Hi everybody
In the process of familiarizing myself with Panda and Python I have experimented with shaders, skyboxes and terrain a little. This has started off from roaming Ralph (and deviated quite a bit from there by now actually). Most of it is still pretty crude and in experimental state (as I am still learning all this stuff) but I thought I’d give something back and share it anyway
Here’s what its (supposed to be) doing:
based partially on “Roaming Ralph” and the “Nature Demo” from the panda forums
Models: Gsk, Jeff Styers, Reagan Heller
Last Updated: 7/2/2008
this example program demonstrates
- GeoMipTerrain (height map and alpha maps made in L3DT)
- alpha splatted terrain with lighting using a shader
- fragment shader based clipping (used to clip away terrain below the water surface)
- shader based water with reflection, refraction and animated distortion
- .egg model based skybox (textures made with terragen, model made and uv textured in blender)
The .zip file is intended to be extracted into the panda samples directory. You will have to adapt the paths in the included windows .lnk shortcut file though)
http://anoria.dyndns.org/public/Yarr.zip
Cheers!
rdb
July 3, 2008, 12:43pm
2
Wow, nice job! This looks really good!
Keep up the good work!
One thing I don’t entirely understand: why are you still having the camera collide with the terrain using the old way, while you are letting ralph roam using the efficient getElevation way?
Glad you like it pro-rsoft
The original movement controls for the main camera in move() are still there yeah (and they shouldn’t). Partly due to lazyness , partly due too the whole thing being in a constant state of flux (I am using this mostly to learn). The main camera is not ‘attached’ to ralph anymore but controled via the mouse in the controlCamera() task, which overrides the changes made in move(). I am in the process of rewriting the whole control scheme and that will get rid off some of the legacy “ralph code” there too.
Thanks for the feedback.
Excellent example. It shows a lot of different things that are useful for making many different types of games.
Also, Good work on getting it to run fast. This runs a lot faster than the old nature demo that was similar to this.
Roo really good use of shader and the next advanced feature of panda like the geomapping terrain.
Really good, thanks for the share.
the download link didn’t work. seems the site anoria.dyndns.org unreachable by ping. Can turn to another site?
rdb
July 5, 2008, 9:03am
7
I can reach it perfectly. Maybe it’s blocked by your ISP.
I temporarily mirrored it here for the ones who can’t reach it: bin.pro-rsoft.com/Yarr.zip
[size=75][color=red](link now removed, by the way)[/size]
You might want to consider using panda3dprojects.com to host your stuff.
Maybe its dyndns thats blocked? Can you resolve the name? The vServer is on Lycos, would be pretty strange if anybody blocked that. If its just dyndns thats blocked you can try 84.244.17.186/public/Yarr.zip
thank u pro-rsoft and gsk. both links work for me.
Very interesting demo.
I will study it since I’m very interested with shaders and terain generation these day!
Thanks!
Jaff
gskfreenet:
Hi everybody
In the process of familiarizing myself with Panda and Python I have experimented with shaders, skyboxes and terrain a little. This has started off from roaming Ralph (and deviated quite a bit from there by now actually). Most of it is still pretty crude and in experimental state (as I am still learning all this stuff) but I thought I’d give something back and share it anyway
Here’s what its (supposed to be) doing:
based partially on “Roaming Ralph” and the “Nature Demo” from the panda forums
Models: Gsk, Jeff Styers, Reagan Heller
Last Updated: 7/2/2008
this example program demonstrates
- GeoMipTerrain (height map and alpha maps made in L3DT)
- alpha splatted terrain with lighting using a shader
- fragment shader based clipping (used to clip away terrain below the water surface)
- shader based water with reflection, refraction and animated distortion
- .egg model based skybox (textures made with terragen, model made and uv textured in blender)
The .zip file is intended to be extracted into the panda samples directory. You will have to adapt the paths in the included windows .lnk shortcut file though)
http://anoria.dyndns.org/public/Yarr.zip
Cheers!
Hi there and thx for making this attempted nice upgrade to RR.
I am unable to walk on terrain though, jaggies are pretty noticeable, and a, s a d aren’t working at all.
thx
nl
ah man now I can’t download this demo! First I can’t download the nature demo, then pro-rsoft’s shadows, now this. I really wish I hadn’t accidentally deleted my samples folder…
If anyone who has this demo could post it here to download or PM me to send it to me that’d be great!
Okay when I ru this game I have serious flickering and two images overlaid the screen.
Plus your scren says to press “s” to run but you have it coded for ‘w’ any ideas why the screen is messed up?
ubuntu 9.04, 2.0ghx, 2gb mem, nvidia 8400gs vd with 512mb
JB
Same problems. Double images, one of which flickers.
XP SP2, 1.8MHz dual core, 2gig RAM, 8800GT
I can see what you’re going for, and it looks like it should look great… It just doesn’t seem to for me.
After executing the Python file, Python starts and crashes. Terminal output is (Mac OS X.5.x, 2009 iMac):
ip:~ admin$ python /Applications/Panda3D/1.6.0/samples/Yarr/Yarr.py
DirectStart: Starting the game.
Known pipe types:
osxGraphicsPipe
(all display modules loaded.)
running from:/Applications/Panda3D/1.6.0/samples/Yarr
instancing world...
4 texture stages available
:grutil(error): Failed to load heightfield image models/land01-map.png!
:grutil(error): No valid heightfield image has been set!
setting up water plane at z=12.0
Assertion failed: _num_channels >= 1 && _num_channels <= 4 at line 77 of built/include/pnmImageHeader.I
Bus error
The assets are there of course.
Crash report:
Process: Python [75164]
Path: /System/Library/Frameworks/Python.framework/Versions/2.5/Resources/Python.app/Contents/MacOS/Python
Identifier: org.python.pythonapp
Version: 2.5.0 (2.5.0a0)
Build Info: python-300103~1
Code Type: X86 (Native)
Parent Process: bash [75132]
Date/Time: 2009-06-14 19:13:52.779 +0200
OS Version: Mac OS X 10.5.6 (9G2030)
Report Version: 6
Exception Type: EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
Crashed Thread: 0
Thread 0 Crashed:
0 libpanda.dylib 0x02c05281 GeoMipTerrain::get_pixel_value(int, int) + 161
1 libpanda.dylib 0x02be9b54 GeoMipTerrain::get_elevation(double, double) + 308
2 libpanda.dylib 0x02c32313 Dtool_GeoMipTerrain_get_elevation_57(_object*, _object*, _object*) + 163
3 org.python.python 0x0018f51e PyEval_EvalFrameEx + 17116
4 org.python.python 0x00191173 PyEval_EvalCodeEx + 1638
5 org.python.python 0x0013b488 PyFunction_SetClosure + 2667
6 org.python.python 0x00121505 PyObject_Call + 50
7 org.python.python 0x00129e3a PyMethod_New + 2457
8 org.python.python 0x00121505 PyObject_Call + 50
9 org.python.python 0x0018a82d PyEval_CallObjectWithKeywords + 211
10 org.python.python 0x0012606f PyInstance_New + 305
11 org.python.python 0x00121505 PyObject_Call + 50
12 org.python.python 0x0018f832 PyEval_EvalFrameEx + 17904
13 org.python.python 0x00191173 PyEval_EvalCodeEx + 1638
14 org.python.python 0x00191260 PyEval_EvalCode + 87
15 org.python.python 0x001a883c PyErr_Display + 1896
16 org.python.python 0x001a8e66 PyRun_FileExFlags + 135
17 org.python.python 0x001aa7d2 PyRun_SimpleFileExFlags + 421
18 org.python.python 0x001b5a57 Py_Main + 3095
19 org.python.pythonapp 0x00001fca 0x1000 + 4042
Thread 1:
0 libSystem.B.dylib 0x928c83ae __semwait_signal + 10
1 libSystem.B.dylib 0x928f2d0d pthread_cond_wait$UNIX2003 + 73
2 libGLProgrammability.dylib 0x95338b32 glvmDoWork + 162
3 libSystem.B.dylib 0x928f2095 _pthread_start + 321
4 libSystem.B.dylib 0x928f1f52 thread_start + 34
Thread 2:
0 libSystem.B.dylib 0x928c11c6 mach_msg_trap + 10
1 libSystem.B.dylib 0x928c89bc mach_msg + 72
2 com.apple.CoreFoundation 0x912910ae CFRunLoopRunSpecific + 1790
3 com.apple.CoreFoundation 0x91291cd8 CFRunLoopRunInMode + 88
4 com.apple.audio.CoreAudio 0x90a2d5dc HALRunLoop::OwnThread(void*) + 160
5 com.apple.audio.CoreAudio 0x90a2d464 CAPThread::Entry(CAPThread*) + 96
6 libSystem.B.dylib 0x928f2095 _pthread_start + 321
7 libSystem.B.dylib 0x928f1f52 thread_start + 34
Thread 3:
0 libSystem.B.dylib 0x928c1226 semaphore_timedwait_signal_trap + 10
1 libSystem.B.dylib 0x928f31ef _pthread_cond_wait + 1244
2 libSystem.B.dylib 0x928f4a73 pthread_cond_timedwait_relative_np + 47
3 com.apple.audio.CoreAudio 0x90a3cbc3 CAGuard::WaitFor(unsigned long long) + 213
4 com.apple.audio.CoreAudio 0x90a3e77e CAGuard::WaitUntil(unsigned long long) + 70
5 com.apple.audio.CoreAudio 0x90a3cf23 HP_IOThread::WorkLoop() + 759
6 com.apple.audio.CoreAudio 0x90a3cc27 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
7 com.apple.audio.CoreAudio 0x90a2d464 CAPThread::Entry(CAPThread*) + 96
8 libSystem.B.dylib 0x928f2095 _pthread_start + 321
9 libSystem.B.dylib 0x928f1f52 thread_start + 34
Thread 4:
0 libSystem.B.dylib 0x928c12e6 mach_wait_until + 10
1 libSystem.B.dylib 0x929383ad nanosleep + 314
2 libSystem.B.dylib 0x9293826d usleep + 61
3 libfmodex.dylib 0x1a5d6df5 0x1a5d4000 + 11765
4 libfmodex.dylib 0x1a659892 FMOD::SystemI::createChannelGroupInternal(char const*, FMOD::ChannelGroupI**, bool, bool) + 26754
5 libSystem.B.dylib 0x928f2095 _pthread_start + 321
6 libSystem.B.dylib 0x928f1f52 thread_start + 34
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x02c051fe ecx: 0x00000000 edx: 0x00000000
edi: 0x065e8a94 esi: 0x065e8aac ebp: 0xbfffea48 esp: 0xbfffe9a0
ss: 0x0000001f efl: 0x00010246 eip: 0x02c05281 cs: 0x00000017
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0x00000000
Binary Images:
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OK pro-rsoft told me to cd into the directory first. If I do that YARR starts up, but the screen is flickering and multiple angles on the scene seem to overlap.
I can’t take a screen of that, screens don’t show the flickering.
The flickering is alternating between the front color buffer and the color buffer for water reflection.
According to the docs ParasiteBuffers are basically writing in the back-buffer of the viewport. This seems to be causing the problem. A reflection ‘camera’ is created with makeCamera with makeTextureBuffer as an argument.
Why would makeTextureBuffer always choose a ParasiteBuffer?
Adding
force-parasite-buffer #f
prefer-parasite-buffer #f
didn’t seem to help
Offscreen surfaces(/textures) should work, right? I use a 9500GT. Same problem on my HD4850, so it shouldn’t be driver related. Any help would be greatly appreciated
drwr
August 13, 2009, 10:22pm
19
Hmm, what OS are you running on? There have been issues with true offscreen buffers on some flavors of Linux.
Still, a ParasiteBuffer shouldn’t inherently cause flickering. The idea is that the ParasiteBuffer does its rendering before the rest of the scene; you never see the stuff that the ParasiteBuffer writes into the back buffer, because the main buffer draws over it.
If you set up the main buffer incorrectly, though, it might not clear the back buffer properly, thus revealing the ParasiteBuffer contents.
David
I’m running Windows 7 with the latest WHQL drivers on both platforms (NVIDIA, ATI). The Panda3D version is 1.6.2.
Maybe you can download Yarr.zip and run it? It seemed to be built on Panda3D 1.5.2, but I couldn’t find any related changes in the release notes.
I not familiar enough with Panda3D’s architecture yet, but it seems like the offscreen surfaces are presented through the frontbuffer chain. Or maybe Panda3D renders the different cameras sequentially.
Basically this is what happens:
setup
buffer = base.win.makeTextureBuffer( 'waterBuffer', 512, 512 )
buffer.setClearColor( Vec4( 0, 0, 0, 1 ) )
world.watercamNP = base.makeCamera( buffer )
world.watercamNP.reparentTo(render)
update
mc = base.camera.getMat( )
mf = self.waterPlane.getReflectionMat( )
self.watercamNP.setMat(mc * mf)
The texture of the watercamNP via getTexture is used for the water shader.
I really hope we can get this fixed, Yarr is a nice example project. Thank you in advance