Ejemplo n.º 1
0
 def Initialize(self, scene):
     self.uiBackdropScene = trinity.Tr2Sprite2dScene()
     self.uiBackdropScene.isFullscreen = True
     self.uiBackdropScene.backgroundColor = (0, 0, 0, 1)
     self.characterRenderJob.Set2DBackdropScene(self.uiBackdropScene)
     self.primaryJob = SceneContext(scene=scene,
                                    renderJob=self.fisRenderJob)
Ejemplo n.º 2
0
def CreateSceneWithUI():
    del trinity.renderJobs.recurring[:]
    scene2d = trinity.Tr2Sprite2dScene()
    scene2d.width = 512
    scene2d.height = 512
    scene2d.clearBackground = True
    scene2d.isFullScreen = False
    tex = trinity.Tr2RenderTarget(512, 512, 1,
                                  trinity.PIXEL_FORMAT.B8G8R8A8_UNORM)
    scene, screen = CreateScene3d(trinity.TriTextureRes(tex))
    scene2d.translation = screen.translation
    scene2d.rotation = screen.rotation
    scene2d.scaling = screen.scaling
    SetupAnimation(scene2d)
    rj = trinity.CreateRenderJob()
    rj.name = 'Scene with UI'
    rj.Update(scene).name = 'Update 3D scene'
    rj.Update(scene2d).name = 'Update 2D scene'
    rj.SetPushRenderTarget(tex).name = 'Set texture as render target'
    rj.RenderScene(scene2d).name = 'Render 2D scene'
    rj.SetPopRenderTarget().name = 'Set framebuffer as render target'
    rj.RenderScene(scene).name = 'Render 3D scene'
    rj.ScheduleRecurring()
    picker = Scene2dPicker(scene2d)
    trinity.device.tickInterval = 0
Ejemplo n.º 3
0
    def Show(self, width=800, height=600):
        displayMode = trinity.adapters.GetCurrentDisplayMode(0)
        trinity.app.width = width
        trinity.app.height = height
        trinity.app.left = (displayMode.width - trinity.app.width) / 2
        trinity.app.top = (displayMode.height - trinity.app.height) / 2
        trinity.app.windowed = True
        trinity.app.AdjustWindowForChange(True, True)
        trinity.app.Create()
        pp = {
            'BackBufferWidth': trinity.app.width,
            'BackBufferHeight': trinity.app.height,
            'Windowed': True,
            'EnableAutoDepthStencil': True,
            'AutoDepthStencilFormat': trinity.DEPTH_STENCIL_FORMAT.D24S8,
            'BackBufferFormat': trinity.PIXEL_FORMAT.B8G8R8A8_UNORM,
            'PresentationInterval': trinity.PRESENT_INTERVAL.IMMEDIATE
        }
        trinity.app.ChangeDevice(0, 0, 0, pp)
        self.renderjob = trinity.CreateRenderJob('LoadingScreen')
        scene = trinity.Tr2Sprite2dScene()
        scene.isFullscreen = True
        scene.clearBackground = True
        scene.backgroundColor = (0, 0, 0, 0)
        self.renderjob.Update(scene)
        self.renderjob.RenderScene(scene)
        self.renderjob.ScheduleRecurring()
        sprite = trinity.Tr2Sprite2d()
        sprite.displayWidth = 32
        sprite.displayHeight = 32
        sprite.spriteEffect = trinity.TR2_SFX_FILL
        sprite.color = (1, 1, 1, 1)
        scene.children.append(sprite)

        def loading_screen():
            x = 100
            dx = 4
            y = height * 2 / 3
            while self.active:
                sprite.displayX = x
                sprite.displayY = y
                x += dx
                if x > width - 100 - sprite.displayWidth:
                    dx = -dx
                if x < 100:
                    dx = -dx
                blue.synchro.Yield()

        self.active = True
        uthread2.StartTasklet(loading_screen)
        blue.os.Pump()
        blue.os.Pump()
        blue.os.Pump()
Ejemplo n.º 4
0
 def GetPortraitTexture(self, portraitID):
     size = 512
     sceneManager = sm.GetService('sceneManager')
     scene = sceneManager.GetActiveScene()
     backdropPath = self.backdropPath
     if backdropPath:
         backdropScene = trinity.Tr2Sprite2dScene()
         backdropScene.displayWidth = size
         backdropScene.displayHeight = size
         sprite = trinity.Tr2Sprite2d()
         sprite.texturePrimary = trinity.Tr2Sprite2dTexture()
         sprite.texturePrimary.resPath = backdropPath
         sprite.displayWidth = size
         sprite.displayHeight = size
         backdropScene.children.append(sprite)
     target = trinity.Tr2RenderTarget(size, size, 1,
                                      trinity.PIXEL_FORMAT.B8G8R8X8_UNORM)
     depth = trinity.Tr2DepthStencil(size, size,
                                     trinity.DEPTH_STENCIL_FORMAT.AUTO)
     renderJob = trinity.CreateRenderJob('TakeSnapShot')
     renderJob.PushRenderTarget(target)
     renderJob.PushDepthStencil(depth)
     projection = trinity.TriProjection()
     projection.PerspectiveFov(self.camera.fieldOfView, 1, 0.1, 5.0)
     view = self.camera.viewMatrix
     renderJob.Clear((0.0, 0.0, 0.0, 1.0), 1.0)
     renderJob.SetProjection(projection)
     renderJob.SetView(view)
     if backdropPath:
         renderJob.Update(backdropScene)
         renderJob.RenderScene(backdropScene)
     renderJob.RenderScene(scene)
     trinity.WaitForResourceLoads()
     renderJob.PopDepthStencil()
     renderJob.PopRenderTarget()
     renderJob.ScheduleOnce()
     renderJob.WaitForFinish()
     filename = self.GetPortraitSnapshotPath(portraitID)
     trinity.Tr2HostBitmap(target).Save(filename)
     path = 'cache:/Pictures/Portraits/PortraitSnapshot_%s_%s.jpg' % (
         portraitID, session.userid)
     blue.motherLode.Delete(path)
     tex = blue.resMan.GetResource(path, 'atlas')
     return tex
Ejemplo n.º 5
0
def CreateRenderJob(size,
                    view,
                    projection,
                    bgColor=None,
                    transparent=False,
                    postProcessingQuality=2,
                    antiAliasingQuality=3):
    """
    Creates a Jessica render job and adds functionality for 2D sprite background and overlays.
    """
    def _GetRenderStepPosition(renderJob, name):
        for i, each in enumerate(renderJob.steps):
            if each.name == name:
                return i

        return i

    if transparent:
        clearColor = bgColor or (0.0, 0.0, 0.0, 0.0)
        format = trinity.PIXEL_FORMAT.B8G8R8A8_UNORM
    else:
        clearColor = bgColor or (0.0, 0.0, 0.0, 1.0)
        format = trinity.PIXEL_FORMAT.B8G8R8X8_UNORM
    rt = trinity.Tr2RenderTarget(size, size, 1, format)
    rt.name = 'MyRT'
    ds = trinity.Tr2DepthStencil()
    ds.Create(size, size, trinity.DEPTH_STENCIL_FORMAT.D24S8, 0, 0)
    ds.name = 'MyDS'
    vp = trinity.TriViewport()
    vp.width = size
    vp.height = size
    renderJob = CreateJessicaSpaceRenderJob()
    renderJob.updateJob = None
    renderJob.CreateBasicRenderSteps()
    renderJob.OverrideSettings('hdrEnabled', True)
    settings = renderJob.GetSettings()
    settings['postProcessingQuality'] = postProcessingQuality
    settings['aaQuality'] = antiAliasingQuality
    renderJob.SetSettings(settings)
    renderJob.SetClearColor(clearColor)
    renderJob.OverrideSettings('bbFormat', format)
    renderJob.SetActiveCamera(view=view, projection=projection)
    renderJob.SetViewport(vp)
    renderJob.OverrideBuffers(rt, ds)
    renderJob.Enable(False)
    bgStep = trinity.TriStepRenderScene()
    bgStep.name = 'BACKGROUND_SPRITE'
    bgSprite1 = CreateSprite(1.0, size)
    bgSprite2 = CreateSprite(1.0, size)
    bgSpriteScene = trinity.Tr2Sprite2dScene()
    bgSpriteScene.children.append(bgSprite1)
    bgSpriteScene.children.append(bgSprite2)
    bgStep.scene = bgSpriteScene
    pos = _GetRenderStepPosition(renderJob, 'CLEAR')
    renderJob.steps.insert(pos + 1, bgStep)
    setattr(renderJob, 'iconTexture', bgSprite1.texturePrimary)
    setattr(renderJob, 'backgroundTexture', bgSprite2.texturePrimary)
    oStep = trinity.TriStepRenderScene()
    oStep.name = 'OVERLAY_SPRITES'
    oSprite1 = CreateSprite(1.0, size)
    oSprite1.blendMode = 2
    oSprite2 = CreateSprite(16.0 / size, size)
    oSpriteScene = trinity.Tr2Sprite2dScene()
    oSpriteScene.children.append(oSprite1)
    oSpriteScene.children.append(oSprite2)
    oStep.scene = oSpriteScene
    pos2 = _GetRenderStepPosition(renderJob, 'END_RENDERING')
    renderJob.steps.insert(pos2 + 1, oStep)
    setattr(renderJob, 'overlayTexture', oSprite1.texturePrimary)
    setattr(renderJob, 'techTexture', oSprite2.texturePrimary)
    setattr(renderJob, 'renderTarget', rt)
    return renderJob