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Python RenderingPipeline.enableDefaultEarthScattering方法代碼示例

本文整理匯總了Python中Code.RenderingPipeline.RenderingPipeline.enableDefaultEarthScattering方法的典型用法代碼示例。如果您正苦於以下問題:Python RenderingPipeline.enableDefaultEarthScattering方法的具體用法?Python RenderingPipeline.enableDefaultEarthScattering怎麽用?Python RenderingPipeline.enableDefaultEarthScattering使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在Code.RenderingPipeline.RenderingPipeline的用法示例。


在下文中一共展示了RenderingPipeline.enableDefaultEarthScattering方法的3個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: Main

# 需要導入模塊: from Code.RenderingPipeline import RenderingPipeline [as 別名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import enableDefaultEarthScattering [as 別名]
class Main(ShowBase, DebugObject):

    """ This is the render pipeline testing showbase """

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)
        self.renderPipeline.loadSettings("Config/pipeline.ini")

        # Uncomment to use temp directory
        # writeDirectory = tempfile.mkdtemp(prefix='Shader-tmp')
        # writeDirectory = "Temp/"

        # Clear write directory when app exits
        # atexit.register(os.remove, writeDirectory)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)

        self.renderPipeline.getMountManager().setBasePath(".")

         ####### END OF RENDER PIPELINE SETUP #######
        # Load some demo source
        # self.sceneSource = "Demoscene.ignore/sponza.egg.bam"
        # self.sceneSource = "Demoscene.ignore/occlusionTest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/lost-empire/Model.egg"
        # self.sceneSource = "Models/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Scene.ignore/Car.bam"
        # self.sceneSource = "Demoscene.ignore/GITest/Model.egg"
        # self.sceneSource = "Demoscene.ignore/PSSMTest/Model.egg.bam"
        # self.sceneSource = "Models/Raventon/Model.egg"
        # self.sceneSource = "Demoscene.ignore/Room/LivingRoom.egg.bam"
        self.sceneSource = "Toolkit/Blender Material Library/MaterialLibrary.egg"

        # If global illumination is enabled, load the voxel grid
        GlobalIllumination.setSceneRoot(
            "Toolkit/Blender Material Library/voxelized/")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()
        self.renderPipeline.enableDefaultEarthScattering()

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.scene = self.loader.loadModel(self.sceneSource)

        # Wheter to use a ground floor
        self.usePlane = False
        self.sceneWireframe = False

        # Flatten scene?
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, -0.01)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)

        # Some artists really don't know about backface culling
        # self.scene.setTwoSided(True)

        # Required for tesselation
        # self.convertToPatches(self.scene)

        self.scene.reparentTo(self.render)

        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0.422895, -6.49557, 4.72692), Vec3(0, 0, 3))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # Create a sun light
        dPos = Vec3(60, 30, 100)
#.........這裏部分代碼省略.........
開發者ID:rasteron,項目名稱:RenderPipeline,代碼行數:103,代碼來源:main.py

示例2: World

# 需要導入模塊: from Code.RenderingPipeline import RenderingPipeline [as 別名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import enableDefaultEarthScattering [as 別名]

#.........這裏部分代碼省略.........
        self.cTrav = CollisionTraverser()

        self.ralphGroundRay = CollisionRay()
        self.ralphGroundRay.setOrigin(0, 0, 1000)
        self.ralphGroundRay.setDirection(0, 0, -1)
        self.ralphGroundCol = CollisionNode('ralphRay')
        self.ralphGroundCol.addSolid(self.ralphGroundRay)
        self.ralphGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.ralphGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.ralphGroundColNp = self.ralph.attachNewNode(self.ralphGroundCol)
        self.ralphGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.ralphGroundColNp, self.ralphGroundHandler)

        self.camGroundRay = CollisionRay()
        self.camGroundRay.setOrigin(0, 0, 1000)
        self.camGroundRay.setDirection(0, 0, -1)
        self.camGroundCol = CollisionNode('camRay')
        self.camGroundCol.addSolid(self.camGroundRay)
        self.camGroundCol.setFromCollideMask(BitMask32.bit(0))
        self.camGroundCol.setIntoCollideMask(BitMask32.allOff())
        self.camGroundColNp = base.camera.attachNewNode(self.camGroundCol)
        self.camGroundHandler = CollisionHandlerQueue()
        self.cTrav.addCollider(self.camGroundColNp, self.camGroundHandler)

        # Uncomment this line to see the collision rays
        # self.ralphGroundColNp.show()
        # self.camGroundColNp.show()

        # Uncomment this line to show a visual representation of the
        # collisions occuring
        # self.cTrav.showCollisions(render)

        # Add earth scattering
        self.renderPipeline.enableDefaultEarthScattering()

        self.prepareSRGB(render)
        self.loadSkybox()

        self.reloadShader()

    def loadSkybox(self):
        """ Loads the sample skybox. Will get replaced later """
        self.skybox = self.loader.loadModel(
            "../../Models/Skybox/Model.egg.bam")
        self.skybox.setScale(40000)
        self.skybox.reparentTo(self.render)

    def reloadShader(self):
        self.renderPipeline.reloadShaders()
        render.setShader(self.renderPipeline.getDefaultObjectShader())
        self.skybox.setShader(BetterShader.load(
            "Shader/DefaultObjectShader/vertex.glsl", "Shader/Skybox/fragment.glsl"))

    # Records the state of the arrow keys
    def setKey(self, key, value):
        self.keyMap[key] = value

    def prepareSRGB(self, np):
        """ Sets the correct texture format for all textures found in <np> """
        for tex in np.findAllTextures():

            baseFormat = tex.getFormat()

            if baseFormat == Texture.FRgb:
                tex.setFormat(Texture.FSrgb)
            elif baseFormat == Texture.FRgba:
開發者ID:aurodev,項目名稱:RenderPipeline,代碼行數:70,代碼來源:Tut-Roaming-Ralph.py

示例3: Main

# 需要導入模塊: from Code.RenderingPipeline import RenderingPipeline [as 別名]
# 或者: from Code.RenderingPipeline.RenderingPipeline import enableDefaultEarthScattering [as 別名]
class Main(ShowBase, DebugObject):

    """ This is the material explorer. You can try different materials"""

    def __init__(self):
        DebugObject.__init__(self, "Main")

        self.debug("Bit System =", 8 * struct.calcsize("P"))

        # Load engine configuration
        self.debug("Loading panda3d configuration from configuration.prc ..")
        loadPrcFile("../../Config/configuration.prc")

        # Init the showbase
        ShowBase.__init__(self)

        # Create the render pipeline
        self.debug("Creating pipeline")
        self.renderPipeline = RenderingPipeline(self)

        # Set a write directory, where the shader cache and so on is stored
        # self.renderPipeline.getMountManager().setWritePath(writeDirectory)
        self.renderPipeline.getMountManager().setBasePath("../../")       
        self.renderPipeline.loadSettings("../../Config/pipeline.ini")

        # Create the pipeline, and enable scattering
        self.renderPipeline.create()
        self.renderPipeline.enableDefaultEarthScattering()

        # Load some demo source
        self.sceneSource = "Models/SmoothCube/Cube.bam"

        # Load scene from disk
        self.debug("Loading Scene '" + self.sceneSource + "'")
        self.model = self.loader.loadModel(self.sceneSource)
        self.scene = render.attachNewNode("Scene")
        self.model.reparentTo(self.scene)
        self.model.setZ(1.0)

        # Wheter to use a ground floor
        self.usePlane = True
        self.sceneWireframe = False

        # Flatten scene
        self.scene.flattenStrong()

        # Load ground plane if configured
        if self.usePlane:
            self.groundPlane = self.loader.loadModel(
                "Models/Plane/Model.egg.bam")
            self.groundPlane.setPos(0, 0, 0)
            self.groundPlane.setScale(2.0)
            self.groundPlane.setTwoSided(True)
            self.groundPlane.flattenStrong()
            self.groundPlane.reparentTo(self.scene)


        # Prepare textures with SRGB format
        self.prepareSRGB(self.scene)

        # Create movement controller (Freecam)
        self.controller = MovementController(self)
        self.controller.setInitialPosition(
            Vec3(0, -5, 5.0), Vec3(0, 0, 5))
        self.controller.setup()

        # Hotkey for wireframe
        self.accept("f3", self.toggleSceneWireframe)

        # Hotkey to reload all shaders
        self.accept("r", self.setShaders)

        # Create a sun light
        dPos = Vec3(60, 30, 100)
        dirLight = DirectionalLight()
        dirLight.setDirection(dPos)
        dirLight.setShadowMapResolution(2048)
        dirLight.setAmbientColor(Vec3(0.0, 0.0, 0.0))
        dirLight.setPos(dPos)
        dirLight.setColor(Vec3(3))
        dirLight.setPssmTarget(base.cam, base.camLens)
        dirLight.setPssmDistance(50.0)
        dirLight.setCastsShadows(True)

        self.renderPipeline.addLight(dirLight)
        self.dirLight = dirLight
        sunPos = Vec3(56.7587, -31.3601, 189.196)
        self.dirLight.setPos(sunPos)
        self.dirLight.setDirection(sunPos)

        # Tell the GI which light casts the GI
        self.renderPipeline.setGILightSource(dirLight)

        # Slider to move the sun
        if self.renderPipeline.settings.displayOnscreenDebugger:
            self.renderPipeline.guiManager.demoSlider.node[
                "command"] = self.setSunPos
            self.renderPipeline.guiManager.demoSlider.node[
                "value"] = 20

#.........這裏部分代碼省略.........
開發者ID:croxis,項目名稱:RenderPipeline,代碼行數:103,代碼來源:main.py


注:本文中的Code.RenderingPipeline.RenderingPipeline.enableDefaultEarthScattering方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。