Like I said, I can obtain the same ‘leak’ with only the small change described at the beginning of the topic.:
just replace the file Tut-Shadow-Mapping.py from the sampler Shadow of panda3D:
( or do the change directly inside the file )
from pandac.PandaModules import *
import sys,os
loadPrcFileData("", "prefer-parasite-buffer #f")
import direct.directbase.DirectStart
from direct.interval.IntervalGlobal import *
from direct.gui.DirectGui import OnscreenText
from direct.showbase.DirectObject import DirectObject
from direct.actor import Actor
from random import *
import math
from direct.task import Task
# Function to put instructions on the screen.
def addInstructions(pos, msg):
return OnscreenText(text=msg, style=1, fg=(1,1,1,1), mayChange=1,
pos=(-1.3, pos), align=TextNode.ALeft, scale = .05, shadow=(0,0,0,1), shadowOffset=(0.1,0.1))
# Function to put title on the screen.
def addTitle(text):
return OnscreenText(text=text, style=1, fg=(1,1,1,1),
pos=(1.3,-0.95), align=TextNode.ARight, scale = .07)
class World(DirectObject):
def __init__(self):
# Preliminary capabilities check.
if (base.win.getGsg().getSupportsBasicShaders()==0):
self.t=addTitle("Shadow Demo: Video driver reports that shaders are not supported.")
return
if (base.win.getGsg().getSupportsDepthTexture()==0):
self.t=addTitle("Shadow Demo: Video driver reports that depth textures are not supported.")
return
# creating the offscreen buffer.
winprops = WindowProperties.size(512,512)
props = FrameBufferProperties()
props.setRgbColor(1)
props.setAlphaBits(1)
props.setDepthBits(1)
LBuffer = base.graphicsEngine.makeOutput(
base.pipe, "offscreen buffer", -2,
props, winprops,
GraphicsPipe.BFRefuseWindow,
base.win.getGsg(), base.win)
if (LBuffer == None):
self.t=addTitle("Shadow Demo: Video driver cannot create an offscreen buffer.")
return
Ldepthmap = Texture()
LBuffer.addRenderTexture(Ldepthmap, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepth)
if (base.win.getGsg().getSupportsShadowFilter()):
Ldepthmap.setMinfilter(Texture.FTShadow)
Ldepthmap.setMagfilter(Texture.FTShadow)
# Adding a color texture is totally unnecessary, but it helps with debugging.
Lcolormap = Texture()
LBuffer.addRenderTexture(Lcolormap, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor)
self.inst_p = addInstructions(0.95, 'P : stop/start the Panda Rotation')
self.inst_w = addInstructions(0.90, 'W : stop/start the Walk Cycle')
self.inst_t = addInstructions(0.85, 'T : stop/start the Teapot')
self.inst_l = addInstructions(0.80, 'L : move light source far or close')
self.inst_v = addInstructions(0.75, 'V: View the Depth-Texture results')
self.inst_x = addInstructions(0.70, 'Left/Right Arrow : switch camera angles')
self.inst_a = addInstructions(0.65, 'Something about A/Z and push bias')
base.setBackgroundColor(0,0,0.2,1)
base.camLens.setNearFar(1.0,10000)
base.camLens.setFov(75)
base.disableMouse()
# Load the scene.
floorTex=loader.loadTexture('maps/envir-ground.jpg')
cm=CardMaker('')
cm.setFrame(-2,2,-2,2)
floor = render.attachNewNode(PandaNode("floor"))
for y in range(12):
for x in range(12):
nn = floor.attachNewNode(cm.generate())
nn.setP(-90)
nn.setPos((x-6)*4, (y-6)*4, 0)
floor.setTexture(floorTex)
floor.flattenStrong()
self.pandaAxis=render.attachNewNode('panda axis')
self.pandaModel=Actor.Actor('panda-model',{'walk':'panda-walk4'})
self.pandaModel.reparentTo(self.pandaAxis)
self.pandaModel.setPos(9,0,0)
self.pandaModel.setShaderInput("scale",0.01,0.01,0.01,1.0)
self.pandaWalk = self.pandaModel.actorInterval('walk',playRate=1.8)
self.pandaWalk.loop()
self.pandaMovement = self.pandaAxis.hprInterval(20.0,Point3(-360,0,0),startHpr=Point3(0,0,0))
self.pandaMovement.loop()
self.teapot=loader.loadModel('teapot')
self.teapot.reparentTo(render)
self.teapot.setPos(0,-20,10)
self.teapot.setShaderInput("texDisable",1,1,1,1)
self.teapotMovement = self.teapot.hprInterval(50,Point3(0,360,360))
self.teapotMovement.loop()
self.accept('escape',sys.exit)
self.accept("arrow_left", self.incrementCameraPosition, [-1])
self.accept("arrow_right", self.incrementCameraPosition, [1])
self.accept("p", self.toggleInterval, [self.pandaMovement])
self.accept("P", self.toggleInterval, [self.pandaMovement])
self.accept("t", self.toggleInterval, [self.teapotMovement])
self.accept("T", self.toggleInterval, [self.teapotMovement])
self.accept("w", self.toggleInterval, [self.pandaWalk])
self.accept("W", self.toggleInterval, [self.pandaWalk])
self.accept("v", base.bufferViewer.toggleEnable)
self.accept("V", base.bufferViewer.toggleEnable)
self.accept("l", self.incrementLightPosition, [1])
self.accept("L", self.incrementLightPosition, [1])
self.accept("o", base.oobe)
self.accept('a',self.adjustPushBias,[1.1])
self.accept('A',self.adjustPushBias,[1.1])
self.accept('z',self.adjustPushBias,[0.9])
self.accept('Z',self.adjustPushBias,[0.9])
self.LCam=base.makeCamera(LBuffer)
self.LCam.node().setScene(render)
self.LCam.node().getLens().setFov(40)
self.LCam.node().getLens().setNearFar(10,100)
# default values
self.pushBias=0.04
self.ambient=0.2
self.cameraSelection = 0
self.lightSelection = 0
# setting up shader
render.setShaderInput('light',self.LCam)
render.setShaderInput('Ldepthmap',Ldepthmap)
render.setShaderInput('ambient',self.ambient,0,0,1.0)
render.setShaderInput('texDisable',0,0,0,0)
render.setShaderInput('scale',1,1,1,1)
# Put a shader on the Light camera.
lci = NodePath(PandaNode("Light Camera Initializer"))
lci.setShader(Shader.load('caster.sha'))
self.LCam.node().setInitialState(lci.getState())
# Put a shader on the Main camera.
# Some video cards have special hardware for shadow maps.
# If the card has that, use it. If not, use a different
# shader that does not require hardware support.
mci = NodePath(PandaNode("Main Camera Initializer"))
if (base.win.getGsg().getSupportsShadowFilter()):
mci.setShader(Shader.load('shadow.sha'))
else:
mci.setShader(Shader.load('shadow-nosupport.sha'))
base.cam.node().setInitialState(mci.getState())
self.incrementCameraPosition(0)
self.incrementLightPosition(0)
self.adjustPushBias(1.0)
taskMgr.add(self.control_camera, "camera-task")
# end of __init__
def toggleInterval(self, ival):
if (ival.isPlaying()):
ival.pause()
else:
ival.resume()
def control_camera(self, task):
#==
angle_degrees = task.time * 30.0
angle_radians = angle_degrees * (math.pi / 180.0)
base.cam.setPos(30 * math.sin(angle_radians), 45 * math.cos(angle_radians), 26)
base.cam.lookAt(0, 0, 0)
return Task.cont
def incrementCameraPosition(self,n):
self.cameraSelection = (self.cameraSelection + n) % 6
if (self.cameraSelection == 0):
base.cam.reparentTo(render)
base.cam.setPos(30,-45,26)
base.cam.lookAt(0,0,0)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 1):
base.cam.reparentTo(self.pandaModel)
base.cam.setPos(7,-3,9)
base.cam.lookAt(0,0,0)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 2):
base.cam.reparentTo(self.pandaModel)
base.cam.setPos(-7,-3,9)
base.cam.lookAt(0,0,0)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 3):
base.cam.reparentTo(render)
base.cam.setPos(7,-23,12)
base.cam.lookAt(self.teapot)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 4):
base.cam.reparentTo(render)
base.cam.setPos(-7,-23,12)
base.cam.lookAt(self.teapot)
self.LCam.node().hideFrustum()
if (self.cameraSelection == 5):
base.cam.reparentTo(render)
base.cam.setPos(1000,0,195)
base.cam.lookAt(0,0,0)
self.LCam.node().showFrustum()
def incrementLightPosition(self,n):
self.lightSelection = (self.lightSelection + n) % 2
if (self.lightSelection == 0):
self.LCam.setPos(0,-40,25)
self.LCam.lookAt(0,-10,0)
self.LCam.node().getLens().setNearFar(10,100)
if (self.lightSelection == 1):
self.LCam.setPos(0,-600,200)
self.LCam.lookAt(0,-10,0)
self.LCam.node().getLens().setNearFar(10,1000)
def shaderSupported(self):
return base.win.getGsg().getSupportsBasicShaders() and \
base.win.getGsg().getSupportsDepthTexture() and \
base.win.getGsg().getSupportsShadowFilter()
def adjustPushBias(self,inc):
self.pushBias *= inc
self.inst_a.setText('A/Z: Increase/Decrease the Push-Bias [%F]' % self.pushBias)
render.setShaderInput('push',self.pushBias,self.pushBias,self.pushBias,0)
World()
run()