1264 lines
42 KiB
Python
1264 lines
42 KiB
Python
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from panda3d.core import *
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from direct.showbase.DirectObject import DirectObject
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import math
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import copy
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class TexMemWatcher(DirectObject):
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"""
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This class creates a separate graphics window that displays an
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approximation of the current texture memory, showing the textures
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that are resident and/or active, and an approximation of the
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amount of texture memory consumed by each one. It's intended as a
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useful tool to help determine where texture memory is being spent.
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Although it represents the textures visually in a 2-d space, it
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doesn't actually have any idea how textures are physically laid
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out in memory--but it has to lay them out somehow, so it makes
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something up. It occasionally rearranges the texture display when
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it feels it needs to, without regard to what the graphics card is
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actually doing. This tool can't be used to research texture
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memory fragmentation issues.
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"""
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NextIndex = 1
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StatusHeight = 20 # in pixels
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def __init__(self, gsg = None, limit = None):
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DirectObject.__init__(self)
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# First, we'll need a name to uniquify the object.
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self.name = 'tex-mem%s' % (TexMemWatcher.NextIndex)
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TexMemWatcher.NextIndex += 1
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self.cleanedUp = False
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self.top = 1.0
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# The textures managed by the TexMemWatcher are packed
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# arbitrarily into the canvas, which is the viewable region
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# that represents texture memory allocation. The packing
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# arrangement has no relation to actual layout within texture
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# memory (which we have no way to determine).
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# The visual size of each texture is chosen in proportion to
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# the total number of bytes of texture memory the texture
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# consumes. This includes mipmaps, and accounts for texture
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# compression. Visually, a texture with mipmaps will be
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# represented by a rectangle 33% larger than an
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# equivalent-sized texture without mipmaps. Of course, this
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# once again has little bearing to the way the textures are
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# actually arranged in memory; but it serves to give a visual
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# indication of how much texture memory each texture consumes.
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# There is an arbitrary limit, self.limit, which may have been
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# passed to the constructor, or which may be arbitrarily
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# determined. This represents the intended limit to texture
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# memory utilization. We (generously) assume that the
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# graphics card will implement a perfect texture packing
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# algorithm, so that as long as our total utilization <=
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# self.limit, it must fit within texture memory. We represent
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# this visually by aggressively packing textures within the
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# self.limit block so that they are guaranteed to fit, as long
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# as we do not exceed the total utilization. This may
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# sometimes mean distorting a texture block or even breaking
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# it into multiple pieces to get it to fit, clearly
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# fictionalizing whatever the graphics driver is actually
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# doing.
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# Internally, textures are packed into an integer grid of
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# Q-units. Q-units are in proportion to texture bytes.
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# Specifically, each Q-unit corresponds to a block of
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# self.quantize * self.quantize texture bytes in the Texture
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# Memory window. The Q-units are the smallest packable unit;
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# increasing self.quantize therefore reduces the visual
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# packing resolution correspondingly. Q-units very roughly
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# correspond to pixels onscreen (they may be larger, sometimes
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# considerably larger, than 1 pixel, depending on the window
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# size).
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# This number defines the size of a Q-unit square, in texture
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# bytes. It is automatically adjusted in repack() based on
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# the window size and the texture memory size.
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self.quantize = 1
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# This is the maximum number of bitmask rows (within
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# self.limit) to allocate for packing. This controls the
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# value assigned to self.quantize in repack().
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self.maxHeight = base.config.GetInt('tex-mem-max-height', 300)
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# The total number of texture bytes tracked, including overflow.
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self.totalSize = 0
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# The total number of texture bytes placed, not including
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# overflow (that is, within self.limit).
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self.placedSize = 0
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# The total number of Q-units placed, not including overflow.
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self.placedQSize = 0
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# If no GSG is specified, use the main GSG.
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if gsg is None:
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gsg = base.win.getGsg()
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elif isinstance(gsg, GraphicsOutput):
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# If we were passed a window, use that window's GSG.
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gsg = gsg.getGsg()
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self.gsg = gsg
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# Now open a new window just to render the output.
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size = ConfigVariableInt('tex-mem-win-size', '300 300')
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origin = ConfigVariableInt('tex-mem-win-origin', '100 100')
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self.winSize = (size[0], size[1])
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name = 'Texture Memory'
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props = WindowProperties()
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props.setOrigin(origin[0], origin[1])
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props.setSize(*self.winSize)
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props.setTitle(name)
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props.setFullscreen(False)
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props.setUndecorated(False)
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fbprops = FrameBufferProperties.getDefault()
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flags = GraphicsPipe.BFFbPropsOptional | GraphicsPipe.BFRequireWindow
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self.pipe = None
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# Set this to tinydisplay if you're running on a machine with
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# limited texture memory. That way you won't compete for
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# texture memory with the main scene.
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moduleName = base.config.GetString('tex-mem-pipe', '')
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if moduleName:
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self.pipe = base.makeModulePipe(moduleName)
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# If the requested pipe fails for some reason, we'll use the
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# regular pipe.
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if not self.pipe:
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self.pipe = base.pipe
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self.win = base.graphicsEngine.makeOutput(self.pipe, name, 0, fbprops,
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props, flags)
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assert self.win
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# We should render at the end of the frame.
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self.win.setSort(10000)
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# We don't need to clear the color buffer, since we'll be
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# filling it with a texture. We also don't need to clear the
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# depth buffer, since we won't be using it.
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self.win.setClearColorActive(False)
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self.win.setClearDepthActive(False)
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eventName = '%s-window' % (self.name)
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self.win.setWindowEvent(eventName)
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self.accept(eventName, self.windowEvent)
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# Listen for this event so we can update appropriately, if
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# anyone changes the window's graphics memory limit,
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self.accept('graphics_memory_limit_changed',
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self.graphicsMemoryLimitChanged)
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# We'll need a mouse object to get mouse events.
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self.mouse = base.dataRoot.attachNewNode(MouseAndKeyboard(self.win, 0, '%s-mouse' % (self.name)))
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bt = ButtonThrower('%s-thrower' % (self.name))
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self.mouse.attachNewNode(bt)
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bt.setPrefix('button-%s-' % (self.name))
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self.accept('button-%s-mouse1' % (self.name), self.mouseClick)
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self.setupGui()
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self.setupCanvas()
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# Now start handling up the actual stuff in the scene.
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self.background = None
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self.nextTexRecordKey = 0
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self.rollover = None
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self.isolate = None
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self.isolated = None
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self.needsRepack = False
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# How frequently should the texture memory window check for
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# state changes?
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updateInterval = base.config.GetDouble("tex-mem-update-interval", 0.5)
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self.task = taskMgr.doMethodLater(updateInterval, self.updateTextures, 'TexMemWatcher')
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self.setLimit(limit)
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def setupGui(self):
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""" Creates the gui elements and supporting structures. """
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self.render2d = NodePath('render2d')
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self.render2d.setDepthTest(False)
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self.render2d.setDepthWrite(False)
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self.render2d.setTwoSided(True)
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self.render2d.setBin('unsorted', 0)
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# Create a DisplayRegion and an associated camera.
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dr = self.win.makeDisplayRegion()
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cam = Camera('cam2d')
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self.lens = OrthographicLens()
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self.lens.setNearFar(-1000, 1000)
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self.lens.setFilmSize(2, 2)
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cam.setLens(self.lens)
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np = self.render2d.attachNewNode(cam)
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dr.setCamera(np)
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self.aspect2d = self.render2d.attachNewNode('aspect2d')
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cm = CardMaker('statusBackground')
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cm.setColor(0.85, 0.85, 0.85, 1)
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cm.setFrame(0, 2, 0, 2)
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self.statusBackground = self.render2d.attachNewNode(cm.generate(), -1)
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self.statusBackground.setPos(-1, 0, -1)
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self.status = self.aspect2d.attachNewNode('status')
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self.statusText = TextNode('statusText')
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self.statusText.setTextColor(0, 0, 0, 1)
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self.statusTextNP = self.status.attachNewNode(self.statusText)
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self.statusTextNP.setScale(1.5)
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self.sizeText = TextNode('sizeText')
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self.sizeText.setTextColor(0, 0, 0, 1)
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self.sizeText.setAlign(TextNode.ARight)
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self.sizeText.setCardAsMargin(0.25, 0, 0, -0.25)
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self.sizeText.setCardColor(0.85, 0.85, 0.85, 1)
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self.sizeTextNP = self.status.attachNewNode(self.sizeText)
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self.sizeTextNP.setScale(1.5)
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def setupCanvas(self):
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""" Creates the "canvas", which is the checkerboard area where
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texture memory is laid out. The canvas has its own
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DisplayRegion. """
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self.canvasRoot = NodePath('canvasRoot')
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self.canvasRoot.setDepthTest(False)
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self.canvasRoot.setDepthWrite(False)
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self.canvasRoot.setTwoSided(True)
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self.canvasRoot.setBin('unsorted', 0)
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self.canvas = self.canvasRoot.attachNewNode('canvas')
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# Create a DisplayRegion and an associated camera.
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self.canvasDR = self.win.makeDisplayRegion()
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self.canvasDR.setSort(-10)
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cam = Camera('cam2d')
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self.canvasLens = OrthographicLens()
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self.canvasLens.setNearFar(-1000, 1000)
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cam.setLens(self.canvasLens)
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np = self.canvasRoot.attachNewNode(cam)
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self.canvasDR.setCamera(np)
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# Create a MouseWatcher so we can interact with the various
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# textures.
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self.mw = MouseWatcher('%s-watcher' % (self.name))
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self.mw.setDisplayRegion(self.canvasDR)
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mwnp = self.mouse.attachNewNode(self.mw)
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eventName = '%s-enter' % (self.name)
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self.mw.setEnterPattern(eventName)
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self.accept(eventName, self.enterRegion)
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eventName = '%s-leave' % (self.name)
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self.mw.setLeavePattern(eventName)
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self.accept(eventName, self.leaveRegion)
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# Create a checkerboard background card for the canvas.
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p = PNMImage(2, 2, 1)
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p.setGray(0, 0, 0.40)
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p.setGray(1, 1, 0.40)
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p.setGray(0, 1, 0.75)
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p.setGray(1, 0, 0.75)
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self.checkTex = Texture('checkTex')
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self.checkTex.load(p)
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self.checkTex.setMagfilter(Texture.FTNearest)
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self.canvasBackground = None
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self.makeCanvasBackground()
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def makeCanvasBackground(self):
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if self.canvasBackground:
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self.canvasBackground.removeNode()
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self.canvasBackground = self.canvasRoot.attachNewNode('canvasBackground', -100)
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cm = CardMaker('background')
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cm.setFrame(0, 1, 0, 1)
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cm.setUvRange((0, 0), (1, 1))
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self.canvasBackground.attachNewNode(cm.generate())
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cm.setFrame(0, 1, 1, self.top)
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cm.setUvRange((0, 1), (1, self.top))
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bad = self.canvasBackground.attachNewNode(cm.generate())
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bad.setColor((0.8, 0.2, 0.2, 1))
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self.canvasBackground.setTexture(self.checkTex)
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def setLimit(self, limit = None):
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""" Indicates the texture memory limit. If limit is None or
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unspecified, the limit is taken from the GSG, if any; or there
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is no limit. """
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self.__doSetLimit(limit)
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self.reconfigureWindow()
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def __doSetLimit(self, limit):
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""" Internal implementation of setLimit(). """
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self.limit = limit
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self.lruLimit = False
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self.dynamicLimit = False
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if not limit:
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# If no limit was specified, use the specified graphics
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# memory limit, if any.
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lruSize = self.gsg.getPreparedObjects().getGraphicsMemoryLimit()
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if lruSize and lruSize < 2**32 - 1:
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# Got a real lruSize. Use it.
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self.limit = lruSize
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self.lruLimit = True
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else:
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# No LRU limit either, so there won't be a practical
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# limit to the TexMemWatcher. We'll determine our
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# limit on-the-fly instead.
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self.dynamicLimit = True
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if self.dynamicLimit:
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# Choose a suitable limit by rounding to the next power of two.
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self.limit = Texture.upToPower2(self.totalSize)
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# Set our GSG to limit itself to no more textures than we
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# expect to display onscreen, so we don't go crazy with
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# texture memory.
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self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
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# The actual height of the canvas, including the overflow
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# area. The texture memory itself is restricted to (0..1)
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# vertically; anything higher than 1 is overflow.
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top = 1.25
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if self.dynamicLimit:
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# Actually, we'll never exceed texture memory, so never mind.
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top = 1
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if top != self.top:
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self.top = top
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self.makeCanvasBackground()
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self.canvasLens.setFilmSize(1, self.top)
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self.canvasLens.setFilmOffset(0.5, self.top / 2.0) # lens covers 0..1 in x and y
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def cleanup(self):
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if not self.cleanedUp:
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self.cleanedUp = True
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# Remove the window.
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base.graphicsEngine.removeWindow(self.win)
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self.win = None
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self.gsg = None
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self.pipe = None
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# Remove the mouse.
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self.mouse.detachNode()
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taskMgr.remove(self.task)
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self.ignoreAll()
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self.canvas.getChildren().detach()
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self.texRecordsByTex = {}
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self.texRecordsByKey = {}
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self.texPlacements = {}
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def graphicsMemoryLimitChanged(self):
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if self.dynamicLimit or self.lruLimit:
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self.__doSetLimit(None)
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self.reconfigureWindow()
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def windowEvent(self, win):
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if win == self.win:
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props = win.getProperties()
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if not props.getOpen():
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# User closed window.
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self.cleanup()
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return
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size = (props.getXSize(), props.getYSize())
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if size != self.winSize:
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self.winSize = size
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self.reconfigureWindow()
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def enterRegion(self, region, buttonName):
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""" the mouse has rolled over a texture. """
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key, pi = map(int, region.getName().split(':'))
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tr = self.texRecordsByKey.get(key)
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if not tr:
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return
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self.setRollover(tr, pi)
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def leaveRegion(self, region, buttonName):
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""" the mouse is no longer over a texture. """
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key, pi = map(int, region.getName().split(':'))
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tr = self.texRecordsByKey.get(key)
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if tr != self.rollover:
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return
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self.setRollover(None, None)
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def mouseClick(self):
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""" Received a mouse-click within the window. This isolates
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the currently-highlighted texture into a full-window
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presentation. """
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if self.isolate:
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# We're already isolating a texture; the click undoes this.
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self.isolateTexture(None)
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return
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if self.rollover:
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self.isolateTexture(self.rollover)
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def setRollover(self, tr, pi):
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""" Sets the highlighted texture (due to mouse rollover) to
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the indicated texture, or None to clear it. """
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||
|
self.rollover = tr
|
||
|
if self.rollover:
|
||
|
self.statusText.setText(tr.tex.getName())
|
||
|
else:
|
||
|
self.statusText.setText('')
|
||
|
|
||
|
def isolateTexture(self, tr):
|
||
|
""" Isolates the indicated texture onscreen, or None to
|
||
|
restore normal mode. """
|
||
|
|
||
|
if self.isolate:
|
||
|
self.isolate.removeNode()
|
||
|
self.isolate = None
|
||
|
|
||
|
self.isolated = tr
|
||
|
|
||
|
# Undo the previous call to isolate.
|
||
|
self.canvas.show()
|
||
|
self.canvasBackground.clearColor()
|
||
|
self.win.getGsg().setTextureQualityOverride(Texture.QLDefault)
|
||
|
if hasattr(self.gsg, 'clearFlashTexture'):
|
||
|
self.gsg.clearFlashTexture()
|
||
|
|
||
|
if not tr:
|
||
|
return
|
||
|
|
||
|
# Now isolate.
|
||
|
|
||
|
self.canvas.hide()
|
||
|
# Disable the red bar at the top.
|
||
|
self.canvasBackground.setColor(1, 1, 1, 1, 1)
|
||
|
|
||
|
# Show the texture in all its filtered glory.
|
||
|
self.win.getGsg().setTextureQualityOverride(Texture.QLBest)
|
||
|
|
||
|
if hasattr(self.gsg, 'setFlashTexture'):
|
||
|
# Start the texture flashing in the main window.
|
||
|
self.gsg.setFlashTexture(tr.tex)
|
||
|
|
||
|
self.isolate = self.render2d.attachNewNode('isolate')
|
||
|
|
||
|
wx, wy = self.winSize
|
||
|
|
||
|
# Put a label on the bottom of the screen.
|
||
|
tn = TextNode('tn')
|
||
|
tn.setText('%s\n%s x %s\n%s' % (
|
||
|
tr.tex.getName(), tr.tex.getXSize(), tr.tex.getYSize(),
|
||
|
self.formatSize(tr.size)))
|
||
|
tn.setAlign(tn.ACenter)
|
||
|
tn.setCardAsMargin(100.0, 100.0, 0.1, 0.1)
|
||
|
tn.setCardColor(0.1, 0.2, 0.4, 1)
|
||
|
tnp = self.isolate.attachNewNode(tn)
|
||
|
scale = 30.0 / wy
|
||
|
tnp.setScale(scale * wy / wx, scale, scale)
|
||
|
tnp.setPos(render2d, 0, 0, -1 - tn.getBottom() * scale)
|
||
|
|
||
|
labelTop = tn.getHeight() * scale
|
||
|
|
||
|
# Make a card that shows the texture in actual pixel size, but
|
||
|
# don't let it exceed the screen size.
|
||
|
tw = tr.tex.getXSize()
|
||
|
th = tr.tex.getYSize()
|
||
|
|
||
|
wx = float(wx)
|
||
|
wy = float(wy) * (2.0 - labelTop) * 0.5
|
||
|
|
||
|
w = min(tw, wx)
|
||
|
h = min(th, wy)
|
||
|
|
||
|
sx = w / tw
|
||
|
sy = h / th
|
||
|
s = min(sx, sy)
|
||
|
|
||
|
w = tw * s / float(self.winSize[0])
|
||
|
h = th * s / float(self.winSize[1])
|
||
|
|
||
|
cx = 0.0
|
||
|
cy = 1.0 - (2.0 - labelTop) * 0.5
|
||
|
|
||
|
l = cx - w
|
||
|
r = cx + w
|
||
|
b = cy - h
|
||
|
t = cy + h
|
||
|
|
||
|
cm = CardMaker('card')
|
||
|
cm.setFrame(l, r, b, t)
|
||
|
c = self.isolate.attachNewNode(cm.generate())
|
||
|
c.setTexture(tr.tex)
|
||
|
c.setTransparency(TransparencyAttrib.MAlpha)
|
||
|
|
||
|
ls = LineSegs('frame')
|
||
|
ls.setColor(0, 0, 0, 1)
|
||
|
ls.moveTo(l, 0, b)
|
||
|
ls.drawTo(r, 0, b)
|
||
|
ls.drawTo(r, 0, t)
|
||
|
ls.drawTo(l, 0, t)
|
||
|
ls.drawTo(l, 0, b)
|
||
|
self.isolate.attachNewNode(ls.create())
|
||
|
|
||
|
|
||
|
def reconfigureWindow(self):
|
||
|
""" Resets everything for a new window size. """
|
||
|
|
||
|
wx, wy = self.winSize
|
||
|
if wx <= 0 or wy <= 0:
|
||
|
return
|
||
|
|
||
|
self.aspect2d.setScale(float(wy) / float(wx), 1, 1)
|
||
|
|
||
|
# Reserve self.StatusHeight pixels for the status bar;
|
||
|
# everything else is for the canvas.
|
||
|
|
||
|
statusScale = float(self.StatusHeight) / float(wy)
|
||
|
self.statusBackground.setScale(1, 1, statusScale)
|
||
|
self.status.setScale(statusScale)
|
||
|
self.statusTextNP.setPos(self.statusBackground, 0, 0, 0.5)
|
||
|
self.sizeTextNP.setPos(self.statusBackground, 2, 0, 0.5)
|
||
|
|
||
|
self.canvasDR.setDimensions(0, 1, statusScale, 1)
|
||
|
|
||
|
w = self.canvasDR.getPixelWidth()
|
||
|
h = self.canvasDR.getPixelHeight()
|
||
|
self.canvasBackground.setTexScale(TextureStage.getDefault(),
|
||
|
w / 20.0, h / (20.0 * self.top))
|
||
|
|
||
|
if self.isolate:
|
||
|
# If we're currently showing an isolated texture, refresh
|
||
|
# that display so we get its size right. And when we come
|
||
|
# back to the main window (but not now), repack it.
|
||
|
self.needsRepack = True
|
||
|
self.isolateTexture(self.isolated)
|
||
|
|
||
|
else:
|
||
|
# If we're showing the main window, just repack it
|
||
|
# immediately.
|
||
|
self.repack()
|
||
|
|
||
|
def updateTextures(self, task):
|
||
|
""" Gets the current list of resident textures and adds new
|
||
|
textures or removes old ones from the onscreen display, as
|
||
|
necessary. """
|
||
|
|
||
|
if self.isolate:
|
||
|
# never mind for now.
|
||
|
return task.again
|
||
|
|
||
|
if self.needsRepack:
|
||
|
self.needsRepack = False
|
||
|
self.repack()
|
||
|
return task.again
|
||
|
|
||
|
pgo = self.gsg.getPreparedObjects()
|
||
|
totalSize = 0
|
||
|
|
||
|
texRecords = []
|
||
|
neverVisited = copy.copy(self.texRecordsByTex)
|
||
|
for tex in self.gsg.getPreparedTextures():
|
||
|
# We have visited this texture; remove it from the
|
||
|
# neverVisited list.
|
||
|
if tex in neverVisited:
|
||
|
del neverVisited[tex]
|
||
|
|
||
|
size = 0
|
||
|
if tex.getResident(pgo):
|
||
|
size = tex.getDataSizeBytes(pgo)
|
||
|
|
||
|
tr = self.texRecordsByTex.get(tex, None)
|
||
|
|
||
|
if size:
|
||
|
totalSize += size
|
||
|
active = tex.getActive(pgo)
|
||
|
if not tr:
|
||
|
# This is a new texture; need to record it.
|
||
|
key = self.nextTexRecordKey
|
||
|
self.nextTexRecordKey += 1
|
||
|
tr = TexRecord(key, tex, size, active)
|
||
|
texRecords.append(tr)
|
||
|
else:
|
||
|
tr.setActive(active)
|
||
|
if tr.size != size or not tr.placements:
|
||
|
# The size has changed; reapply it.
|
||
|
tr.setSize(size)
|
||
|
self.unplaceTexture(tr)
|
||
|
texRecords.append(tr)
|
||
|
else:
|
||
|
if tr:
|
||
|
# This texture is no longer resident; need to remove it.
|
||
|
self.unplaceTexture(tr)
|
||
|
|
||
|
# Now go through and make sure we unplace (and remove!) any
|
||
|
# textures that we didn't visit at all this pass.
|
||
|
for tex, tr in neverVisited.items():
|
||
|
self.unplaceTexture(tr)
|
||
|
del self.texRecordsByTex[tex]
|
||
|
del self.texRecordsByKey[tr.key]
|
||
|
|
||
|
self.totalSize = totalSize
|
||
|
self.sizeText.setText(self.formatSize(self.totalSize))
|
||
|
if totalSize > self.limit and self.dynamicLimit:
|
||
|
# Actually, never mind on the update: we have exceeded the
|
||
|
# dynamic limit computed before, and therefore we need to
|
||
|
# repack.
|
||
|
self.repack()
|
||
|
|
||
|
else:
|
||
|
overflowCount = sum([tp.overflowed for tp in self.texPlacements.keys()])
|
||
|
if totalSize <= self.limit and overflowCount:
|
||
|
# Shouldn't be overflowing any more. Better repack.
|
||
|
self.repack()
|
||
|
|
||
|
else:
|
||
|
# Pack in just the newly-loaded textures.
|
||
|
|
||
|
# Sort the regions from largest to smallest to maximize
|
||
|
# packing effectiveness.
|
||
|
texRecords.sort(key = lambda tr: (tr.tw, tr.th), reverse = True)
|
||
|
|
||
|
for tr in texRecords:
|
||
|
self.placeTexture(tr)
|
||
|
self.texRecordsByTex[tr.tex] = tr
|
||
|
self.texRecordsByKey[tr.key] = tr
|
||
|
|
||
|
return task.again
|
||
|
|
||
|
|
||
|
def repack(self):
|
||
|
""" Repacks all of the current textures. """
|
||
|
|
||
|
self.canvas.getChildren().detach()
|
||
|
self.texRecordsByTex = {}
|
||
|
self.texRecordsByKey = {}
|
||
|
self.texPlacements = {}
|
||
|
self.bitmasks = []
|
||
|
self.mw.clearRegions()
|
||
|
self.setRollover(None, None)
|
||
|
self.w = 1
|
||
|
self.h = 1
|
||
|
self.placedSize = 0
|
||
|
self.placedQSize = 0
|
||
|
|
||
|
pgo = self.gsg.getPreparedObjects()
|
||
|
totalSize = 0
|
||
|
|
||
|
for tex in self.gsg.getPreparedTextures():
|
||
|
if tex.getResident(pgo):
|
||
|
size = tex.getDataSizeBytes(pgo)
|
||
|
if size:
|
||
|
active = tex.getActive(pgo)
|
||
|
key = self.nextTexRecordKey
|
||
|
self.nextTexRecordKey += 1
|
||
|
tr = TexRecord(key, tex, size, active)
|
||
|
self.texRecordsByTex[tr.tex] = tr
|
||
|
self.texRecordsByKey[tr.key] = tr
|
||
|
totalSize += size
|
||
|
|
||
|
self.totalSize = totalSize
|
||
|
self.sizeText.setText(self.formatSize(self.totalSize))
|
||
|
if not self.totalSize:
|
||
|
return
|
||
|
|
||
|
if self.dynamicLimit or self.lruLimit:
|
||
|
# Adjust the limit to ensure we keep tracking the lru size.
|
||
|
self.__doSetLimit(None)
|
||
|
|
||
|
# Now make that into a 2-D rectangle of the appropriate shape,
|
||
|
# such that w * h == limit.
|
||
|
|
||
|
# Window size
|
||
|
x, y = self.winSize
|
||
|
|
||
|
# There should be a little buffer on the top so we can see if
|
||
|
# we overflow.
|
||
|
y /= self.top
|
||
|
|
||
|
r = float(y) / float(x)
|
||
|
|
||
|
# Region size
|
||
|
w = math.sqrt(self.limit) / math.sqrt(r)
|
||
|
h = w * r
|
||
|
|
||
|
# Now choose self.quantize so that we don't exceed
|
||
|
# self.maxHeight.
|
||
|
if h > self.maxHeight:
|
||
|
self.quantize = int(math.ceil(h / self.maxHeight))
|
||
|
else:
|
||
|
self.quantize = 1
|
||
|
|
||
|
w = max(int(w / self.quantize + 0.5), 1)
|
||
|
h = max(int(h / self.quantize + 0.5), 1)
|
||
|
self.w = w
|
||
|
self.h = h
|
||
|
self.area = self.w * self.h
|
||
|
|
||
|
# We store a bitarray for each row, for fast lookup for
|
||
|
# unallocated space on the canvas. Each Q-unit on the row
|
||
|
# corresponds to a bit in the bitarray, where bit 0 is Q-unit
|
||
|
# 0, bit 1 is Q-unit 1, and so on. If the bit is set, the
|
||
|
# space is occupied.
|
||
|
self.bitmasks = []
|
||
|
for i in range(self.h):
|
||
|
self.bitmasks.append(BitArray())
|
||
|
|
||
|
self.canvas.setScale(1.0 / w, 1.0, 1.0 / h)
|
||
|
self.mw.setFrame(0, w, 0, h * self.top)
|
||
|
|
||
|
# Sort the regions from largest to smallest to maximize
|
||
|
# packing effectiveness.
|
||
|
texRecords = list(self.texRecordsByTex.values())
|
||
|
texRecords.sort(key = lambda tr: (tr.tw, tr.th), reverse = True)
|
||
|
|
||
|
for tr in texRecords:
|
||
|
self.placeTexture(tr)
|
||
|
|
||
|
def formatSize(self, size):
|
||
|
""" Returns a size in MB, KB, GB, whatever. """
|
||
|
if size < 1000:
|
||
|
return '%s bytes' % (size)
|
||
|
size /= 1024.0
|
||
|
if size < 1000:
|
||
|
return '%0.1f kb' % (size)
|
||
|
size /= 1024.0
|
||
|
if size < 1000:
|
||
|
return '%0.1f MB' % (size)
|
||
|
size /= 1024.0
|
||
|
return '%0.1f GB' % (size)
|
||
|
|
||
|
def unplaceTexture(self, tr):
|
||
|
""" Removes the texture from its place on the canvas. """
|
||
|
if tr.placements:
|
||
|
for tp in tr.placements:
|
||
|
tp.clearBitmasks(self.bitmasks)
|
||
|
if not tp.overflowed:
|
||
|
self.placedQSize -= tp.area
|
||
|
assert self.placedQSize >= 0
|
||
|
del self.texPlacements[tp]
|
||
|
tr.placements = []
|
||
|
tr.clearCard(self)
|
||
|
if not tr.overflowed:
|
||
|
self.placedSize -= tr.size
|
||
|
assert self.placedSize >= 0
|
||
|
tr.overflowed = 0
|
||
|
|
||
|
def placeTexture(self, tr):
|
||
|
""" Places the texture somewhere on the canvas where it will
|
||
|
fit. """
|
||
|
|
||
|
tr.computePlacementSize(self)
|
||
|
tr.overflowed = 0
|
||
|
|
||
|
shouldFit = False
|
||
|
availableSize = self.limit - self.placedSize
|
||
|
if availableSize >= tr.size:
|
||
|
shouldFit = True
|
||
|
availableQSize = self.area - self.placedQSize
|
||
|
if availableQSize < tr.area:
|
||
|
# The texture should fit, but won't, due to roundoff
|
||
|
# error. Make it correspondingly smaller, so we can
|
||
|
# place it anyway.
|
||
|
tr.area = availableQSize
|
||
|
|
||
|
if shouldFit:
|
||
|
# Look for a single rectangular hole to hold this piece.
|
||
|
tp = self.findHole(tr.area, tr.w, tr.h)
|
||
|
if tp:
|
||
|
texCmp = (tr.w > tr.h) - (tr.w < tr.h)
|
||
|
holeCmp = ((tp.p[1] - tp.p[0]) > (tp.p[3] - tp.p[2])) \
|
||
|
- ((tp.p[1] - tp.p[0]) < (tp.p[3] - tp.p[2]))
|
||
|
if texCmp != 0 and holeCmp != 0 and texCmp != holeCmp:
|
||
|
tp.rotated = True
|
||
|
tr.placements = [tp]
|
||
|
tr.makeCard(self)
|
||
|
tp.setBitmasks(self.bitmasks)
|
||
|
self.placedQSize += tp.area
|
||
|
self.texPlacements[tp] = tr
|
||
|
self.placedSize += tr.size
|
||
|
return
|
||
|
|
||
|
# Couldn't find a single rectangular hole. We'll have to
|
||
|
# divide the texture up into several smaller pieces to cram it
|
||
|
# in.
|
||
|
tpList = self.findHolePieces(tr.area)
|
||
|
if tpList:
|
||
|
texCmp = (tr.w > tr.h) - (tr.w < tr.h)
|
||
|
tr.placements = tpList
|
||
|
for tp in tpList:
|
||
|
holeCmp = ((tp.p[1] - tp.p[0]) > (tp.p[3] - tp.p[2])) \
|
||
|
- ((tp.p[1] - tp.p[0]) < (tp.p[3] - tp.p[2]))
|
||
|
if texCmp != 0 and holeCmp != 0 and texCmp != holeCmp:
|
||
|
tp.rotated = True
|
||
|
tp.setBitmasks(self.bitmasks)
|
||
|
self.placedQSize += tp.area
|
||
|
self.texPlacements[tp] = tr
|
||
|
self.placedSize += tr.size
|
||
|
tr.makeCard(self)
|
||
|
return
|
||
|
|
||
|
# Just let it overflow.
|
||
|
tr.overflowed = 1
|
||
|
tp = self.findOverflowHole(tr.area, tr.w, tr.h)
|
||
|
tp.overflowed = 1
|
||
|
while len(self.bitmasks) <= tp.p[3]:
|
||
|
self.bitmasks.append(BitArray())
|
||
|
|
||
|
tr.placements = [tp]
|
||
|
tr.makeCard(self)
|
||
|
tp.setBitmasks(self.bitmasks)
|
||
|
self.texPlacements[tp] = tr
|
||
|
|
||
|
|
||
|
def findHole(self, area, w, h):
|
||
|
""" Searches for a rectangular hole that is at least area
|
||
|
square units big, regardless of its shape, but attempt to find
|
||
|
one that comes close to the right shape, at least. If one is
|
||
|
found, returns an appropriate TexPlacement; otherwise, returns
|
||
|
None. """
|
||
|
|
||
|
if area == 0:
|
||
|
tp = TexPlacement(0, 0, 0, 0)
|
||
|
return tp
|
||
|
|
||
|
# Rotate the hole to horizontal first.
|
||
|
w, h = max(w, h), min(w, h)
|
||
|
|
||
|
aspect = float(w) / float(h)
|
||
|
holes = self.findAvailableHoles(area, w, h)
|
||
|
|
||
|
# Walk through the list and find the one with the best aspect
|
||
|
# match.
|
||
|
matches = []
|
||
|
for tarea, tp in holes:
|
||
|
l, r, b, t = tp.p
|
||
|
tw = r - l
|
||
|
th = t - b
|
||
|
|
||
|
# To constrain our area within this rectangle, how would
|
||
|
# we have to squish it?
|
||
|
if tw < w:
|
||
|
# We'd have to make it taller.
|
||
|
nh = min(area // tw, th)
|
||
|
th = nh
|
||
|
elif th < h:
|
||
|
# We'd have to make it narrower.
|
||
|
nw = min(area // th, tw)
|
||
|
tw = nw
|
||
|
else:
|
||
|
# Hey, we don't have to squish it after all! Just
|
||
|
# return this hole.
|
||
|
tw = w
|
||
|
th = h
|
||
|
|
||
|
# Make a new tp that has the right area.
|
||
|
tp = TexPlacement(l, l + tw, b, b + th)
|
||
|
|
||
|
ta = float(max(tw, th)) / float(min(tw, th))
|
||
|
if ta == aspect:
|
||
|
return tp
|
||
|
|
||
|
match = min(ta, aspect) / max(ta, aspect)
|
||
|
matches.append((match, tp))
|
||
|
|
||
|
if matches:
|
||
|
return max(matches)[1]
|
||
|
return None
|
||
|
|
||
|
def findHolePieces(self, area):
|
||
|
""" Returns a list of holes whose net area sums to the given
|
||
|
area, or None if there are not enough holes. """
|
||
|
|
||
|
# First, save the original value of self.texPlacements, since
|
||
|
# we will be modifying that during this search.
|
||
|
savedTexPlacements = copy.copy(self.texPlacements)
|
||
|
savedBitmasks = []
|
||
|
for ba in self.bitmasks:
|
||
|
savedBitmasks.append(BitArray(ba))
|
||
|
|
||
|
result = []
|
||
|
|
||
|
while area > 0:
|
||
|
|
||
|
# We have to call findLargestHole() each time through this
|
||
|
# loop, instead of just walking through
|
||
|
# findAvailableHoles() in order, because
|
||
|
# findAvailableHoles() might return a list of overlapping
|
||
|
# holes.
|
||
|
tp = self.findLargestHole()
|
||
|
if not tp:
|
||
|
break
|
||
|
|
||
|
l, r, b, t = tp.p
|
||
|
tpArea = (r - l) * (t - b)
|
||
|
if tpArea >= area:
|
||
|
# we're done.
|
||
|
shorten = (tpArea - area) // (r - l)
|
||
|
t -= shorten
|
||
|
tp.p = (l, r, b, t)
|
||
|
tp.area = (r - l) * (t - b)
|
||
|
result.append(tp)
|
||
|
self.texPlacements = savedTexPlacements
|
||
|
self.bitmasks = savedBitmasks
|
||
|
return result
|
||
|
|
||
|
# Keep going.
|
||
|
area -= tpArea
|
||
|
result.append(tp)
|
||
|
tp.setBitmasks(self.bitmasks)
|
||
|
self.texPlacements[tp] = None
|
||
|
|
||
|
# Huh, not enough room, or no more holes.
|
||
|
self.texPlacements = savedTexPlacements
|
||
|
self.bitmasks = savedBitmasks
|
||
|
return None
|
||
|
|
||
|
def findLargestHole(self):
|
||
|
holes = self.findAvailableHoles(0)
|
||
|
if holes:
|
||
|
return max(holes)[1]
|
||
|
return None
|
||
|
|
||
|
def findAvailableHoles(self, area, w = None, h = None):
|
||
|
""" Finds a list of available holes, of at least the indicated
|
||
|
area. Returns a list of tuples, where each tuple is of the
|
||
|
form (area, tp).
|
||
|
|
||
|
If w and h are non-None, this will short-circuit on the first
|
||
|
hole it finds that fits w x h, and return just that hole in a
|
||
|
singleton list.
|
||
|
"""
|
||
|
|
||
|
holes = []
|
||
|
lastTuples = set()
|
||
|
lastBitmask = None
|
||
|
b = 0
|
||
|
while b < self.h:
|
||
|
# Separate this row into (l, r) tuples.
|
||
|
bm = self.bitmasks[b]
|
||
|
if bm == lastBitmask:
|
||
|
# This row is exactly the same as the row below; no
|
||
|
# need to reexamine.
|
||
|
b += 1
|
||
|
continue
|
||
|
|
||
|
lastBitmask = bm
|
||
|
|
||
|
tuples = self.findEmptyRuns(bm)
|
||
|
newTuples = tuples.difference(lastTuples)
|
||
|
|
||
|
for l, r in newTuples:
|
||
|
# Find out how high we can go with this bitmask.
|
||
|
mask = BitArray.range(l, r - l)
|
||
|
t = b + 1
|
||
|
while t < self.h and (self.bitmasks[t] & mask).isZero():
|
||
|
t += 1
|
||
|
|
||
|
tpw = (r - l)
|
||
|
tph = (t - b)
|
||
|
tarea = tpw * tph
|
||
|
assert tarea > 0
|
||
|
if tarea >= area:
|
||
|
tp = TexPlacement(l, r, b, t)
|
||
|
if w and h and \
|
||
|
((tpw >= w and tph >= h) or \
|
||
|
(tph >= w and tpw >= h)):
|
||
|
# This hole is big enough; short circuit.
|
||
|
return [(tarea, tp)]
|
||
|
|
||
|
holes.append((tarea, tp))
|
||
|
|
||
|
lastTuples = tuples
|
||
|
b += 1
|
||
|
|
||
|
return holes
|
||
|
|
||
|
def findOverflowHole(self, area, w, h):
|
||
|
""" Searches for a hole large enough for (w, h), in the
|
||
|
overflow space. Since the overflow space is infinite, this
|
||
|
will always succeed. """
|
||
|
|
||
|
if w > self.w:
|
||
|
# It won't fit within the margins at all; just stack it on
|
||
|
# the top.
|
||
|
|
||
|
# Scan down past all of the empty bitmasks that may be
|
||
|
# stacked on top.
|
||
|
b = len(self.bitmasks)
|
||
|
while b > self.h and self.bitmasks[b - 1].isZero():
|
||
|
b -= 1
|
||
|
|
||
|
tp = TexPlacement(0, w, b, b + h)
|
||
|
return tp
|
||
|
|
||
|
# It fits within the margins; find the first row with enough
|
||
|
# space for it.
|
||
|
|
||
|
lastTuples = set()
|
||
|
lastBitmask = None
|
||
|
b = self.h
|
||
|
while True:
|
||
|
if b >= len(self.bitmasks):
|
||
|
# Off the top. Just leave it here.
|
||
|
tp = TexPlacement(0, w, b, b + h)
|
||
|
return tp
|
||
|
|
||
|
# Separate this row into (l, r) tuples.
|
||
|
bm = self.bitmasks[b]
|
||
|
if bm == lastBitmask:
|
||
|
# This row is exactly the same as the row below; no
|
||
|
# need to reexamine.
|
||
|
b += 1
|
||
|
continue
|
||
|
|
||
|
lastBitmask = bm
|
||
|
|
||
|
tuples = self.findEmptyRuns(bm)
|
||
|
newTuples = tuples.difference(lastTuples)
|
||
|
|
||
|
for l, r in newTuples:
|
||
|
# Is this region wide enough?
|
||
|
if r - l < w:
|
||
|
continue
|
||
|
|
||
|
# Is it tall enough?
|
||
|
r = l + w
|
||
|
mask = BitArray.range(l, r - l)
|
||
|
|
||
|
t = b + 1
|
||
|
while t < b + h and \
|
||
|
(t >= len(self.bitmasks) or (self.bitmasks[t] & mask).isZero()):
|
||
|
t += 1
|
||
|
|
||
|
if t < b + h:
|
||
|
# Not tall enough.
|
||
|
continue
|
||
|
|
||
|
tp = TexPlacement(l, r, b, t)
|
||
|
return tp
|
||
|
|
||
|
lastTuples = tuples
|
||
|
b += 1
|
||
|
|
||
|
def findEmptyRuns(self, bm):
|
||
|
""" Separates a bitmask into a list of (l, r) tuples,
|
||
|
corresponding to the empty regions in the row between 0 and
|
||
|
self.w. """
|
||
|
|
||
|
tuples = set()
|
||
|
l = bm.getLowestOffBit()
|
||
|
assert l != -1
|
||
|
if l < self.w:
|
||
|
r = bm.getNextHigherDifferentBit(l)
|
||
|
if r == l or r >= self.w:
|
||
|
r = self.w
|
||
|
tuples.add((l, r))
|
||
|
l = bm.getNextHigherDifferentBit(r)
|
||
|
while l != r and l < self.w:
|
||
|
r = bm.getNextHigherDifferentBit(l)
|
||
|
if r == l or r >= self.w:
|
||
|
r = self.w
|
||
|
tuples.add((l, r))
|
||
|
l = bm.getNextHigherDifferentBit(r)
|
||
|
|
||
|
return tuples
|
||
|
|
||
|
|
||
|
class TexRecord:
|
||
|
def __init__(self, key, tex, size, active):
|
||
|
self.key = key
|
||
|
self.tex = tex
|
||
|
self.active = active
|
||
|
self.root = None
|
||
|
self.regions = []
|
||
|
self.placements = []
|
||
|
self.overflowed = 0
|
||
|
|
||
|
self.setSize(size)
|
||
|
|
||
|
def setSize(self, size):
|
||
|
self.size = size
|
||
|
x = self.tex.getXSize()
|
||
|
y = self.tex.getYSize()
|
||
|
r = float(y) / float(x)
|
||
|
|
||
|
# Card size, in unscaled texel units.
|
||
|
self.tw = math.sqrt(self.size) / math.sqrt(r)
|
||
|
self.th = self.tw * r
|
||
|
|
||
|
def computePlacementSize(self, tmw):
|
||
|
self.w = max(int(self.tw / tmw.quantize + 0.5), 1)
|
||
|
self.h = max(int(self.th / tmw.quantize + 0.5), 1)
|
||
|
self.area = self.w * self.h
|
||
|
|
||
|
|
||
|
def setActive(self, flag):
|
||
|
self.active = flag
|
||
|
if self.active:
|
||
|
self.backing.clearColor()
|
||
|
self.matte.clearColor()
|
||
|
self.card.clearColor()
|
||
|
else:
|
||
|
self.backing.setColor((0.2, 0.2, 0.2, 1), 2)
|
||
|
self.matte.setColor((0.2, 0.2, 0.2, 1), 2)
|
||
|
self.card.setColor((0.4, 0.4, 0.4, 1), 2)
|
||
|
|
||
|
def clearCard(self, tmw):
|
||
|
if self.root:
|
||
|
self.root.detachNode()
|
||
|
self.root = None
|
||
|
|
||
|
for r in self.regions:
|
||
|
tmw.mw.removeRegion(r)
|
||
|
self.regions = []
|
||
|
|
||
|
def makeCard(self, tmw):
|
||
|
self.clearCard(tmw)
|
||
|
root = NodePath('root')
|
||
|
|
||
|
# A matte to frame the texture and indicate its status.
|
||
|
matte = root.attachNewNode('matte', 0)
|
||
|
|
||
|
# A backing to put behind the card.
|
||
|
backing = root.attachNewNode('backing', 10)
|
||
|
|
||
|
# A card to display the texture.
|
||
|
card = root.attachNewNode('card', 20)
|
||
|
|
||
|
# A wire frame to ring the matte and separate the card from
|
||
|
# its neighbors.
|
||
|
frame = root.attachNewNode('frame', 30)
|
||
|
|
||
|
|
||
|
for p in self.placements:
|
||
|
l, r, b, t = p.p
|
||
|
cx = (l + r) * 0.5
|
||
|
cy = (b + t) * 0.5
|
||
|
shrinkMat = Mat4.translateMat(-cx, 0, -cy) * Mat4.scaleMat(0.9) * Mat4.translateMat(cx, 0, cy)
|
||
|
|
||
|
cm = CardMaker('backing')
|
||
|
cm.setFrame(l, r, b, t)
|
||
|
cm.setColor(0.1, 0.3, 0.5, 1)
|
||
|
c = backing.attachNewNode(cm.generate())
|
||
|
c.setMat(shrinkMat)
|
||
|
|
||
|
cm = CardMaker('card')
|
||
|
cm.setFrame(l, r, b, t)
|
||
|
if p.rotated:
|
||
|
cm.setUvRange((0, 1), (0, 0), (1, 0), (1, 1))
|
||
|
c = card.attachNewNode(cm.generate())
|
||
|
c.setMat(shrinkMat)
|
||
|
|
||
|
cm = CardMaker('matte')
|
||
|
cm.setFrame(l, r, b, t)
|
||
|
matte.attachNewNode(cm.generate())
|
||
|
|
||
|
ls = LineSegs('frame')
|
||
|
ls.setColor(0, 0, 0, 1)
|
||
|
ls.moveTo(l, 0, b)
|
||
|
ls.drawTo(r, 0, b)
|
||
|
ls.drawTo(r, 0, t)
|
||
|
ls.drawTo(l, 0, t)
|
||
|
ls.drawTo(l, 0, b)
|
||
|
f1 = frame.attachNewNode(ls.create())
|
||
|
f2 = f1.copyTo(frame)
|
||
|
f2.setMat(shrinkMat)
|
||
|
|
||
|
#matte.flattenStrong()
|
||
|
self.matte = matte
|
||
|
|
||
|
#backing.flattenStrong()
|
||
|
self.backing = backing
|
||
|
|
||
|
card.setTransparency(TransparencyAttrib.MAlpha)
|
||
|
card.setTexture(self.tex)
|
||
|
#card.flattenStrong()
|
||
|
self.card = card
|
||
|
|
||
|
#frame.flattenStrong()
|
||
|
self.frame = frame
|
||
|
|
||
|
root.reparentTo(tmw.canvas)
|
||
|
|
||
|
self.root = root
|
||
|
|
||
|
# Also, make one or more clickable MouseWatcherRegions.
|
||
|
assert self.regions == []
|
||
|
for pi in range(len(self.placements)):
|
||
|
p = self.placements[pi]
|
||
|
r = MouseWatcherRegion('%s:%s' % (self.key, pi), *p.p)
|
||
|
tmw.mw.addRegion(r)
|
||
|
self.regions.append(r)
|
||
|
|
||
|
class TexPlacement:
|
||
|
def __init__(self, l, r, b, t):
|
||
|
self.p = (l, r, b, t)
|
||
|
self.area = (r - l) * (t - b)
|
||
|
self.rotated = False
|
||
|
self.overflowed = 0
|
||
|
|
||
|
def intersects(self, other):
|
||
|
""" Returns True if the placements intersect, False
|
||
|
otherwise. """
|
||
|
|
||
|
ml, mr, mb, mt = self.p
|
||
|
tl, tr, tb, tt = other.p
|
||
|
|
||
|
return (tl < mr and tr > ml and
|
||
|
tb < mt and tt > mb)
|
||
|
|
||
|
def setBitmasks(self, bitmasks):
|
||
|
""" Sets all of the appropriate bits to indicate this region
|
||
|
is taken. """
|
||
|
|
||
|
l, r, b, t = self.p
|
||
|
mask = BitArray.range(l, r - l)
|
||
|
|
||
|
for yi in range(b, t):
|
||
|
assert (bitmasks[yi] & mask).isZero()
|
||
|
bitmasks[yi] |= mask
|
||
|
|
||
|
def clearBitmasks(self, bitmasks):
|
||
|
""" Clears all of the appropriate bits to indicate this region
|
||
|
is available. """
|
||
|
|
||
|
l, r, b, t = self.p
|
||
|
mask = ~BitArray.range(l, r - l)
|
||
|
|
||
|
for yi in range(b, t):
|
||
|
assert (bitmasks[yi] | mask).isAllOn()
|
||
|
bitmasks[yi] &= mask
|
||
|
|
||
|
def hasOverlap(self, bitmasks):
|
||
|
""" Returns true if there is an overlap with this region and
|
||
|
any other region, false otherwise. """
|
||
|
|
||
|
l, r, b, t = self.p
|
||
|
mask = BitArray.range(l, r - l)
|
||
|
|
||
|
for yi in range(b, t):
|
||
|
if not (bitmasks[yi] & mask).isZero():
|
||
|
return True
|
||
|
return False
|