RenderPipeline
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use render pipeline for create universe
Hello i have question for render pipeline In default, render pipeline create "atmosphere" of planete (render pipeline generate skybox sphere)
I want use render pipeline for have 1 real 3D sun and 2 planet. But i have 2 questions :
- Can i remove you fake sun and create à real 3D sun (i draw sphere in panda3d with sun texture)
- Can i change size of your default skybox ? and can i add other skybox (for other planet)
thanks for advance for your help.
I don't know the limits of render pipeline, I don't know if what I would like to do is possible.
when i go out render pipeline skybox my planet disappears
- Sure, you could add a sphere and make it emissive (Have a look at the shading model demo)
- The render pipeline does not use a skybox, it uses precomputed atmospheric scattering. Right now only 1 planet is supported.
thank you for your answer. I tried with your example but I have the same result
my code
"""
Roaming Ralph Sample (modified)
This is the default roaming ralph sample, with the render pipeline.
Using the render pipeline is only the matter of a few lines, which have
been explicitely marked.
NOTICE: Since this is a straight copy of the standard roaming ralph sample,
this attempts to keep as close to the original code to make it easier
to see where to load the render pipeline.
If you find a bug/suggestion in this code, then you should report
that to the sample included in Panda3D, and not this code.
(and yeah, this code could surely be written in a much nicer way)
"""
import os
import sys
from panda3d.core import CollisionTraverser, CollisionNode
from panda3d.core import CollisionHandlerQueue, CollisionRay
from panda3d.core import AmbientLight, DirectionalLight
from panda3d.core import PandaNode, NodePath, TextNode
from panda3d.core import Vec3, Vec4, BitMask32, load_prc_file_data
from direct.gui.OnscreenText import OnscreenText
from direct.actor.Actor import Actor
from direct.showbase.ShowBase import ShowBase
# Switch into the current directory
os.chdir(os.path.realpath(os.path.dirname(__file__)))
SPEED = 0.5
# Function to put instructions on the screen.
def addInstructions(pos, msg):
return OnscreenText(text=msg, style=1, fg=(1, 1, 1, 1),
pos=(-0.9, pos - 0.2), align=TextNode.ALeft, scale=.035)
class World(ShowBase):
def __init__(self):
# Setup window size, title and so on
load_prc_file_data("", """
win-size 1600 900
window-title Render Pipeline - Roaming Ralph Demo
""")
# ------ Begin of render pipeline code ------
# Insert the pipeline path to the system path, this is required to be
# able to import the pipeline classes
pipeline_path = "../../"
# Just a special case for my development setup, so I don't accidentally
# commit a wrong path. You can remove this in your own programs.
if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
pipeline_path = "../../RenderPipeline-master/"
sys.path.insert(0, pipeline_path)
from rpcore import RenderPipeline, SpotLight
self.render_pipeline = RenderPipeline()
self.render_pipeline.create(self)
# ------ End of render pipeline code, thats it! ------
# Set time of day
self.render_pipeline.daytime_mgr.time = "7:40"
# Use a special effect for rendering the scene, this is because the
# roaming ralph model has no normals or valid materials
self.render_pipeline.set_effect(render, "scene-effect.yaml", {}, sort=250)
self.keyMap = {"left":0, "right":0, "forward":0, "backward":0, "cam-left":0, "cam-right":0}
self.speed = 1.0
base.win.setClearColor(Vec4(0,0,0,1))
# Post the instructions
self.inst1 = addInstructions(0.95, "[ESC] Quit")
self.inst4 = addInstructions(0.90, "[W] Run Ralph Forward")
self.inst4 = addInstructions(0.85, "[S] Run Ralph Backward")
self.inst2 = addInstructions(0.80, "[A] Rotate Ralph Left")
self.inst3 = addInstructions(0.75, "[D] Rotate Ralph Right")
self.inst6 = addInstructions(0.70, "[Left Arrow] Rotate Camera Left")
self.inst7 = addInstructions(0.65, "[Right Arrow] Rotate Camera Right")
# Set up the environment
#
# This environment model contains collision meshes. If you look
# in the egg file, you will see the following:
#
# <Collide> { Polyset keep descend }
#
# This tag causes the following mesh to be converted to a collision
# mesh -- a mesh which is optimized for collision, not rendering.
# It also keeps the original mesh, so there are now two copies ---
# one optimized for rendering, one for collisions.
self.environ = loader.loadModel("resources/world")
self.environ.reparentTo(render)
self.environ.setPos(0,0,0)
# Remove wall nodes
self.environ.find("**/wall").remove_node()
# Create the main character, Ralph
self.ralph = Actor("resources/ralph",
{"run":"resources/ralph-run",
"walk":"resources/ralph-walk"})
self.ralph.reparentTo(render)
self.ralph.setScale(.2)
self.ralph.setPos(Vec3(-110.9, 29.4, 1.8))
# Create a floater object. We use the "floater" as a temporary
# variable in a variety of calculations.
self.floater = NodePath(PandaNode("floater"))
self.floater.reparentTo(render)
# Accept the control keys for movement and rotation
self.accept("escape", sys.exit)
self.accept("a", self.setKey, ["left",1])
self.accept("d", self.setKey, ["right",1])
self.accept("w", self.setKey, ["forward",1])
self.accept("s", self.setKey, ["backward",1])
self.accept("arrow_left", self.setKey, ["cam-left",1])
self.accept("arrow_right", self.setKey, ["cam-right",1])
self.accept("a-up", self.setKey, ["left",0])
self.accept("d-up", self.setKey, ["right",0])
self.accept("w-up", self.setKey, ["forward",0])
self.accept("s-up", self.setKey, ["backward",0])
self.accept("arrow_left-up", self.setKey, ["cam-left",0])
self.accept("arrow_right-up", self.setKey, ["cam-right",0])
self.accept("=", self.adjustSpeed, [0.25])
self.accept("+", self.adjustSpeed, [0.25])
self.accept("-", self.adjustSpeed, [-0.25])
taskMgr.add(self.move,"moveTask")
# Game state variables
self.isMoving = False
# Set up the camera
base.disableMouse()
base.camera.setPos(self.ralph.getX() + 10,self.ralph.getY() + 10, 2)
base.camLens.setFov(80)
# We will detect the height of the terrain by creating a collision
# ray and casting it downward toward the terrain. One ray will
# start above ralph's head, and the other will start above the camera.
# A ray may hit the terrain, or it may hit a rock or a tree. If it
# hits the terrain, we can detect the height. If it hits anything
# else, we rule that the move is illegal.
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)
# Create some lighting
ambientLight = AmbientLight("ambientLight")
ambientLight.setColor(Vec4(.3, .3, .3, 1))
directionalLight = DirectionalLight("directionalLight")
directionalLight.setDirection(Vec3(-5, -5, -5))
directionalLight.setColor(Vec4(1, 1, 1, 1))
directionalLight.setSpecularColor(Vec4(1, 1, 1, 1))
render.setLight(render.attachNewNode(ambientLight))
render.setLight(render.attachNewNode(directionalLight))
#Records the state of the arrow keys
def setKey(self, key, value):
self.keyMap[key] = value
# Adjust movement speed
def adjustSpeed(self, delta):
newSpeed = self.speed + delta
if 0 <= newSpeed <= 3:
self.speed = newSpeed
# Accepts arrow keys to move either the player or the menu cursor,
# Also deals with grid checking and collision detection
def move(self, task):
# If the camera-left key is pressed, move camera left.
# If the camera-right key is pressed, move camera right.
base.camera.lookAt(self.ralph)
if (self.keyMap["cam-left"]!=0):
base.camera.setX(base.camera, +20 * globalClock.getDt())
if (self.keyMap["cam-right"]!=0):
base.camera.setX(base.camera, -20 * globalClock.getDt())
# save ralph's initial position so that we can restore it,
# in case he falls off the map or runs into something.
startpos = self.ralph.getPos()
# If a move-key is pressed, move ralph in the specified direction.
if (self.keyMap["left"]!=0):
self.ralph.setH(self.ralph.getH() + 300 * globalClock.getDt())
elif (self.keyMap["right"]!=0):
self.ralph.setH(self.ralph.getH() - 300 * globalClock.getDt())
if (self.keyMap["forward"]!=0):
self.ralph.setY(self.ralph, -25 * self.speed * globalClock.getDt())
elif (self.keyMap["backward"]!=0):
self.ralph.setY(self.ralph, 25 * self.speed * globalClock.getDt())
# If ralph is moving, loop the run animation.
# If he is standing still, stop the animation.
if (self.keyMap["forward"]!=0) or (self.keyMap["backward"]!=0) or \
(self.keyMap["left"]!=0) or (self.keyMap["right"]!=0):
if self.isMoving is False:
self.ralph.loop("run")
self.isMoving = True
else:
if self.isMoving:
self.ralph.stop()
self.ralph.pose("walk",5)
self.isMoving = False
# If the camera is too far from ralph, move it closer.
# If the camera is too close to ralph, move it farther.
camvec = self.ralph.getPos() - base.camera.getPos()
camvec.setZ(0)
camdist = camvec.length()
camvec.normalize()
if (camdist > 10.0):
base.camera.setPos(base.camera.getPos() + camvec*(camdist-10))
camdist = 10.0
if (camdist < 5.0):
base.camera.setPos(base.camera.getPos() - camvec*(5-camdist))
camdist = 5.0
# Now check for collisions.
self.cTrav.traverse(render)
# Adjust ralph's Z coordinate. If ralph's ray hit terrain,
# update his Z. If it hit anything else, or didn't hit anything, put
# him back where he was last frame.
entries = []
for i in range(self.ralphGroundHandler.getNumEntries()):
entry = self.ralphGroundHandler.getEntry(i)
entries.append(entry)
if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
self.ralph.setZ(entries[0].getSurfacePoint(render).getZ())
else:
self.ralph.setPos(startpos)
# Keep the camera at one foot above the terrain,
# or two feet above ralph, whichever is greater.
entries = []
for i in range(self.camGroundHandler.getNumEntries()):
entry = self.camGroundHandler.getEntry(i)
entries.append(entry)
if (len(entries)>0) and (entries[0].getIntoNode().getName() == "terrain"):
base.camera.setZ(entries[0].getSurfacePoint(render).getZ()+1.0)
if (base.camera.getZ() < self.ralph.getZ() + 2.0):
base.camera.setZ(self.ralph.getZ() + 2.0)
# The camera should look in ralph's direction,
# but it should also try to stay horizontal, so look at
# a floater which hovers above ralph's head.
self.floater.setPos(self.ralph.getPos())
self.floater.setZ(self.ralph.getZ() + 2.0)
base.camera.lookAt(self.floater)
return task.cont
w = World().run()
do you think that in the future render pipeline can support several planets?
It would be nice if you could just post your changed code, so I can see what you changed.
do you think that in the future render pipeline can support several planets?
I would say its unlikely, at least I do not have it planned. If anybody makes a pr, I would of course accept that
I'm sorry, I got the wrong code.
"""
Shading Models
This shows the different shading models supported in the pipeline.
"""
from __future__ import print_function
import os
import sys
import math
from random import random, randint, seed
from panda3d.core import Vec3, load_prc_file_data
from direct.showbase.ShowBase import ShowBase
# Change to the current directory
os.chdir(os.path.dirname(os.path.realpath(__file__)))
class MainApp(ShowBase):
def __init__(self):
# Setup window size, title and so on
load_prc_file_data("", """
win-size 800 600
window-title Render Pipeline - Shading Models Demo
""")
# ------ Begin of render pipeline code ------
# Insert the pipeline path to the system path, this is required to be
# able to import the pipeline classes
pipeline_path = "../../"
# Just a special case for my development setup, so I don't accidentally
# commit a wrong path. You can remove this in your own programs.
if not os.path.isfile(os.path.join(pipeline_path, "setup.py")):
pipeline_path = "../../RenderPipeline-master/"
sys.path.insert(0, pipeline_path)
from rpcore import RenderPipeline, SpotLight
self.render_pipeline = RenderPipeline()
self.render_pipeline.create(self)
# This is a helper class for better camera movement - its not really
# a rendering element, but it included for convenience
from rpcore.util.movement_controller import MovementController
# ------ End of render pipeline code, thats it! ------
# Set time of day
self.render_pipeline.daytime_mgr.time = 0.769
self.render_pipeline.set_effect(render, "scene-effect.yaml", {}, sort=250)
"""# Load the scene
model = loader.loadModel("scene/TestScene.bam")
model.reparent_to(render)
"""
model = loader.loadModel("planet_sphere.egg.pz")
pattern = loader.loadTexture('earth_1k_tex.jpg')
model.setTexture(pattern)
model.reparent_to(render)
model.setScale(100)
self.render_pipeline.prepare_scene(model)
# Init movement controller
self.controller = MovementController(self)
self.controller.set_initial_position(
Vec3(6.6, -18.8, 4.5), Vec3(4.7, -16.7, 3.4))
self.controller.setup()
base.accept("l", self.tour)
base.accept("r", self.reload_shaders)
def reload_shaders(self):
self.render_pipeline.reload_shaders()
self.render_pipeline.prepare_scene(render)
def tour(self):
mopath = (
(Vec3(3.97601628304, -15.5422525406, 1.73230814934), Vec3(49.2462043762, -11.7619161606, 0.0)),
(Vec3(4.37102460861, -6.52981519699, 2.84148645401), Vec3(138.54864502, -15.7908058167, 0.0)),
(Vec3(-5.88968038559, -13.9816446304, 2.44033527374), Vec3(302.348571777, -13.2863616943, 0.0)),
(Vec3(5.23844909668, -18.1897411346, 4.54698801041), Vec3(402.91229248, -14.7019147873, 0.0)),
(Vec3(-7.27328443527, -0.466051012278, 3.30696845055), Vec3(607.032165527, -19.6019115448, 0.0)),
(Vec3(5.33415555954, 1.92750489712, 2.53945565224), Vec3(484.103546143, -11.9796953201, 0.0)),
(Vec3(-0.283608138561, -6.86583900452, 1.43702816963), Vec3(354.63848877, -4.79302883148, 0.0)),
(Vec3(-11.7576808929, 7.0855755806, 3.40899515152), Vec3(272.73840332, -12.959692955, 0.0)),
(Vec3(7.75462722778, 13.220041275, 3.97876667976), Vec3(126.342140198, -19.4930171967, 0.0)),
(Vec3(-2.10827493668, 4.78230571747, 1.27567899227), Vec3(-40.1353683472, -5.77301359177, 0.0)),
(Vec3(8.67115211487, 16.9084873199, 3.72598099709), Vec3(89.5658569336, -10.9996757507, 0.0)),
(Vec3(-8.1254825592, 26.6411190033, 3.21335697174), Vec3(268.092102051, -12.1974525452, 0.0)),
(Vec3(7.89382314682, 45.8911399841, 4.47727441788), Vec3(498.199554443, -11.3263425827, 0.0)),
(Vec3(-2.33054184914, 43.8977775574, 1.86498868465), Vec3(551.198242188, 13.6092195511, 0.0)),
(Vec3(4.80335664749, 36.9664497375, 6.16300296783), Vec3(810.128417969, -10.6730031967, 0.0)),
(Vec3(45.0654678345, 7.54712438583, 22.2645874023), Vec3(808.238586426, -17.5330123901, 0.0)),
(Vec3(5.99377584457, -12.3760728836, 4.53536558151), Vec3(806.978820801, -2.39745855331, 0.0)),
(Vec3(6.05853939056, -1.72227275372, 4.53848743439), Vec3(809.65637207, -2.39745855331, 0.0)),
(Vec3(4.81568479538, 8.28769683838, 4.48393821716), Vec3(809.65637207, -2.39745855331, 0.0)),
(Vec3(5.82831144333, 17.5230751038, 4.52401590347), Vec3(809.65637207, -2.39745855331, 0.0)),
(Vec3(4.09594917297, 26.7909412384, 4.44915866852), Vec3(809.65637207, -2.39745855331, 0.0)),
(Vec3(4.39108037949, 37.2143096924, 5.16932630539), Vec3(809.65637207, -2.39745855331, 0.0)),
)
self.controller.play_motion_path(mopath, 2.3)
MainApp().run()
i just disable render of bam scene
"""# Load the scene
model = loader.loadModel("scene/TestScene.bam")
model.reparent_to(render)
"""