get_ptrs()
        args = [PointerArg('ptr_mat_pdf', p) for p in ptrs]
        ptr_pdf = self._sampling_shader._get_arg('ptr_mat_pdf')
        ptr_pdf.resize(args)

        self._sampling_shader.prepare(runtimes)

    def emission_shader(self, shaders=[]):
        args = self._load_args()
        code = self._loader.load(self._shader_name, 'emission.py')
        if code is None:
            raise ValueError("emission.py in %s dont exist!" % self._shader_name)

        name = 'material_emission_%i' % id(args)
        s = self._color_mgr.zero()
        func_args = self._func_args(s)
        emission_shader = Shader(code=code, args=args, name=name,
                                 func_args=func_args, is_func=True)
        return emission_shader

    def sync_shader_props(self, shader):
        for arg in shader.args:
            val = self.get_value(arg.name)
            shader.set_value(arg.name, val)

    def set_value(self, name, val):
        if self._bsdf_shader is None:
            raise ValueError("Material shader is not loaded!")
        if isinstance(val, (RGBSpectrum, SampledSpectrum)):
            val = self._color_mgr.convert_spectrum(val)
        self._bsdf_shader.set_value(name, val)
        self._sampling_shader.set_value(name, val)
        self._pdf_shader.set_value(name, val)

    def get_value(self, name):
        if self._bsdf_shader is None:
            raise ValueError("Material shader is not loaded!")
        return self._bsdf_shader.get_value(name)

    def output(self, name):
        txt = 'Material\n'
        txt += 'type = %s\n' % self._shader_name
        txt += 'name = %s\n' % name
        args = self._load_args()
        for arg in args:
            value = self.get_value(arg.name)
            txt += output_arg(arg.name, value)
        txt += 'End\n'
        return txt
开发者ID:mario007,项目名称:renmas,代码行数:104,代码来源:material.py

示例2: AreaLight

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import _get_arg [as 别名]
class AreaLight(Light):
    def __init__(self, shape, material):

        path = os.path.dirname(__file__)
        path = os.path.join(path, 'area_light_shaders')
        self._loader = Loader([path])

        self.shape = shape
        self.material = material
        self.shader = None

    def _func_args(self, spectrum):
        func_args = [StructArgPtr('hitpoint', HitPoint.factory()),
                     StructArgPtr('shadepoint', ShadePoint.factory(spectrum))]
        return func_args

    def _load_args(self):
        args = []
        text = self._loader.load(self._shader_name, 'props.txt')
        if text is not None:
            args = parse_args(text, self._color_mgr)
        return args

    def load(self, shader_name, color_mgr):
        self._color_mgr = color_mgr
        self._shader_name = shader_name

        args = self._load_args()

        ptr_lgt_sample = PointerArg('ptr_light_sample', 0)
        lgt_sample = ArgList('ptr_light_sample', [ptr_lgt_sample])
        args.append(lgt_sample)
        ptr_mat_emission = PointerArg('ptr_mat_emission', 0)
        mat_emission = ArgList('ptr_mat_emission', [ptr_mat_emission])
        args.append(mat_emission)

        code = self._loader.load(shader_name, 'code.py')
        if code is None:
            raise ValueError("code.py in %s shader dont exist!" % shader_name)

        name = 'light_%i' % id(args)
        func_args = self._func_args(color_mgr.zero())
        self.shader = Shader(code=code, args=args, name=name,
                             func_args=func_args, is_func=True)
        
        # area light emission shader
        name = 'light_emission%i' % id(args)
        func_args = self._func_args(color_mgr.zero())
        args = []
        ptr_lgt_pdf = PointerArg('ptr_light_pdf', 0)
        lgt_pdf = ArgList('ptr_light_pdf', [ptr_lgt_pdf])
        args.append(lgt_pdf)
        ptr_mat_emission = PointerArg('ptr_mat_emission', 0)
        mat_emission = ArgList('ptr_mat_emission', [ptr_mat_emission])
        args.append(mat_emission)
        code = """
__light_pdf(hitpoint, shadepoint, ptr_light_pdf)
__material_emission(hitpoint, shadepoint, ptr_mat_emission)
        """
        self.emission_shader = Shader(code=code, args=args, name=name,
                                      func_args=func_args, is_func=True)

    def compile(self, shaders=[]):
        self.shader.compile(shaders, color_mgr=self._color_mgr)
        self.emission_shader.compile(shaders, color_mgr=self._color_mgr)

        spec = self._color_mgr.zero()
        self.light_sample_shader = self.shape.light_sample(spec)
        self.light_sample_shader.compile(shaders, color_mgr=self._color_mgr)

        self.light_pdf_shader = self.shape.light_pdf(spec)
        self.light_pdf_shader.compile(shaders, color_mgr=self._color_mgr)

        self._emission_shader = self.material.emission_shader()
        self._emission_shader.compile(shaders, color_mgr=self._color_mgr)


    def prepare(self, runtimes):
        self.light_sample_shader.prepare(runtimes)
        ptrs = self.light_sample_shader.get_ptrs()
        args = [PointerArg('ptr_light_sample', p) for p in ptrs]
        lgt_sample = self.shader._get_arg('ptr_light_sample')
        lgt_sample.resize(args)

        self.light_pdf_shader.prepare(runtimes)
        ptrs = self.light_pdf_shader.get_ptrs()
        args = [PointerArg('ptr_light_pdf', p) for p in ptrs]
        lgt_pdf = self.emission_shader._get_arg('ptr_light_pdf')
        lgt_pdf.resize(args)

        self._emission_shader.prepare(runtimes)
        self.material.sync_shader_props(self._emission_shader)
        ptrs = self._emission_shader.get_ptrs()
        args = [PointerArg('ptr_mat_emission', p) for p in ptrs]
        ptr_emission = self.shader._get_arg('ptr_mat_emission')
        ptr_emission.resize(args)

        args = [PointerArg('ptr_mat_emission', p) for p in ptrs]
        ptr_emission = self.emission_shader._get_arg('ptr_mat_emission')
        ptr_emission.resize(args)
#.........这里部分代码省略.........
开发者ID:mario007,项目名称:renmas,代码行数:103,代码来源:light.py

示例3: __init__

# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import _get_arg [as 别名]

#.........这里部分代码省略.........

        for l in self._lights:
            l.compile(shaders)
        self._lgt_radiance(color_mgr)
        self.rad_shader.compile(shaders, color_mgr=color_mgr)

        self._lgt_emission(color_mgr)
        self.emission_shader.compile(shaders, color_mgr=color_mgr)

        code = "return %i\n" % len(self._lights)
        self.nlights_shader = Shader(code=code, name='number_of_lights',
                                     is_func=True)
        self.nlights_shader.compile()

        self._compile_environment(color_mgr, shaders)

    def _compile_environment(self, color_mgr, shaders=[]):
        if self._env_light is not None:
            self.env_shader = self._env_light.env_shader
            self.env_shader.compile(shaders, color_mgr=color_mgr)
            return

        # We create dummy shader for environment emission
        code = '''
shadepoint.light_intensity = Spectrum(0.0)
shadepoint.light_pdf = 1.0
        '''
        spec = color_mgr.zero()
        func_args = [StructArgPtr('hitpoint', HitPoint.factory()),
                     StructArgPtr('shadepoint', ShadePoint.factory(spec))]
        self.env_shader = Shader(code=code, name='environment_emission',
                                 func_args=func_args, is_func=True)
        self.env_shader.compile(shaders, color_mgr=color_mgr)

    def prepare_shaders(self, runtimes):
        for l in self._lights:
            l.prepare(runtimes)

        ptrs = []
        for l in self._lights:
            p = l.shader.get_ptrs()
            ptrs.append(p)
        args = []
        for i in range(len(runtimes)):
            pa = PtrsArray()
            for v in ptrs:
                pa.append(v[i])
            args.append(ArrayArg('lgt_ptrs', pa))

        aal = self.rad_shader._get_arg('lgt_ptrs')
        aal.resize(args)
        self.rad_shader.prepare(runtimes)

        self.nlights_shader.prepare(runtimes)
        self.env_shader.prepare(runtimes)

        ##### emission shader
        ptrs = []
        for l in self._lights:
            if isinstance(l, AreaLight):
                p = l.emission_shader.get_ptrs()
                ptrs.append(p)
        args = []
        for i in range(len(runtimes)):
            pa = PtrsArray()
            for v in ptrs:
                pa.append(v[i])
            args.append(ArrayArg('lgt_ptrs', pa))
        aal = self.emission_shader._get_arg('lgt_ptrs')
        aal.resize(args)
        self.emission_shader.prepare(runtimes)
        self.update_light_ids()

    def update_light_ids(self):
        idx = 0
        for l in self._lights:
            if isinstance(l, AreaLight):
                l.shape.light_id = idx
                idx += 1

    def shapes_to_update(self):
        shapes = []
        for l in self._lights:
            if isinstance(l, AreaLight):
                shapes.append(l.shape)
        return shapes

    def arealight(self, shape):
        for light in self._lights:
            if isinstance(light, AreaLight) and light.shape is shape:
                return light
        return None

    def output(self):
        txt = ''
        for name, light in self._lights_d.items():
            if isinstance(light, AreaLight):
                continue
            txt += light.output(name) + '\n'
        return txt
开发者ID:mario007,项目名称:renmas,代码行数:104,代码来源:light.py


注:本文中的sdl.Shader._get_arg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。