First thanks for this answer.
I checked again and found out how to apply 2 different colors for the outline by duplicating part of the code.
I put my code below.
But the problem I have is the outlines for the 2 objects are in Overlay so they are on the top of the other models.
How to ensure the content of the normalsBuffer is only the part of the object which is visible on screen?
Thanks again.
import direct.directbase.DirectStart
from pandac.PandaModules import PandaNode,LightNode,TextNode
from pandac.PandaModules import Filename
from pandac.PandaModules import NodePath
from pandac.PandaModules import Shader
from pandac.PandaModules import Point3,Vec4
from direct.task.Task import Task
from direct.actor.Actor import Actor
from direct.gui.OnscreenText import OnscreenText
from direct.showbase.DirectObject import DirectObject
from direct.showbase.BufferViewer import BufferViewer
import sys,os
# Figure out what directory this program is in.
MYDIR=os.path.abspath(sys.path[0])
MYDIR=Filename.fromOsSpecific(MYDIR).getFullpath()
font = loader.loadFont("cmss12")
# Function to put instructions on the screen.
def addInstructions(pos, msg):
return OnscreenText(text=msg, style=1, fg=(1,1,1,1), font = font,
pos=(-1.3, pos), align=TextNode.ALeft, scale = .05)
# Function to put title on the screen.
def addTitle(text):
return OnscreenText(text=text, style=1, fg=(1,1,1,1), font = font,
pos=(1.3,-0.95), align=TextNode.ARight, scale = .07)
class ToonMaker(DirectObject):
def __init__(self):
base.disableMouse()
camera.setPos(0, -50, 0)
# Check video card capabilities.
if (base.win.getGsg().getSupportsBasicShaders() == 0):
addTitle("Toon Shader: Video driver reports that shaders are not supported.")
return
# Post the instructions.
self.title = addTitle("Panda3D: Tutorial - Toon Shading with Normals-Based Inking")
self.inst1 = addInstructions(0.95,"ESC: Quit")
self.inst2 = addInstructions(0.90,"Up/Down: Increase/Decrease Line Thickness")
self.inst3 = addInstructions(0.85,"Left/Right: Decrease/Increase Line Darkness")
self.inst4 = addInstructions(0.80,"V: View the render-to-texture results")
# This shader's job is to render the model with discrete lighting
# levels. The lighting calculations built into the shader assume
# a single nonattenuating point light.
tempnode = NodePath(PandaNode("temp node"))
tempnode.setShader(Shader.load(MYDIR+"/lightingGen.sha"))
base.cam.node().setInitialState(tempnode.getState())
# This is the object that represents the single "light", as far
# the shader is concerned. It's not a real Panda3D LightNode, but
# the shader doesn't care about that.
light = render.attachNewNode("light")
light.setPos(30,-50,0)
# this call puts the light's nodepath into the render state.
# this enables the shader to access this light by name.
render.setShaderInput("light", light)
#create NodePath
myBlueNode = NodePath(PandaNode("B"))
myBlueNode.reparentTo(render)
myOrangeNode = NodePath(PandaNode("O"))
myOrangeNode.reparentTo(render)
# The "normals buffer" will contain a picture of the model colorized
# so that the color of the model is a representation of the model's
# normal at that point.
normalsBuffer=base.win.makeTextureBuffer("normalsBuffer", 0, 0)
normalsBuffer.setClearColor(Vec4(0.5,0.5,0.5,1))
normalsBuffer2=base.win.makeTextureBuffer("normalsBuffer2", 0, 0)
normalsBuffer2.setClearColor(Vec4(0.5,0.5,0.5,1))
self.normalsBuffer=normalsBuffer
self.normalsBuffer2=normalsBuffer2
normalsCamera=base.makeCamera(normalsBuffer, lens=base.cam.node().getLens())
normalsCamera.node().setScene(myBlueNode)
normalsCamera2=base.makeCamera(normalsBuffer2, lens=base.cam.node().getLens())
normalsCamera2.node().setScene(myOrangeNode)
tempnode = NodePath(PandaNode("temp node"))
tempnode.setShader(Shader.load(MYDIR+"/normalGen.sha"))
tempnode2 = NodePath(PandaNode("temp node2"))
tempnode2.setShader(Shader.load(MYDIR+"/normalGen.sha"))
normalsCamera.node().setInitialState(tempnode.getState())
normalsCamera2.node().setInitialState(tempnode2.getState())
#what we actually do to put edges on screen is apply them as a texture to
#a transparent screen-fitted card
drawnScene=normalsBuffer.getTextureCard()
drawnScene.setTransparency(1)
drawnScene.setColor(1,1,1,0)
drawnScene.reparentTo(render2d)
self.drawnScene = drawnScene
drawnScene2=normalsBuffer2.getTextureCard()
drawnScene2.setTransparency(1)
drawnScene2.setColor(1,1,1,0)
drawnScene2.reparentTo(render2d)
self.drawnScene2 = drawnScene2
# this shader accepts, as input, the picture from the normals buffer.
# it compares each adjacent pixel, looking for discontinuities.
# wherever a discontinuity exists, it emits black ink.
self.separation = 0.001
self.cutoff = 0.3
inkGenBlue=Shader.load(MYDIR+"/inkGen-blue.sha")
drawnScene.setShader(inkGenBlue)
drawnScene.setShaderInput("separation", Vec4(self.separation,0,self.separation,0));
drawnScene.setShaderInput("cutoff", Vec4(self.cutoff,self.cutoff,self.cutoff,self.cutoff));
inkGenOrange=Shader.load(MYDIR+"/inkGen-orange.sha")
drawnScene2.setShader(inkGenOrange)
drawnScene2.setShaderInput("separation", Vec4(self.separation,0,self.separation,0));
drawnScene2.setShaderInput("cutoff", Vec4(self.cutoff,self.cutoff,self.cutoff,self.cutoff));
# Panda contains a built-in viewer that lets you view the results of
# your render-to-texture operations. This code configures the viewer.
self.accept("v", base.bufferViewer.toggleEnable)
self.accept("V", base.bufferViewer.toggleEnable)
base.bufferViewer.setPosition("llcorner")
# Load a dragon model and animate it.
self.character=Actor()
self.character.loadModel('models/nik-dragon')
self.character.reparentTo(myBlueNode)
self.character.loadAnims({'win': 'models/nik-dragon'})
self.character.loop('win')
self.character.hprInterval(15, Point3(360, 0,0)).loop()
self.character2=Actor()
self.character2.loadModel('models/nik-dragon')
self.character2.reparentTo(myOrangeNode)
self.character2.loadAnims({'win': 'models/nik-dragon'})
self.character2.loop('win')
self.character2.hprInterval(15, Point3(360, 0,0)).loop()
self.character2.setPos(10, 10, 10)
# these allow you to change cartooning parameters in realtime
self.accept("escape", sys.exit, [0])
self.accept("arrow_up", self.increaseSeparation)
self.accept("arrow_down", self.decreaseSeparation)
self.accept("arrow_left", self.increaseCutoff)
self.accept("arrow_right", self.decreaseCutoff)
def increaseSeparation(self):
self.separation = self.separation * 1.11111111;
print self.separation
self.drawnScene.setShaderInput("separation", Vec4(self.separation,0,self.separation,0));
self.drawnScene2.setShaderInput("separation", Vec4(self.separation,0,self.separation,0));
def decreaseSeparation(self):
self.separation = self.separation * 0.90000000;
print self.separation
self.drawnScene.setShaderInput("separation", Vec4(self.separation,0,self.separation,0));
self.drawnScene2.setShaderInput("separation", Vec4(self.separation,0,self.separation,0));
def increaseCutoff(self):
self.cutoff = self.cutoff * 1.11111111;
print self.cutoff
self.drawnScene.setShaderInput("cutoff", Vec4(self.cutoff,self.cutoff,self.cutoff,self.cutoff));
self.drawnScene2.setShaderInput("cutoff", Vec4(self.cutoff,self.cutoff,self.cutoff,self.cutoff));
def decreaseCutoff(self):
self.cutoff = self.cutoff * 0.90000000;
print self.cutoff
self.drawnScene.setShaderInput("cutoff", Vec4(self.cutoff,self.cutoff,self.cutoff,self.cutoff));
self.drawnScene2.setShaderInput("cutoff", Vec4(self.cutoff,self.cutoff,self.cutoff,self.cutoff));
t=ToonMaker()
run()