初步了解panda3d阴影效果的实现
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from panda3d.core import *
import sys,os
import direct.directbase.DirectStart
from direct.interval.IntervalGlobal import *
from direct.showbase.DirectObject import DirectObject
from direct.actor import Actor
class World:
def __init__(self):
if (base.win.getGsg().getSupportsBasicShaders()==0):
self.t=addTitle("Shadow Demo: Video driver reports that shaders are not supported.")
return
if (base.win.getGsg().getSupportsDepthTexture()==0):
self.t=addTitle("Shadow Demo: Video driver reports that depth textures are not supported.")
return
base.setBackgroundColor(0,0,0.2,1)
base.camLens.setNearFar(1.0,10000)
base.camLens.setFov(75)
base.disableMouse()
floorTex=loader.loadTexture('maps/envir-ground.jpg')
cm=CardMaker('')
cm.setFrame(-2,2,-2,2)
floor = render.attachNewNode(PandaNode("floor"))
for y in range(12):
for x in range(12):
nn = floor.attachNewNode(cm.generate())
nn.setP(-90)
nn.setPos((x-6)*4, (y-6)*4, 0)
floor.setTexture(floorTex)
floor.flattenStrong()
self.teapot=loader.loadModel('teapot')
self.teapot.reparentTo(render)
self.teapot.setPos(0,-20,10)
self.teapot.setShaderInput("texDisable",1,1,1,1)
self.teapotMovement = self.teapot.hprInterval(50,Point3(0,360,360))
self.teapotMovement.loop()
self.light = render.attachNewNode(Spotlight("Spot"))
self.light.node().setScene(render)
self.light.node().setShadowCaster(True)
self.light.node().showFrustum()
self.light.node().getLens().setFov(40)
self.light.node().getLens().setNearFar(10,100)
render.setLight(self.light)
self.alight = render.attachNewNode(AmbientLight("Ambient"))
self.alight.node().setColor(Vec4(0.2, 0.2, 0.2, 1))
render.setLight(self.alight)
# Important! Enable the shader generator.
render.setShaderAuto()
# default values
self.cameraSelection = 0
self.lightSelection = 0
self.incrementCameraPosition(0)
self.incrementLightPosition(0)
# end of __init__
def toggleInterval(self, ival):
if (ival.isPlaying()):
ival.pause()
else:
ival.resume()
def incrementCameraPosition(self,n):
self.cameraSelection = (self.cameraSelection + n) % 6
if (self.cameraSelection == 0):
base.cam.reparentTo(render)
base.cam.setPos(30,-45,26)
base.cam.lookAt(0,0,0)
self.light.node().hideFrustum()
if (self.cameraSelection == 1):
base.cam.reparentTo(self.pandaModel)
base.cam.setPos(7,-3,9)
base.cam.lookAt(0,0,0)
self.light.node().hideFrustum()
if (self.cameraSelection == 2):
base.cam.reparentTo(self.pandaModel)
base.cam.setPos(-7,-3,9)
base.cam.lookAt(0,0,0)
self.light.node().hideFrustum()
if (self.cameraSelection == 3):
base.cam.reparentTo(render)
base.cam.setPos(7,-23,12)
base.cam.lookAt(self.teapot)
self.light.node().hideFrustum()
if (self.cameraSelection == 4):
base.cam.reparentTo(render)
base.cam.setPos(-7,-23,12)
base.cam.lookAt(self.teapot)
self.light.node().hideFrustum()
if (self.cameraSelection == 5):
base.cam.reparentTo(render)
base.cam.setPos(1000,0,195)
base.cam.lookAt(0,0,0)
self.light.node().showFrustum()
def incrementLightPosition(self,n):
self.lightSelection = (self.lightSelection + n) % 2
if (self.lightSelection == 0):
self.light.setPos(0,-40,25)
self.light.lookAt(0,-10,0)
self.light.node().getLens().setNearFar(10,100)
if (self.lightSelection == 1):
self.light.setPos(0,-600,200)
self.light.lookAt(0,-10,0)
self.light.node().getLens().setNearFar(10,1000)
def shaderSupported(self):
return base.win.getGsg().getSupportsBasicShaders() and \\
base.win.getGsg().getSupportsDepthTexture() and \\
base.win.getGsg().getSupportsShadowFilter()
World()
run()
茶壶模型是panda自带的;
从代码来看,只要添加了灯光,照到模型上,阴影影子就出来了;不需要额外的代码;
class World:
def __init__(self):
if (base.win.getGsg().getSupportsBasicShaders()==0):
self.t=addTitle("Shadow Demo: Video driver reports that shaders are not supported.")
return
if (base.win.getGsg().getSupportsDepthTexture()==0):
self.t=addTitle("Shadow Demo: Video driver reports that depth textures are not supported.")
return
调用后面的函数,输出是否支持shaders,depth textures;
base.setBackgroundColor(0,0,0.2,1)
设置一个窗口背景色;
base.camLens.setNearFar(1.0,10000)
base.camLens.setFov(75)
base.disableMouse()
设置相机参数,禁止鼠标;
floorTex=loader.loadTexture('maps/envir-ground.jpg')
cm=CardMaker('')
cm.setFrame(-2,2,-2,2)
floor = render.attachNewNode(PandaNode("floor"))
for y in range(12):
for x in range(12):
nn = floor.attachNewNode(cm.generate())
nn.setP(-90)
nn.setPos((x-6)*4, (y-6)*4, 0)
floor.setTexture(floorTex)
floor.flattenStrong()
使用一个小背景图片,重复画出地板;
self.teapot=loader.loadModel('teapot')
self.teapot.reparentTo(render)
self.teapot.setPos(0,-20,10)
self.teapot.setShaderInput("texDisable",1,1,1,1)
self.teapotMovement = self.teapot.hprInterval(50,Point3(0,360,360))
self.teapotMovement.loop()
载入茶壶,设置茶壶参数,茶壶开始循环;
self.light = render.attachNewNode(Spotlight("Spot"))
self.light.node().setScene(render)
self.light.node().setShadowCaster(True)
self.light.node().showFrustum()
self.light.node().getLens().setFov(40)
self.light.node().getLens().setNearFar(10,100)
render.setLight(self.light)
self.alight = render.attachNewNode(AmbientLight("Ambient"))
self.alight.node().setColor(Vec4(0.2, 0.2, 0.2, 1))
render.setLight(self.alight)
设置和添加灯光到场景;
# Important! Enable the shader generator.
render.setShaderAuto()
# default values
self.cameraSelection = 0
self.lightSelection = 0
self.incrementCameraPosition(0)
self.incrementLightPosition(0)
初始化参数;
# end of __init__
def toggleInterval(self, ival):
......
此函数是循环播放;
def incrementCameraPosition(self,n):
......;
改变相机位置和lookAt的函数;
def incrementLightPosition(self,n):
......
改变灯光位置的函数;
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