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- #!/usr/bin/env python
- # Author: tobspr
- #
- # Last Updated: 2016-04-30
- #
- # This tutorial provides an example of using the ShaderTerrainMesh class
- from direct.showbase.ShowBase import ShowBase
- from panda3d.core import ShaderTerrainMesh, Shader, load_prc_file_data
- from panda3d.core import SamplerState
- class ShaderTerrainDemo(ShowBase):
- def __init__(self):
- # Load some configuration variables, its important for this to happen
- # before the ShowBase is initialized
- load_prc_file_data("", """
- textures-power-2 none
- gl-coordinate-system default
- window-title Panda3D ShaderTerrainMesh Demo
- filled-wireframe-apply-shader true
- # As an optimization, set this to the maximum number of cameras
- # or lights that will be rendering the terrain at any given time.
- stm-max-views 8
- # Further optimize the performance by reducing this to the max
- # number of chunks that will be visible at any given time.
- stm-max-chunk-count 2048
- """)
- # Initialize the showbase
- ShowBase.__init__(self)
- # Increase camera FOV as well as the far plane
- self.camLens.set_fov(90)
- self.camLens.set_near_far(0.1, 50000)
- # Construct the terrain
- self.terrain_node = ShaderTerrainMesh()
- # Set a heightfield, the heightfield should be a 16-bit png and
- # have a quadratic size of a power of two.
- heightfield = self.loader.loadTexture("heightfield.png")
- heightfield.wrap_u = SamplerState.WM_clamp
- heightfield.wrap_v = SamplerState.WM_clamp
- self.terrain_node.heightfield = heightfield
- # Set the target triangle width. For a value of 10.0 for example,
- # the terrain will attempt to make every triangle 10 pixels wide on screen.
- self.terrain_node.target_triangle_width = 10.0
- # Generate the terrain
- self.terrain_node.generate()
- # Attach the terrain to the main scene and set its scale. With no scale
- # set, the terrain ranges from (0, 0, 0) to (1, 1, 1)
- self.terrain = self.render.attach_new_node(self.terrain_node)
- self.terrain.set_scale(1024, 1024, 100)
- self.terrain.set_pos(-512, -512, -70.0)
- # Set a shader on the terrain. The ShaderTerrainMesh only works with
- # an applied shader. You can use the shaders used here in your own application
- terrain_shader = Shader.load(Shader.SL_GLSL, "terrain.vert.glsl", "terrain.frag.glsl")
- self.terrain.set_shader(terrain_shader)
- self.terrain.set_shader_input("camera", self.camera)
- # Shortcut to view the wireframe mesh
- self.accept("f3", self.toggleWireframe)
- # Set some texture on the terrain
- grass_tex = self.loader.loadTexture("textures/grass.png")
- grass_tex.set_minfilter(SamplerState.FT_linear_mipmap_linear)
- grass_tex.set_anisotropic_degree(16)
- self.terrain.set_texture(grass_tex)
- # Load a skybox - you can safely ignore this code
- skybox = self.loader.loadModel("models/skybox.bam")
- skybox.reparent_to(self.render)
- skybox.set_scale(20000)
- skybox_texture = self.loader.loadTexture("textures/skybox.jpg")
- skybox_texture.set_minfilter(SamplerState.FT_linear)
- skybox_texture.set_magfilter(SamplerState.FT_linear)
- skybox_texture.set_wrap_u(SamplerState.WM_repeat)
- skybox_texture.set_wrap_v(SamplerState.WM_mirror)
- skybox_texture.set_anisotropic_degree(16)
- skybox.set_texture(skybox_texture)
- skybox_shader = Shader.load(Shader.SL_GLSL, "skybox.vert.glsl", "skybox.frag.glsl")
- skybox.set_shader(skybox_shader)
- ShaderTerrainDemo().run()
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