Source code for direct.showbase.ShadowDemo

"""Create a cheesy shadow effect by rendering the view of an
object (e.g. the local avatar) from a special camera as seen from
above (as if from the sun), using a solid gray foreground and a
solid white background, and then multitexturing that view onto the
world.

This is meant primarily as a demonstration of multipass and
multitexture rendering techniques.  It's not a particularly great
way to do shadows.
"""

__all__ = ['ShadowCaster', 'avatarShadow', 'piratesAvatarShadow', 'arbitraryShadow']

from panda3d.core import *
from direct.task import Task

sc = None

[docs]class ShadowCaster: texXSize = 128 texYSize = 128
[docs] def __init__(self, lightPath, objectPath, filmX, filmY): self.lightPath = lightPath self.objectPath = objectPath self.groundPath = None # Create an offscreen buffer to render the view of the avatar # into a texture. self.buffer = base.win.makeTextureBuffer( 'shadowBuffer', self.texXSize, self.texYSize) # The background of this buffer--and the border of the # texture--is pure white. clearColor = VBase4(1, 1, 1, 1) self.buffer.setClearColor(clearColor) self.tex = self.buffer.getTexture() self.tex.setBorderColor(clearColor) self.tex.setWrapU(Texture.WMBorderColor) self.tex.setWrapV(Texture.WMBorderColor) # Set up a display region on this buffer, and create a camera. dr = self.buffer.makeDisplayRegion() self.camera = Camera('shadowCamera') self.cameraPath = self.lightPath.attachNewNode(self.camera) self.camera.setScene(self.objectPath) dr.setCamera(self.cameraPath) # Use a temporary NodePath to define the initial state for the # camera. The initial state will render everything in a # flat-shaded gray, as if it were a shadow. initial = NodePath('initial') initial.setColor(0.6, 0.6, 0.6, 1, 1) initial.setTextureOff(2) initial.setLightOff(2) self.camera.setInitialState(initial.getState()) # Use an orthographic lens for this camera instead of the # usual perspective lens. An orthographic lens is better to # simulate sunlight, which is (almost) orthographic. We set # the film size large enough to render a typical avatar (but # not so large that we lose detail in the texture). self.lens = OrthographicLens() self.lens.setFilmSize(filmX, filmY) self.camera.setLens(self.lens) # Finally, we'll need a unique TextureStage to apply this # shadow texture to the world. self.stage = TextureStage('shadow') # Make sure the shadowing object doesn't get its own shadow # applied to it. self.objectPath.setTextureOff(self.stage)
[docs] def setGround(self, groundPath): """ Specifies the part of the world that is to be considered the ground: this is the part onto which the rendered texture will be applied. """ if self.groundPath: self.groundPath.clearProjectTexture(self.stage) self.groundPath = groundPath self.groundPath.projectTexture(self.stage, self.tex, self.cameraPath)
[docs] def clear(self): """ Undoes the effect of the ShadowCaster. """ if self.groundPath: self.groundPath.clearProjectTexture(self.stage) self.groundPath = None if self.lightPath: self.lightPath.detachNode() self.lightPath = None if self.cameraPath: self.cameraPath.detachNode() self.cameraPath = None self.camera = None self.lens = None if self.buffer: base.graphicsEngine.removeWindow(self.buffer) self.tex = None self.buffer = None
[docs]def avatarShadow(): # Turn off the existing drop shadow. # stash it so that when the game hides and shows it, it will still be gone base.localAvatar.dropShadow.stash() # Set up a new node to hold the "light": this is an abitrary point # somewhere above the avatar, looking down, as if from the sun. objectPath = base.localAvatar.getGeomNode() shadowCamera = objectPath.attachNewNode('shadowCamera') lightPath = shadowCamera.attachNewNode('lightPath') # We can change this position at will to change the angle of the # sun. lightPath.setPos(5, 0, 7) # We need a task to keep the shadowCamera rotated in the same # direction relative to render (otherwise, the shadow seems to # rotate when you rotate your avatar, which is strange). We can't # just use a compass effect, since that doesn't work on cameras. def shadowCameraRotate(task, shadowCamera = shadowCamera): shadowCamera.setHpr(render, 0, 0, 0) lightPath.lookAt(shadowCamera, 0, 0, 3) return Task.cont taskMgr.remove('shadowCamera') taskMgr.add(shadowCameraRotate, 'shadowCamera') global sc if sc != None: sc.clear() sc = ShadowCaster(lightPath, objectPath, 4, 6) # Naively, just apply the shadow to everything in the world. It # would probably be better to use a little restraint. sc.setGround(render) return sc
[docs]def piratesAvatarShadow(): a = avatarShadow() # Force the lod to be 0 at all times base.localAvatar.getGeomNode().getChild(0).node().forceSwitch(0) return a
[docs]def arbitraryShadow(node): # Turn off the existing drop shadow, if any if hasattr(node, "dropShadow"): # stash it so that when the game hides and shows it, it will still be gone node.dropShadow.stash() # Set up a new node to hold the "light": this is an abitrary point # somewhere above the node, looking down, as if from the sun. objectPath = node shadowCamera = objectPath.attachNewNode('shadowCamera') lightPath = shadowCamera.attachNewNode('lightPath') # We can change this position at will to change the angle of the # sun. lightPath.setPos(50, 0, 50) # We need a task to keep the shadowCamera rotated in the same # direction relative to render (otherwise, the shadow seems to # rotate when you rotate your avatar, which is strange). We can't # just use a compass effect, since that doesn't work on cameras. def shadowCameraRotate(task, shadowCamera = shadowCamera): shadowCamera.setHpr(render, 0, 0, 0) lightPath.lookAt(shadowCamera, 0, 0, 3) return Task.cont taskMgr.remove('shadowCamera') taskMgr.add(shadowCameraRotate, 'shadowCamera') global sc if sc != None: sc.clear() sc = ShadowCaster(lightPath, objectPath, 100, 100) # Naively, just apply the shadow to everything in the world. It # would probably be better to use a little restraint. sc.setGround(render) return sc
##def testShadow(): ## a = piratesAvatarShadow() ## ##from direct.showbase.ShadowDemo import * ##from direct.interval.IntervalGlobal import * ##b = loader.loadModel('/i/beta/PotC/Maya/Pirates/scenes/models/sets/buildings/spanish_buildings/TavernIntExt/tavern_ext/bar.egg') ##bs = arbitraryShadow(b) ##s = loader.loadModel('smiley') ##s.reparentTo(bs.lightPath) ##b.reparentTo((base.localAvatar)) ##a = AmbientLight('cloudAmbientHi') ##a.setColor(Vec4(0.9, 0.9, 0.9, 1.000)) ##aNP = s.attachNewNode(a) ##b.setLight(aNP) ##d = DirectionalLight("chernabogDirectionalLight") ##d.setDirection(Vec3(0, 1, 0)) ##d.setColor(Vec4(1)) ###d.setColor(Vec4(0.9, 0.7, 0.7, 1.000)) ##dNP = s.attachNewNode(d) ##b.setLight(dNP) ## ##ival = Sequence(LerpPosInterval(bs.lightPath, 0.0, Vec3(-200, 0, 50)), ## LerpPosInterval(bs.lightPath, 10.0, Vec3(-200, 0, 200)), ## LerpPosInterval(bs.lightPath, 10.0, Vec3(200, 0, 200)), ## LerpPosInterval(bs.lightPath, 10.0, Vec3(200, 0, 50)), ##) ##ival.loop()