ShaderTerrainMesh
from panda3d.core import ShaderTerrainMesh
- class ShaderTerrainMesh
Bases:
Bases:
PandaNode
This class provides functionality to render heightfields of large sizes utilizing the GPU. Internally a quadtree is used to generate the LODs. The final terrain is then rendered using instancing on the GPU. This makes it possible to use very large heightfields (8192+) with very reasonable performance. The terrain provides options to control the LOD using a target triangle width, see
ShaderTerrainMesh.set_target_triangle_width()
.Because the Terrain is rendered entirely on the GPU, it needs a special vertex shader. There is a default vertex shader available, which you can use in your own shaders. IMPORTANT: If you don’t set an appropriate shader on the terrain, nothing will be visible.
Inheritance diagram
- __init__()
This constructs a new terrain mesh. By default, no transform is set on the mesh, causing it to range over the unit box from (0, 0, 0) to (1, 1, 1). Usually you want to set a custom transform with
NodePath.set_scale()
- property chunk_size int
- Getter
This returns the chunk size, previously set with
set_chunk_size()
- Setter
This sets the chunk size of the terrain. A chunk is basically the smallest unit in LOD. If the chunk size is too small, the terrain will perform bad, since there will be way too many chunks. If the chunk size is too big, you will not get proper LOD, and might also get bad performance.
For terrains of the size 4096x4096 or 8192x8192, a chunk size of 32 seems to produce good results. For smaller resolutions, you should try out a size of 16 or even 8 for very small terrains.
The amount of chunks generated for the last level equals to (heightfield_size / chunk_size) ** 2. The chunk size has to be a power of two.
- generate() bool
This generates the terrain mesh, initializing all chunks of the internal used quadtree. At this point, a heightfield and a chunk size should have been set, otherwise an error is thrown.
If anything goes wrong, like a missing heightfield, then an error is printed and false is returned.
- property generate_patches bool
- Getter
This returns whether patches are generated, previously set with
set_generate_patches()
- Setter
If this option is set to true,
GeomPatches
will be used instead ofGeomTriangles
. This is required when the terrain is used with tesselation shaders, since patches are required for tesselation, whereas triangles are required for regular rendering.If this option is set to true while not using a tesselation shader, the terrain will not get rendered, or even produce errors. The same applies when this is option is not set, but the terrain is used with tesselation shaders.
- get_chunk_size() int
This returns the chunk size, previously set with
set_chunk_size()
- static get_class_type() TypeHandle
- get_generate_patches() bool
This returns whether patches are generated, previously set with
set_generate_patches()
- get_heightfield() Texture
This returns the terrain heightfield, previously set with
set_heightfield()
- get_target_triangle_width() float
This returns the target triangle width, previously set with
ShaderTerrainMesh.set_target_triangle_width()
- get_update_enabled() bool
This returns whether the terrain is getting updates, previously set with
set_update_enabled()
- property heightfield Texture
- Getter
This returns the terrain heightfield, previously set with
set_heightfield()
- Setter
This sets the heightfield texture. It should be 16bit single channel, and have a power-of-two resolution greater than 32. Common sizes are 2048x2048 or 4096x4096.
You should call
generate()
after setting the heightfield.
- set_chunk_size(chunk_size: int)
This sets the chunk size of the terrain. A chunk is basically the smallest unit in LOD. If the chunk size is too small, the terrain will perform bad, since there will be way too many chunks. If the chunk size is too big, you will not get proper LOD, and might also get bad performance.
For terrains of the size 4096x4096 or 8192x8192, a chunk size of 32 seems to produce good results. For smaller resolutions, you should try out a size of 16 or even 8 for very small terrains.
The amount of chunks generated for the last level equals to (heightfield_size / chunk_size) ** 2. The chunk size has to be a power of two.
- set_generate_patches(generate_patches: bool)
If this option is set to true,
GeomPatches
will be used instead ofGeomTriangles
. This is required when the terrain is used with tesselation shaders, since patches are required for tesselation, whereas triangles are required for regular rendering.If this option is set to true while not using a tesselation shader, the terrain will not get rendered, or even produce errors. The same applies when this is option is not set, but the terrain is used with tesselation shaders.
- set_heightfield(heightfield: Texture)
This sets the heightfield texture. It should be 16bit single channel, and have a power-of-two resolution greater than 32. Common sizes are 2048x2048 or 4096x4096.
You should call
generate()
after setting the heightfield.
- set_target_triangle_width(target_triangle_width: float)
This sets the desired width a triangle should have in pixels. A value of 10.0 for example will make the terrain tesselate everything in a way that each triangle edge roughly is 10 pixels wide. Of course this will not always accurately match, however you can use this setting to control the LOD algorithm of the terrain.
- set_update_enabled(update_enabled: bool)
This flag controls whether the terrain should be updated. If this value is set to false, no updating of the terrain will happen. This can be useful to debug the culling algorithm used by the terrain.
- property target_triangle_width float
- Getter
This returns the target triangle width, previously set with
ShaderTerrainMesh.set_target_triangle_width()
- Setter
This sets the desired width a triangle should have in pixels. A value of 10.0 for example will make the terrain tesselate everything in a way that each triangle edge roughly is 10 pixels wide. Of course this will not always accurately match, however you can use this setting to control the LOD algorithm of the terrain.
- property update_enabled bool
- Getter
This returns whether the terrain is getting updates, previously set with
set_update_enabled()
- Setter
This flag controls whether the terrain should be updated. If this value is set to false, no updating of the terrain will happen. This can be useful to debug the culling algorithm used by the terrain.
- uv_to_world(coord: LTexCoord) LPoint3
This transforms a texture coordinatefrom uv-space (0 to 1) to world space. This takes the terrains transform into account, and also samples the heightmap. This method should be called after
generate()
.