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