mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-24 20:22:33 -06:00
431 lines
17 KiB
Python
431 lines
17 KiB
Python
"""Undocumented Module"""
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__all__ = ['BufferViewer']
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from pandac.PandaModules import *
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from direct.task import Task
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from direct.directnotify.DirectNotifyGlobal import *
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from direct.showbase.DirectObject import DirectObject
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import math
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class BufferViewer(DirectObject):
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notify = directNotify.newCategory('BufferViewer')
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def __init__(self):
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"""Access: private. Constructor."""
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self.enabled = 0
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size = ConfigVariableDouble('buffer-viewer-size', '0 0')
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self.sizex = size[0]
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self.sizey = size[1]
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self.position = ConfigVariableString('buffer-viewer-position', "lrcorner").getValue()
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self.layout = ConfigVariableString('buffer-viewer-layout', "hline").getValue()
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self.include = "all"
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self.exclude = "none"
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self.cullbin = "fixed"
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self.cullsort = 10000
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self.renderParent = render2d
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self.cards = []
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self.cardindex = 0
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self.cardmaker = CardMaker("cubemaker")
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self.cardmaker.setFrame(-1,1,-1,1)
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self.task = 0
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self.window = 0
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self.dirty = 1
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self.accept("render-texture-targets-changed", self.refreshReadout)
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if (ConfigVariableBool("show-buffers", 0).getValue()):
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self.enable(1)
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def refreshReadout(self):
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"""Force the readout to be refreshed. This is usually invoked
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by GraphicsOutput::add_render_texture (via an event handler).
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However, it is also possible to invoke it manually. Currently,
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the only time I know of that this is necessary is after a
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window resize (and I ought to fix that)."""
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self.dirty = 1
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# Call enabled again, mainly to ensure that the task has been
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# started.
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self.enable(self.enabled)
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def isValidTextureSet(self, x):
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"""Access: private. Returns true if the parameter is a
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list of GraphicsOutput and Texture, or the keyword 'all'."""
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if (isinstance(x, list)):
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for elt in x:
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if (self.isValidTextureSet(elt)==0):
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return 0
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else:
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return (x=="all") or (isinstance(x, Texture)) or (isinstance(x, GraphicsOutput))
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def isEnabled(self):
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"""Returns true if the buffer viewer is currently enabled."""
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return self.enabled
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def enable(self, x):
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"""Turn the buffer viewer on or off. The initial state of the
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buffer viewer depends on the Config variable 'show-buffers'."""
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if (x != 0) and (x != 1):
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BufferViewer.notify.error('invalid parameter to BufferViewer.enable')
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return
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self.enabled = x
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self.dirty = 1
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if (x and self.task == 0):
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self.task = taskMgr.add(self.maintainReadout, "buffer-viewer-maintain-readout",
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priority=1)
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def toggleEnable(self):
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"""Toggle the buffer viewer on or off. The initial state of the
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enable flag depends on the Config variable 'show-buffers'."""
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self.enable(1-self.enabled)
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def setCardSize(self, x, y):
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"""Set the size of each card. The units are relative to
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render2d (ie, 1x1 card is not square). If one of the
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dimensions is zero, then the viewer will choose a value
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for that dimension so as to ensure that the aspect ratio
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of the card matches the aspect ratio of the source-window.
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If both dimensions are zero, the viewer uses a heuristic
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to choose a reasonable size for the card. The initial
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value is (0, 0)."""
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if (x < 0) or (y < 0):
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BufferViewer.notify.error('invalid parameter to BufferViewer.setCardSize')
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return
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self.sizex = x
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self.sizey = y
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self.dirty = 1
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def setPosition(self, pos):
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"""Set the position of the cards. The valid values are:
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* llcorner - put them in the lower-left corner of the window
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* lrcorner - put them in the lower-right corner of the window
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* ulcorner - put them in the upper-left corner of the window
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* urcorner - put them in the upper-right corner of the window
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* window - put them in a separate window
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The initial value is 'lrcorner'."""
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valid=["llcorner","lrcorner","ulcorner","urcorner","window"]
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if (valid.count(pos)==0):
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BufferViewer.notify.error('invalid parameter to BufferViewer.setPosition')
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BufferViewer.notify.error('valid parameters are: llcorner, lrcorner, ulcorner, urcorner, window')
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return
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if (pos == "window"):
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BufferViewer.notify.error('BufferViewer.setPosition - "window" mode not implemented yet.')
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return
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self.position = pos
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self.dirty = 1
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def setLayout(self, lay):
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"""Set the layout of the cards. The valid values are:
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* vline - display them in a vertical line
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* hline - display them in a horizontal line
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* vgrid - display them in a vertical grid
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* hgrid - display them in a horizontal grid
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* cycle - display one card at a time, using selectCard/advanceCard
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The default value is 'hline'."""
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valid=["vline","hline","vgrid","hgrid","cycle"]
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if (valid.count(lay)==0):
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BufferViewer.notify.error('invalid parameter to BufferViewer.setLayout')
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BufferViewer.notify.error('valid parameters are: vline, hline, vgrid, hgrid, cycle')
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return
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self.layout = lay
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self.dirty = 1
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def selectCard(self, i):
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"""Only useful when using setLayout('cycle'). Sets the index
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that selects which card to display. The index is taken modulo
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the actual number of cards."""
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self.cardindex = i
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self.dirty = 1
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def advanceCard(self):
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"""Only useful when using setLayout('cycle'). Increments the index
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that selects which card to display. The index is taken modulo
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the actual number of cards."""
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self.cardindex += 1
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self.dirty = 1
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def setInclude(self, x):
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"""Set the include-set for the buffer viewer. The include-set
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specifies which of the render-to-texture targets to display.
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Valid inputs are the string 'all' (display every render-to-texture
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target), or a list of GraphicsOutputs or Textures. The initial
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value is 'all'."""
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if (self.isValidTextureSet(x)==0):
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BufferViewer.notify.error('setInclude: must be list of textures and buffers, or "all"')
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return
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self.include = x
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self.dirty = 1
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def setExclude(self, x):
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"""Set the exclude-set for the buffer viewer. The exclude-set
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should be a list of GraphicsOutputs and Textures to ignore.
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The exclude-set is subtracted from the include-set (so the excludes
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effectively override the includes.) The initial value is the
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empty list."""
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if (self.isValidTextureSet(x)==0):
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BufferViewer.notify.error('setExclude: must be list of textures and buffers')
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return
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self.exclude = x
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self.dirty = 1
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def setSort(self, bin, sort):
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"""Set the cull-bin and sort-order for the output cards. The
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default value is 'fixed', 10000."""
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self.cullbin = bin
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self.cullsort = sort
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self.dirty = 1
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def setRenderParent(self, renderParent):
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"""Set the scene graph root to which the output cards should
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be parented. The default is render2d. """
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self.renderParent = renderParent
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self.dirty = 1
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def analyzeTextureSet(self, x, set):
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"""Access: private. Converts a list of GraphicsObject,
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GraphicsEngine, and Texture into a table of Textures."""
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if (isinstance(x, list)):
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for elt in x:
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self.analyzeTextureSet(elt, set)
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elif (isinstance(x, Texture)):
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set[x] = 1
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elif (isinstance(x, GraphicsOutput)):
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for itex in range(x.countTextures()):
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tex = x.getTexture(itex)
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set[tex] = 1
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elif (isinstance(x, GraphicsEngine)):
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for iwin in range(x.getNumWindows()):
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win = x.getWindow(iwin)
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self.analyzeTextureSet(win, set)
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elif (x=="all"):
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self.analyzeTextureSet(base.graphicsEngine, set)
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else: return
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def makeFrame(self, sizex, sizey):
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"""Access: private. Each texture card is displayed with
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a two-pixel wide frame (a ring of black and a ring of white).
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This routine builds the frame geometry. It is necessary to
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be precise so that the frame exactly aligns to pixel
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boundaries, and so that it doesn't overlap the card at all."""
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format=GeomVertexFormat.getV3cp()
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vdata=GeomVertexData('card-frame', format, Geom.UHDynamic)
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vwriter=GeomVertexWriter(vdata, 'vertex')
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cwriter=GeomVertexWriter(vdata, 'color')
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ringoffset = [0, 1, 1, 2]
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ringbright = [0, 0, 1, 1]
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for ring in range(4):
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offsetx = (ringoffset[ring]*2.0) / float(sizex)
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offsety = (ringoffset[ring]*2.0) / float(sizey)
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bright = ringbright[ring]
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vwriter.addData3f(-1-offsetx, 0, -1-offsety)
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vwriter.addData3f(1+offsetx, 0, -1-offsety)
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vwriter.addData3f(1+offsetx, 0, 1+offsety)
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vwriter.addData3f(-1-offsetx, 0, 1+offsety)
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cwriter.addData3f(bright, bright, bright)
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cwriter.addData3f(bright, bright, bright)
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cwriter.addData3f(bright, bright, bright)
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cwriter.addData3f(bright, bright, bright)
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triangles=GeomTriangles(Geom.UHStatic)
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for i in range(2):
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delta = i*8
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triangles.addVertices(0+delta, 4+delta, 1+delta)
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triangles.addVertices(1+delta, 4+delta, 5+delta)
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triangles.addVertices(1+delta, 5+delta, 2+delta)
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triangles.addVertices(2+delta, 5+delta, 6+delta)
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triangles.addVertices(2+delta, 6+delta, 3+delta)
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triangles.addVertices(3+delta, 6+delta, 7+delta)
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triangles.addVertices(3+delta, 7+delta, 0+delta)
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triangles.addVertices(0+delta, 7+delta, 4+delta)
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triangles.closePrimitive()
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geom=Geom(vdata)
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geom.addPrimitive(triangles)
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geomnode=GeomNode("card-frame")
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geomnode.addGeom(geom)
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return NodePath(geomnode)
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def maintainReadout(self, task):
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"""Access: private. Whenever necessary, rebuilds the entire
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display from scratch. This is only done when the configuration
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parameters have changed."""
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# If nothing has changed, don't update.
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if (self.dirty==0):
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return Task.cont
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self.dirty = 0
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# Delete the old set of cards.
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for card in self.cards:
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card.removeNode()
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self.cards = []
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# If not enabled, return.
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if (self.enabled == 0):
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self.task = 0
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return Task.done
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# Generate the include and exclude sets.
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exclude = {}
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include = {}
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self.analyzeTextureSet(self.exclude, exclude)
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self.analyzeTextureSet(self.include, include)
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# Generate a list of cards and the corresponding windows.
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cards = []
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wins = []
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for iwin in range(base.graphicsEngine.getNumWindows()):
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win = base.graphicsEngine.getWindow(iwin)
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for itex in range(win.countTextures()):
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tex = win.getTexture(itex)
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if (tex in include) and (tex not in exclude):
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if (tex.getTextureType() == Texture.TTCubeMap):
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for face in range(6):
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self.cardmaker.setUvRangeCube(face)
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card = NodePath(self.cardmaker.generate())
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card.setTexture(tex)
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cards.append(card)
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elif (tex.getTextureType() == Texture.TT2dTextureArray):
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for layer in range(tex.getZSize()):
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self.cardmaker.setUvRange((0, 1, 1, 0), (0, 0, 1, 1),\
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(layer, layer, layer, layer))
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card = NodePath(self.cardmaker.generate())
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# 2D texture arrays are not supported by
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# the fixed-function pipeline, so we need to
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# enable the shader generator to view them.
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card.setShaderAuto()
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card.setTexture(tex)
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cards.append(card)
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else:
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card = win.getTextureCard()
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card.setTexture(tex)
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cards.append(card)
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wins.append(win)
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exclude[tex] = 1
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self.cards = cards
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if (len(cards)==0):
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self.task = 0
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return Task.done
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ncards = len(cards)
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# Decide how many rows and columns to use for the layout.
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if (self.layout == "hline"):
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rows = 1
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cols = ncards
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elif (self.layout == "vline"):
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rows = ncards
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cols = 1
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elif (self.layout == "hgrid"):
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rows = int(math.sqrt(ncards))
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cols = rows
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if (rows * cols < ncards): cols += 1
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if (rows * cols < ncards): rows += 1
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elif (self.layout == "vgrid"):
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rows = int(math.sqrt(ncards))
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cols = rows
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if (rows * cols < ncards): rows += 1
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if (rows * cols < ncards): cols += 1
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elif (self.layout == "cycle"):
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rows = 1
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cols = 1
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else:
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BufferViewer.notify.error('shouldnt ever get here in BufferViewer.maintainReadout')
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# Choose an aspect ratio for the cards. All card size
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# calculations are done in pixel-units, using integers,
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# in order to ensure that everything ends up neatly on
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# a pixel boundary.
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aspectx = wins[0].getXSize()
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aspecty = wins[0].getYSize()
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for win in wins:
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if (win.getXSize()*aspecty) != (win.getYSize()*aspectx):
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aspectx = 1
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aspecty = 1
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# Choose a card size. If the user didn't specify a size,
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# use a heuristic, otherwise, just follow orders. The
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# heuristic uses an initial card size of 42.66666667% of
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# the screen vertically, which comes to 256 pixels on
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# an 800x600 display. Then, it double checks that the
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# readout will fit on the screen, and if not, it shrinks it.
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bordersize = 4.0
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if (float(self.sizex)==0.0) and (float(self.sizey)==0.0):
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sizey = int(0.4266666667 * base.win.getYSize())
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sizex = (sizey * aspectx) // aspecty
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v_sizey = (base.win.getYSize() - (rows-1) - (rows*2)) // rows
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v_sizex = (v_sizey * aspectx) // aspecty
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if (v_sizey < sizey) or (v_sizex < sizex):
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sizey = v_sizey
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sizex = v_sizex
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adjustment = 2
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h_sizex = float (base.win.getXSize() - adjustment) / float (cols)
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h_sizex -= bordersize
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if (h_sizex < 1.0):
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h_sizex = 1.0
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h_sizey = (h_sizex * aspecty) // aspectx
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if (h_sizey < sizey) or (h_sizex < sizex):
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sizey = h_sizey
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sizex = h_sizex
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else:
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sizex = int(self.sizex * 0.5 * base.win.getXSize())
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sizey = int(self.sizey * 0.5 * base.win.getYSize())
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if (sizex == 0): sizex = (sizey*aspectx) // aspecty
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if (sizey == 0): sizey = (sizex*aspecty) // aspectx
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# Convert from pixels to render2d-units.
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fsizex = (2.0 * sizex) / float(base.win.getXSize())
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fsizey = (2.0 * sizey) / float(base.win.getYSize())
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fpixelx = 2.0 / float(base.win.getXSize())
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fpixely = 2.0 / float(base.win.getYSize())
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# Choose directional offsets
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if (self.position == "llcorner"):
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dirx = -1.0
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diry = -1.0
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elif (self.position == "lrcorner"):
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dirx = 1.0
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diry = -1.0
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elif (self.position == "ulcorner"):
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dirx = -1.0
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diry = 1.0
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elif (self.position == "urcorner"):
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dirx = 1.0
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diry = 1.0
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else:
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BufferViewer.notify.error('window mode not implemented yet')
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# Create the frame
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frame = self.makeFrame(sizex, sizey)
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# Now, position the cards on the screen.
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# For each card, create a frame consisting of eight quads.
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for r in range(rows):
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for c in range(cols):
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index = c + r*cols
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if (index < ncards):
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index = (index + self.cardindex) % len(cards)
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posx = dirx * (1.0 - ((c + 0.5) * (fsizex + fpixelx * bordersize))) - (fpixelx * dirx)
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posy = diry * (1.0 - ((r + 0.5) * (fsizey + fpixely * bordersize))) - (fpixely * diry)
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placer = NodePath("card-structure")
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placer.setPos(Point3.rfu(posx, 0, posy))
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placer.setScale(Vec3.rfu(fsizex*0.5, 1.0, fsizey*0.5))
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placer.setBin(self.cullbin, self.cullsort)
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placer.reparentTo(self.renderParent)
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frame.instanceTo(placer)
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cards[index].reparentTo(placer)
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cards[index] = placer
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return Task.cont
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