mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
121 lines
4.9 KiB
Python
121 lines
4.9 KiB
Python
|
"""Undocumented Module"""
|
||
|
|
||
|
__all__ = ['setupMirror', 'showFrustum']
|
||
|
|
||
|
"""This file demonstrates one way to create a mirror effect in Panda.
|
||
|
Call setupMirror() to create a mirror in the world that reflects
|
||
|
everything in front of it.
|
||
|
|
||
|
The approach taken here is to create an offscreen buffer with its own
|
||
|
camera that renders its view into a texture, which is then applied to
|
||
|
the mirror geometry. The mirror's camera is repositioned each frame
|
||
|
with a task to keep it always on the opposite side of the mirror from
|
||
|
the main camera.
|
||
|
|
||
|
This demonstrates the basic interface for offscreen
|
||
|
render-to-a-texture in Panda. Similar approaches can be used for
|
||
|
related effects, such as a remote spy camera presenting its view onto
|
||
|
a closed-circuit television screen.
|
||
|
|
||
|
In this example the mirror itself is always perfectly flat--it's just
|
||
|
a single polygon, after all--but small distortions of the mirror
|
||
|
surface are possible, like a funhouse mirror. However, the reflection
|
||
|
itself is always basically planar; for more accurate convex
|
||
|
reflections, you will need to use a sphere map or a cube map."""
|
||
|
|
||
|
from pandac.PandaModules import *
|
||
|
from direct.task import Task
|
||
|
|
||
|
def setupMirror(name, width, height, rootCamera = None):
|
||
|
# The return value is a NodePath that contains a rectangle that
|
||
|
# reflects render. You can reparent, reposition, and rotate it
|
||
|
# anywhere you like.
|
||
|
if rootCamera is None:
|
||
|
rootCamera = base.camera
|
||
|
|
||
|
root = render.attachNewNode(name)
|
||
|
|
||
|
# Create a polygon to be the visible representation of the mirror.
|
||
|
cm = CardMaker('mirror')
|
||
|
cm.setFrame(width / 2.0, -width / 2.0, -height / 2.0, height / 2.0)
|
||
|
cm.setHasUvs(1)
|
||
|
card = root.attachNewNode(cm.generate())
|
||
|
|
||
|
# Create a PlaneNode to represent the mirror's position, for
|
||
|
# computing where the mirror's camera belongs each frame.
|
||
|
plane = Plane(Vec3(0, 1, 0), Point3(0, 0, 0))
|
||
|
planeNode = PlaneNode('mirrorPlane')
|
||
|
planeNode.setPlane(plane)
|
||
|
planeNP = root.attachNewNode(planeNode)
|
||
|
|
||
|
# Now create an offscreen buffer for rendering the mirror's point
|
||
|
# of view. The parameters here control the resolution of the
|
||
|
# texture.
|
||
|
buffer = base.win.makeTextureBuffer(name, 256, 256)
|
||
|
#buffer.setClearColor(base.win.getClearColor())
|
||
|
buffer.setClearColor(VBase4(0, 0, 1, 1))
|
||
|
|
||
|
# Set up a display region on this buffer, and create a camera.
|
||
|
dr = buffer.makeDisplayRegion()
|
||
|
camera = Camera('mirrorCamera')
|
||
|
lens = PerspectiveLens()
|
||
|
lens.setFilmSize(width, height)
|
||
|
camera.setLens(lens)
|
||
|
cameraNP = planeNP.attachNewNode(camera)
|
||
|
dr.setCamera(cameraNP)
|
||
|
|
||
|
# Since the reflection matrix will reverse the vertex-winding
|
||
|
# order of all the polygons in the world, we have to tell the
|
||
|
# camera to reverse the direction of its face culling. We also
|
||
|
# tell it not to draw (that is, to clip) anything behind the
|
||
|
# mirror plane.
|
||
|
dummy = NodePath('dummy')
|
||
|
dummy.setAttrib(CullFaceAttrib.makeReverse())
|
||
|
dummy.setClipPlane(planeNP)
|
||
|
camera.setInitialState(dummy.getState())
|
||
|
|
||
|
# Create a visible representation of the camera so we can see it.
|
||
|
#cameraVis = loader.loadModel('camera.egg')
|
||
|
#if not cameraVis.isEmpty():
|
||
|
# cameraVis.reparentTo(cameraNP)
|
||
|
|
||
|
# Spawn a task to keep that camera on the opposite side of the
|
||
|
# mirror.
|
||
|
def moveCamera(task, cameraNP = cameraNP, plane = plane,
|
||
|
planeNP = planeNP, card = card, lens = lens,
|
||
|
width = width, height = height, rootCamera = rootCamera):
|
||
|
# Set the camera to the mirror-image position of the main camera.
|
||
|
cameraNP.setMat(rootCamera.getMat(planeNP) * plane.getReflectionMat())
|
||
|
|
||
|
# And reset the frustum to exactly frame the mirror's corners.
|
||
|
# This is a minor detail, but it helps to provide a realistic
|
||
|
# reflection and keep the subject centered.
|
||
|
ul = cameraNP.getRelativePoint(card, Point3(-width / 2.0, 0, height / 2.0))
|
||
|
ur = cameraNP.getRelativePoint(card, Point3(width / 2.0, 0, height / 2.0))
|
||
|
ll = cameraNP.getRelativePoint(card, Point3(-width / 2.0, 0, -height / 2.0))
|
||
|
lr = cameraNP.getRelativePoint(card, Point3(width / 2.0, 0, -height / 2.0))
|
||
|
lens.setFrustumFromCorners(ul, ur, ll, lr, Lens.FCCameraPlane | Lens.FCOffAxis | Lens.FCAspectRatio)
|
||
|
|
||
|
return Task.cont
|
||
|
|
||
|
# Add it with a fairly high priority to make it happen late in the
|
||
|
# frame, after the avatar controls (or whatever) have been applied
|
||
|
# but before we render.
|
||
|
taskMgr.add(moveCamera, name, priority = 40)
|
||
|
|
||
|
# Now apply the output of this camera as a texture on the mirror's
|
||
|
# visible representation.
|
||
|
card.setTexture(buffer.getTexture())
|
||
|
|
||
|
return root
|
||
|
|
||
|
def showFrustum(np):
|
||
|
# Utility function to reveal the frustum for a particular camera.
|
||
|
cameraNP = np.find('**/+Camera')
|
||
|
camera = cameraNP.node()
|
||
|
lens = camera.getLens()
|
||
|
geomNode = GeomNode('frustum')
|
||
|
geomNode.addGeom(lens.makeGeometry())
|
||
|
cameraNP.attachNewNode(geomNode)
|
||
|
|