本文整理汇总了Python中sdl.Shader.set_value方法的典型用法代码示例。如果您正苦于以下问题:Python Shader.set_value方法的具体用法?Python Shader.set_value怎么用?Python Shader.set_value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sdl.Shader
的用法示例。
在下文中一共展示了Shader.set_value方法的7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 set_value [as 别名]
class Tmo:
def __init__(self):
path = os.path.dirname(__file__)
path = os.path.join(path, 'shaders')
self._loader = Loader([path])
self._shader = None
self._runtime = None
@property
def shader(self):
return self._shader
def load(self, name):
props = self._loader.load(name, 'props.txt')
args = []
if props is not None:
args = parse_args(props)
in_img = StructArg('input_image', ImagePRGBA(1, 1))
out_img = StructArg('output_image', ImagePRGBA(1, 1))
args.extend([in_img, out_img])
code = self._loader.load(name, 'code.py')
self._shader = Shader(code=code, args=args)
self._shader.compile()
self._runtime = Runtime()
self._shader.prepare([self._runtime])
def tmo(self, in_img, out_img):
"""
Perform tone mapping on input image
Args:
in_img: Input image
out_img: Output image
"""
if self._shader is None:
raise ValueError("Shader is not loaded.")
if not isinstance(in_img, ImagePRGBA) and not isinstance(out_img, ImagePRGBA):
raise ValueError("ImagePRGBA is expected insted of", in_img, out_img)
w1, h1 = in_img.size()
w2, h2 = out_img.size()
if w1 != w2 or h1 != h2:
raise ValueError("Input and output image must be same size!")
self._shader.set_value('input_image', in_img)
self._shader.set_value('output_image', out_img)
self._shader.execute()
示例2: test_mesh
# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import set_value [as 别名]
def test_mesh(mesh, nrays=1):
dep_shader = type(mesh).isect_shader('ray_flat_mesh_isect')
dep_shader.compile()
runtimes = [Runtime()]
dep_shader.prepare(runtimes)
code = """
min_dist = 99999.0
ret = ray_flat_mesh_isect(ray, mesh, hitpoint, min_dist)
"""
ray = generate_ray(mesh)
hitpoint = HitPoint(0.0, Vector3(0.0, 0.0, 0.0),
Vector3(0.0, 0.0, 0.0), 6, 0.0, 0.0)
r_arg = StructArg('ray', ray)
mesh_arg = StructArg('mesh', mesh)
harg = StructArg('hitpoint', hitpoint)
ret = IntArg('ret', 6)
args = [r_arg, mesh_arg, harg, ret]
shader = Shader(code=code, args=args)
shader.compile([dep_shader.shader])
shader.prepare(runtimes)
for i in range(nrays):
ray = generate_ray(mesh)
# origin = Vector3(-0.21099534597992897,-0.02090535280108452,-0.09716709856688976)
# direction = Vector3(0.7856996643888073,0.4629769683728137,0.4102783983292736)
# ray = Ray(origin, direction)
shader.set_value('ray', ray)
hp2 = mesh.isect(ray)
hp, index = isect_ray_mesh(ray, mesh)
shader.execute()
# print(hp, shader.get_value('ret'))
if hp:
ret = shader.get_value('ret')
hp_new = shader.get_value('hitpoint')
if round(hp.t - hp_new.t, 5) != 0:
print(hp.t, hp_new.t, ret, index, hp2.t)
print(ray.origin)
print(ray.direction)
p0, p1, p2 = mesh.get_points(index)
print(p0)
print(p1)
print(p2)
print('------------------------------------------')
示例3: EnvironmentLight
# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import set_value [as 别名]
class EnvironmentLight(Light):
def __init__(self):
path = os.path.dirname(__file__)
path = os.path.join(path, 'env_shaders')
self._loader = Loader([path])
def _func_args(self, spectrum):
func_args = [StructArgPtr('hitpoint', HitPoint.factory()),
StructArgPtr('shadepoint', ShadePoint.factory(spectrum))]
return func_args
def load(self, shader_name, color_mgr):
self._color_mgr = color_mgr
self._shader_name = shader_name
args = []
text = self._loader.load(shader_name, 'props.txt')
if text is not None:
args = parse_args(text, color_mgr)
code = self._loader.load(shader_name, 'env.py')
if code is None:
raise ValueError("env.py in %s shader dont exist!" % shader_name)
name = 'env_light_%i' % id(args)
func_args = self._func_args(color_mgr.zero())
self.env_shader = Shader(code=code, args=args, name='environment_emission',
func_args=func_args, is_func=True)
def get_value(self, name):
if self.env_shader is None:
raise ValueError("Environment shader is not loaded!")
return self.env_shader.get_value(name)
def set_value(self, name, val):
if self.env_shader is None:
raise ValueError("Environment shader is not loaded!")
if isinstance(val, (RGBSpectrum, SampledSpectrum)):
val = self._color_mgr.convert_spectrum(val, illum=True)
self.env_shader.set_value(name, val)
示例4: __init__
# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import set_value [as 别名]
class Integrator:
def __init__(self):
path = os.path.dirname(__file__)
path = os.path.join(path, 'int_shaders')
self._loader = Loader([path])
def load(self, shader_name, color_mgr):
text = self._loader.load(shader_name, 'props.txt')
args = []
if text is not None:
args = parse_args(text)
code = self._loader.load(shader_name, 'code.py')
if code is None:
raise ValueError("Integrator %s code is missing!" % shader_name)
#array of shadepoints for debuging purpose
sp = ShadePoint.factory(color_mgr.zero())
arr = ObjArray(sp)
for i in range(10):
arr.append(sp)
arg = ArrayArg('path_array', arr)
args.append(arg)
hdr_buffer = StructArg('hdr_buffer', ImagePRGBA(1, 1))
args.append(hdr_buffer)
self.shader = Shader(code=code, args=args)
self._color_mgr = color_mgr
def compile(self, shaders=[]):
self.shader.compile(shaders, color_mgr=self._color_mgr)
def prepare(self, runtimes):
self.shader.prepare(runtimes)
def execute(self, hdr_buffer):
self.shader.set_value('hdr_buffer', hdr_buffer)
self.shader.execute()
示例5: __init__
# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import set_value [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
示例6: AreaLight
# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import set_value [as 别名]
#.........这里部分代码省略.........
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)
self.shader.prepare(runtimes)
self.emission_shader.prepare(runtimes)
def get_value(self, name):
if self.shader is None:
raise ValueError("Light shader is not loaded!")
return self.shader.get_value(name)
def set_value(self, name, val):
if self.shader is None:
raise ValueError("Light shader is not loaded!")
if isinstance(val, (RGBSpectrum, SampledSpectrum)):
val = self._color_mgr.convert_spectrum(val, illum=True)
self.shader.set_value(name, val)
示例7: GeneralLight
# 需要导入模块: from sdl import Shader [as 别名]
# 或者: from sdl.Shader import set_value [as 别名]
class GeneralLight(Light):
def __init__(self):
path = os.path.dirname(__file__)
path = os.path.join(path, 'light_shaders')
self._loader = Loader([path])
self.shader = None
def _func_args(self, spectrum):
func_args = [StructArgPtr('hitpoint', HitPoint.factory()),
StructArgPtr('shadepoint', ShadePoint.factory(spectrum))]
return func_args
def load(self, shader_name, color_mgr):
args = []
text = self._loader.load(shader_name, 'props.txt')
if text is not None:
args = parse_args(text, color_mgr)
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)
self._color_mgr = color_mgr
self._shader_name = shader_name
def compile(self, shaders=[]):
self.shader.compile(shaders, color_mgr=self._color_mgr)
def prepare(self, runtimes):
self.shader.prepare(runtimes)
def get_value(self, name):
if self.shader is None:
raise ValueError("Light shader is not loaded!")
return self.shader.get_value(name)
def set_value(self, name, val):
if self.shader is None:
raise ValueError("Light shader is not loaded!")
if isinstance(val, (RGBSpectrum, SampledSpectrum)):
val = self._color_mgr.convert_spectrum(val, illum=True)
self.shader.set_value(name, val)
def output(self, name):
txt ='Light\n'
txt +='type = %s\n' % self._shader_name
txt +='name = %s\n' % name
args = []
text = self._loader.load(self._shader_name, 'props.txt')
if text is not None:
args = parse_args(text)
for arg in args:
value = self.get_value(arg.name)
txt += output_arg(arg.name, value)
txt +='End\n'
return txt