Cg Tutorial Part 8

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Python C++

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Cg Tutorial Part 8: Applying two textures to a model

"""
The Python code in this sample is exactly the same as in the last sample.
"""

#Lesson8.py
 
import sys
 
import direct.directbase.DirectStart
from panda3d.core import Texture, TextureStage
 
base.setBackgroundColor(0.0, 0.0, 0.0)
base.disableMouse()
 
base.camLens.setNearFar(1.0, 50.0)
base.camLens.setFov(45.0)
 
camera.setPos(0.0, -20.0, 10.0)
camera.lookAt(0.0, 0.0, 0.0)
 
root = render.attachNewNode("Root")
 
textureArrow = loader.loadTexture("arrow.png")
textureArrow.setWrapU(Texture.WMClamp)
textureArrow.setWrapV(Texture.WMClamp)
 
"""
DIRTY
Like in the previous example, increase the setSort parameter and see what
happens, the influence of the order depends on the applied shader. Sometimes you
can see a difference, sometimes not.
"""

stageArrow = TextureStage("Arrow")
stageArrow.setSort(1)
 
textureCircle = loader.loadTexture("circle.png")
textureCircle.setWrapU(Texture.WMClamp)
textureCircle.setWrapV(Texture.WMClamp)
 
stageCircle = TextureStage("Circle")
stageCircle.setSort(2)
 
modelCube = loader.loadModel("cube.egg")
 
cubes = []
for x in [-3.0, 0.0, 3.0]:
cube = modelCube.copyTo(root)
cube.setPos(x, 0.0, 0.0)
cubes += [ cube ]
 
shader = loader.loadShader("lesson8.sha")
root.setShader(shader)
 
root.setTexture(stageArrow, textureArrow)
root.setTexture(stageCircle, textureCircle)
 
base.accept("escape", sys.exit)
base.accept("o", base.oobe)
 
def move(x, y, z):
root.setX(root.getX() + x)
root.setY(root.getY() + y)
root.setZ(root.getZ() + z)
 
base.accept("d", move, [1.0, 0.0, 0.0])
base.accept("a", move, [-1.0, 0.0, 0.0])
base.accept("w", move, [0.0, 1.0, 0.0])
base.accept("s", move, [0.0, -1.0, 0.0])
base.accept("e", move, [0.0, 0.0, 1.0])
base.accept("q", move, [0.0, 0.0, -1.0])
 
run()
//Cg
/* lesson8.sha */

/*
The vertex shader has not changed. If you like to apply another UV set for the
second texture you have to pass the vtx_texcoord1 variable from the vertex
shader to the fragment shader.
*/
void vshader(
    uniform float4x4 mat_modelproj,
    in float4 vtx_position : POSITION,
    in float2 vtx_texcoord0 : TEXCOORD0,
    out float2 l_my : TEXCOORD0,
    out float4 l_position : POSITION)
{
    l_position = mul(mat_modelproj, vtx_position);
    l_my = vtx_texcoord0;
}

/*
With TEXUNIT1 we can access the second texture unit. How many texture unit you
can use depends on your GPU. The bad thing about this is that you need a
fallback mechanisms if you use more texture units than the GPU of your
applications users may have.
*/
void fshader(
    uniform sampler2D tex_0 : TEXUNIT0,
    uniform sampler2D tex_1 : TEXUNIT1,
    in float2 l_my : TEXCOORD0,
    out float4 o_color : COLOR)
{
    /*
    Apply both textures. This is same operation as if you modulate two textures
    with the fixed function pipline without using a shader. For this example,
    the sort order of the texture stages has no influence to the final result.
    */
    o_color = tex2D(tex_0, l_my) * tex2D(tex_1, l_my);

    /*
    DIRTY
    Here we play a bit and modify the arrow texture based on the red component
    of the circle texture (The circle texture only has gray colors, therefore it
    does not matter if you use R, G or B part).
    */
    //float4 arrow = tex2D(tex_0, l_my);
    //float4 circle = tex2D(tex_1, l_my);
    //if(circle.r < 0.5) {
    //    o_color = arrow;
    //} else {
    //    o_color = float4(1.0, 1.0, 1.0, 1.0) - arrow;
    //}
}

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