Source code for pi3d.util.ShadowCaster
import ctypes
from pi3d.Shader import Shader
from pi3d.util.OffScreenTexture import OffScreenTexture
from pi3d.Camera import Camera
[docs]class ShadowCaster(OffScreenTexture):
"""For creating a depth-of-field blurring effect on selected objects"""
def __init__(self, position, light, scale=10.0):
""" calls Texture.__init__ but doesn't need to set file name as
texture generated from the framebuffer
"""
super(ShadowCaster, self).__init__("shadow_caster")
self.LIGHT_CAM = Camera(is_3d=False, scale=scale)
l_p = light.lightpos
l_len = (l_p[0]**2 + l_p[1]**2 + l_p[2]**2)**0.5
self.OFFSET = [200.0 * i / l_len for i in l_p]
self.LIGHT_CAM.position([position[i] - o for i, o in enumerate(self.OFFSET)])
self.tilt, self.rot = self.LIGHT_CAM.point_at(position)
self.cast_shader = Shader("shadowcast")
[docs] def move_light(self, position):
self.LIGHT_CAM.reset()
self.LIGHT_CAM.rotate(self.tilt, self.rot, 0)
self.LIGHT_CAM.position([position[i] - o for i, o in enumerate(self.OFFSET)])
[docs] def start_cast(self, position=None):
if position is not None:
self.move_light(position)
super(ShadowCaster, self)._start()
[docs] def cast_shadow(self, shape):
shape.draw(shader=self.cast_shader, light_camera=self.LIGHT_CAM)
[docs] def end_cast(self):
super(ShadowCaster, self)._end()
[docs] def draw_shadow(self):
self.emap.draw(shader=self.dshader)
[docs] def draw_tree(self, tree, shader):
tree.draw(shader, [self.color])