本文整理匯總了Python中surface.Surface.setDepth方法的典型用法代碼示例。如果您正苦於以下問題:Python Surface.setDepth方法的具體用法?Python Surface.setDepth怎麽用?Python Surface.setDepth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類surface.Surface
的用法示例。
在下文中一共展示了Surface.setDepth方法的2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: Pool
# 需要導入模塊: from surface import Surface [as 別名]
# 或者: from surface.Surface import setDepth [as 別名]
class Pool():
'''
A shallow pool with concentric ripples on its surface
'''
def __init__( self,
camera,
scale=1.0,
tileSize=128,
tilesX=1,
tilesZ=1,
depth=30.0):
self.depth = depth
self.tileSize = tileSize
self.tilesX = tilesX
self.tilesZ = tilesZ
self.camera = camera
self.scale = scale
self.surfaceShader = ShaderProgram.open('shaders/colour_by_height.shader')
# Use the shallow pool ripple surface generator
self.heightfield = Ripples(self.camera, self.tileSize)
# The water surface
self.surface = Surface( self.surfaceShader,
self.camera,
texture=None,
heightfield=self.heightfield,
tileSize=self.tileSize,
tilesX=self.tilesX,
tilesZ=self.tilesZ,
scale=self.scale,
offset=Vector3(0.0,self.depth,0.0))
def setDepth(self, depth):
self.surface.setDepth(self.depth)
def tap(self, tapPosition):
self.heightfield.tap(tapPosition)
def draw(self,dt):
self.surface.draw(dt)
示例2: Ocean
# 需要導入模塊: from surface import Surface [as 別名]
# 或者: from surface.Surface import setDepth [as 別名]
#.........這裏部分代碼省略.........
causticTexture=self.causticTexture,
cubemapTexture=self.cubemapTexture,
heightfield=self.heightfield,
tileSize=self.tileSize,
tilesX=self.tilesX,
tilesZ=self.tilesZ,
scale=self.scale,
offset=Vector3(0.0,self.oceanDepth,0.0))
# The caustics engine, uses the water surface to generate a caustic tex
self.caustics = Caustics ( self.camera,
self.surface,
self.oceanDepth,
self.causticTexture,
self.photonScale,
self.photonIntensity,
)
# The sea bed, an undisturbed mesh
self.ground = Surface( self.groundShader,
self.camera,
texture=self.oceanFloorTexture,
causticTexture=self.causticTexture,
heightfield=None,
tileSize=1,
tilesX=self.tilesX,
tilesZ=self.tilesZ,
scale=self.scale * self.tileSize,
offset=Vector3(0.0,0.0,0.0))
def reloadShaders(self):
from shader import FragmentShader, ShaderError, ShaderProgram, VertexShader
def read_source(fname):
f = open(fname)
try:
src = f.read()
finally:
f.close()
return src
fsrc = read_source('shaders/ocean.fragment')
fshader = FragmentShader([fsrc])
vsrc = read_source('shaders/ocean.vertex')
vshader = VertexShader([vsrc])
self.surfaceShader = ShaderProgram(fshader, vshader)
self.surfaceShader.use()
fsrc = read_source('shaders/oceanfloor.fragment')
fshader = FragmentShader([fsrc])
vsrc = read_source('shaders/oceanfloor.vertex')
vshader = VertexShader([vsrc])
self.groundShader = ShaderProgram(fshader, vshader)
self.groundShader.use()
self.surface.setShader(self.surfaceShader)
self.ground.setShader(self.groundShader)
def setCausticPhotonIntensity(self, intensity):
self.photonIntensity = intensity
self.caustics.photonIntensity = self.photonIntensity
def setCausticPhotonScale(self, scale):
self.photonScale = scale
self.caustics.photonScale = self.photonScale
def setDepth(self, depth):
self.oceanDepth = depth
self.caustics.setDepth(self.oceanDepth)
self.surface.setDepth(self.oceanDepth)
def resetHeightfield(self):
'''
Recreate the heightfield engine with new initial parameters, this is
required for heightfield engines such as Tessendorf as lookup tables
are generated upon creation based on input paramters
'''
del self.heightfield
self.heightfield = Tessendorf( self.tileSize,
self.waveHeight,
self.wind,
self.length,
self.period)
self.surface.setHeightfield( self.heightfield)
def setWind(self, wind):
self.wind = wind
self.resetHeightfield()
def setWaveHeight(self, waveHeight):
self.waveHeight = waveHeight
self.resetHeightfield()
def draw(self,dt):
if self.drawSeaSurface:
self.surface.draw(dt)
if self.drawSeaFloor:
if self.enableCaustics:
self.caustics.update(dt)
self.ground.draw(dt)