forked from Rowland/EG
74 lines
2.9 KiB
Python
74 lines
2.9 KiB
Python
"""
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RenderPipeline
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Copyright (c) 2014-2016 tobspr <tobias.springer1@gmail.com>
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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"""
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from panda3d.core import SamplerState
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from rpcore.loader import RPLoader
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from rpcore.pluginbase.base_plugin import BasePlugin
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from .apply_clouds_stage import ApplyCloudsStage
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# Dynamic cloud generation is disabled for now
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# from .cloud_voxel_stage import CloudVoxelStage
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class Plugin(BasePlugin):
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name = "Volumetric Clouds"
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author = "tobspr <tobias.springer1@gmail.com>"
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description = ("This Plugin adds support or volumetric, raytraced clouds. "
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"Right now this is pretty unoptimized and may consum a lot "
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"of performance.")
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version = "alpha (!)"
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required_plugins = ("scattering",)
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def on_stage_setup(self):
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# self.generation_stage = self.create_stage(CloudVoxelStage)
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self.apply_stage = self.create_stage(ApplyCloudsStage)
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def on_pipeline_created(self):
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# High-res noise
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noise1 = RPLoader.load_texture(self.get_resource("noise1-data.txo"))
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noise1.set_wrap_u(SamplerState.WM_repeat)
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noise1.set_wrap_v(SamplerState.WM_repeat)
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noise1.set_wrap_w(SamplerState.WM_repeat)
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noise1.set_minfilter(SamplerState.FT_linear_mipmap_linear)
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self.apply_stage.set_shader_input("Noise1", noise1)
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# Low-res noise
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noise2 = RPLoader.load_texture(self.get_resource("noise2-data.txo"))
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noise2.set_wrap_u(SamplerState.WM_repeat)
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noise2.set_wrap_v(SamplerState.WM_repeat)
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noise2.set_wrap_w(SamplerState.WM_repeat)
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noise2.set_minfilter(SamplerState.FT_linear_mipmap_linear)
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self.apply_stage.set_shader_input("Noise2", noise2)
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# Weather tex
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weather = RPLoader.load_texture(self.get_resource("weather_tex.png"))
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weather.set_wrap_u(SamplerState.WM_repeat)
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weather.set_wrap_v(SamplerState.WM_repeat)
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self.apply_stage.set_shader_input("WeatherTex", weather)
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