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shadows in mirror
one more problem...
in the attached sample I have the problem that the shadow just appears in the mirror, but no longer on the original object; if mirroring is deactivated it looks like it should, has anybody a clue for me whats going wrong? object loading and running the scene: Code:
import viz import projector import vizspace viz.go() viz.MainView.move([-6,2,0]) viz.MainView.setEuler([90,20,0]) ###SPACENAVIGATOR### def spacemove(e): viz.MainView.move(viz.Vector(e.pos)*e.elapsed) viz.callback(vizspace.TRANSLATE_EVENT,spacemove) def spacerot(e): viz.MainView.setAxisAngle(1,0,0,e.ori[0]*e.elapsed,viz.HEAD_ORI,viz.REL_LOCAL) viz.MainView.setAxisAngle(0,1,0,e.ori[1]*e.elapsed,viz.HEAD_ORI,viz.REL_LOCAL) viz.MainView.setAxisAngle(0,0,1,e.ori[2]*e.elapsed,viz.HEAD_ORI,viz.REL_LOCAL) viz.callback(vizspace.ROTATE_EVENT,spacerot) def spacebuttondown(button): print 'Button',button,'pressed' viz.callback(vizspace.BUTTONDOWN_EVENT,spacebuttondown) def spacebuttonup(button): print 'Button',button,'released' viz.callback(vizspace.BUTTONUP_EVENT,spacebuttonup) ###OBJECTS### plane = viz.addTexQuad() plane.setScale(3,3,3) plane.setEuler(0,90,90) ball = viz.add('white_ball.wrl') ball.setPosition(0,1,0) ground = viz.add('tut_ground.wrl') ground.setPosition(0,-.1,0) ###MIRROR### def addMirror(mirror,mat=None): #If mirror matrix is not specifed, get matrix of mirror object if mat is None: mat = mirror.getMatrix() #Position of mirror pos = viz.Vector(mat.getPosition()) #Direction mirror is pointing dir = viz.Vector(mat.getForward()) dir.normalize() #Quaternion rotation of mirrorw quat = mat.getQuat() #Create render texture tex = viz.addRenderTexture() #Create render node for rendering reflection lens = viz.addRenderNode(size=[1024,1024]) lens.attachTexture(tex) lens.setInheritView(True,viz.POST_MULT) lens.disable(viz.CULL_FACE,op=viz.OP_SET_OVERRIDE) #Setup reflection matrix rot = viz.Matrix.quat(quat) invRot = rot.inverse() lens.setMatrix(viz.Matrix.translate(pos*-1.0)*invRot*viz.Matrix.scale(1,1,-1)*rot*viz.Matrix.translate(pos)) #Setup reflection clip plane plane = vizmat.Plane(pos=pos,normal=dir) dist = plane.distance([0,0,0]) lens.clipPlane([-dir[0],-dir[1],-dir[2],dist+0.001]) #Project reflection texture onto mirror mirror.texture(tex) mirror.texGen(viz.TEXGEN_PROJECT_EYE) #Use existing painting as mirror and specify the matrix mirrorsurface = viz.addTexQuad() mirrorsurface.scale(6.5,3,.1) mirrorsurface.setPosition([3.66, 1, 0]) #Y,Z,X #mirrorsurface.alpha(0.1) mirrorsurface.appearance(viz.TEXMODULATE) mirrorsurfacerotation = [90,0,0] #rotation around the Z,Y,X axes mirrorsurface.rotate(mirrorsurfacerotation) m = viz.Matrix() m.setPosition(mirrorsurface.getPosition(viz.ABS_GLOBAL)) m.setEuler(mirrorsurfacerotation[0]-180,-mirrorsurfacerotation[1], mirrorsurfacerotation[2]) #Z,X,Y #Apply mirror settings to mirror object addMirror(mirrorsurface,m) #Increase ambient lighting #viz.MainView.getHeadLight().ambient(.7,.7,.7) ###SHADOW### #Shadow resolution (power of two) #Higher values mean sharper shadows, but take more texture memory SHADOW_RES = 512 #Postion of shadow projector SHADOW_POS = [0,2,0] #Controls size of orthographic shadow projector #Large values mean larger area is covered, but resolution will be diluted SHADOW_AREA = [10,10] #Create shadow projector import Shadow shadow = Shadow.ShadowProjector(size=SHADOW_RES,pos=SHADOW_POS,area=SHADOW_AREA) #Add avatar as a shadow caster shadow.addCaster(ball) #Add ground as shadow receiver shadow.addReceiver(plane) Code:
import viz import projector class ShadowProjector(object): def __init__(self,kernel=9,alpha=1,size=256,pos=(0,10,0),euler=(0,90,0),area=[5,5],scene=viz.MainScene): #Create render texture self.shadowTex = viz.addRenderTexture(wrap=viz.CLAMP_TO_BORDER,borderColor=viz.WHITE) #Create render node to render shadow caster to texture self.shadowPass = viz.addRenderNode(scene=scene,size=[size,size],inheritView=False,autoClip=False) self.shadowPass.setClearColor(viz.WHITE) self.shadowPass.attachTexture(self.shadowTex) self.shadowPass.setScene(None) #Apply shader to render node so everything is black code = """ #define I %alpha% void main() { gl_FragColor = vec4(I,I,I,1.0); } """ shader = viz.addShader(frag=code.replace('%alpha%',str(1.0-alpha))) self.shadowPass.apply(shader,op=viz.OP_SET_OVERRIDE) #Create projector for projecting shadow texture onto receivers self.texProj = projector.add(self.shadowTex,scene=scene,cubemap=False) #Save all render node passes self.passes = [self.shadowPass] #Setup render nodes to blur shadow texture if kernel: blur_source = """ uniform sampler2D srcImage; void main(void) { vec4 color = vec4(0,0,0,0); %code% color.a = 1.0; gl_FragColor = color; }""" horz_source = 'color += texture2D( srcImage, gl_TexCoord[0].xy + vec2( %f, 0.0 ) ) * %f;' vert_source = 'color += texture2D( srcImage, gl_TexCoord[0].xy + vec2( 0.0, %f ) ) * %f;' #Calculate weight and offsets for blur code weights = [] offsets = [] mid = float(kernel - 1) kernel *= 2 for i in xrange(0,kernel,2): offsets.append( ((i-mid) / 2.0) * (1.0 / size) ) x = (i - mid) / mid weights.append( 0.05 + ((-(x*x) + 1.0) / 4.0) ) #Normalize weights frac = 1.0 / sum(weights) weights = [ frac * x for x in weights ] #Create blur code for shaders horz_blur_code = [] vert_blur_code = [] for w,o in zip(weights,offsets): horz_blur_code.append(horz_source%(o,w)) vert_blur_code.append(vert_source%(o,w)) #Create shaders horzBlurShader = viz.addShader(frag=blur_source.replace('%code%','\n'.join(horz_blur_code))) vertBlurShader = viz.addShader(frag=blur_source.replace('%code%','\n'.join(vert_blur_code))) srcImageUniform = viz.addUniformInt('srcImage',0) #Render texture for ping-ponging tex2 = viz.addRenderTexture() """ Pass 2 renders the shadow texture onto a quad. The quad has a shader attached which blurs the texture horizontally. """ self.blurPass1 = viz.addRenderNode(scene=scene) self.blurPass1.setHUD(0,200,0,200,renderQuad=True) self.blurPass1.setSize(size,size) self.blurPass1.setBuffer(viz.RENDER_FBO) self.blurPass1.setOrder(viz.PRE_RENDER,1) self.blurPass1.attachTexture(tex2) self.blurPass1.texture(self.shadowTex) self.blurPass1.apply(horzBlurShader) self.blurPass1.apply(srcImageUniform) self.passes.append(self.blurPass1) """ Pass 3 renders the texture from pass 2 onto a quad. The quad has a shader attached which blurs the texture vertically. """ self.blurPass2 = viz.addRenderNode(scene=scene) self.blurPass2.setHUD(0,200,0,200,renderQuad=True) self.blurPass2.setSize(size,size) self.blurPass2.setBuffer(viz.RENDER_FBO) self.blurPass2.setOrder(viz.PRE_RENDER,2) self.blurPass2.attachTexture(self.shadowTex) self.blurPass2.texture(tex2) self.blurPass2.apply(vertBlurShader) self.blurPass2.apply(srcImageUniform) self.passes.append(self.blurPass2) #Remove texture/shader/uniforms (already applied) horzBlurShader.remove() vertBlurShader.remove() srcImageUniform.remove() tex2.remove() #Initialize shadow area/pos/euler self.setArea(area) self.setPosition(pos) self.setEuler(euler) def addCaster(self,node): """Add a shadow caster node""" node.duplicate(viz.MainScene,self.shadowPass) def addReceiver(self,node,unit=1): """Add a shadow receiver node""" self.texProj.affect(node,unit) def setPosition(self,pos): """Set position of shadow projector""" self.shadowPass.setPosition(pos) self.texProj.setPosition(pos) def setEuler(self,euler): """Set euler of shadow projector""" self.shadowPass.setEuler(euler) self.texProj.setEuler(euler) def setArea(self,area): """Set [width,height] area of orthographic projection of shadow""" proj = viz.Matrix.ortho(-area[0]/2.0,area[0]/2.0,-area[1]/2.0,area[1]/2.0,0.1,1000) self.shadowPass.setProjectionMatrix(proj) self.texProj.ortho(area[0],area[1]) def visible(self,mode): """Enable shadow projector""" for p in self.passes: p.visible(mode) self.texProj.visible(mode) def remove(self): """Permanently remove all resources""" for p in self.passes: p.remove(False) self.shadowTex.remove() self.texProj.remove() |
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