Example #1
0
 def makeFBO(self, name, auxrgba):
     # This routine creates an offscreen buffer.  All the complicated
     # parameters are basically demanding capabilities from the offscreen
     # buffer - we demand that it be able to render to texture on every
     # bitplane, that it can support aux bitplanes, that it track
     # the size of the host window, that it can render to texture
     # cumulatively, and so forth.
     winprops = WindowProperties()
     props = FrameBufferProperties()
     props.setRgbColor(1)
     props.setAlphaBits(1)
     props.setDepthBits(1)
     props.setAuxRgba(auxrgba)
     return base.graphicsEngine.makeOutput(
         base.pipe, "model buffer", -2, props, winprops,
         GraphicsPipe.BFSizeTrackHost | GraphicsPipe.BFCanBindEvery
         | GraphicsPipe.BFRttCumulative | GraphicsPipe.BFRefuseWindow,
         base.win.getGsg(), base.win)
Example #2
0
 def makeFBO(self, name, auxrgba):
     # This routine creates an offscreen buffer.  All the complicated
     # parameters are basically demanding capabilities from the offscreen
     # buffer - we demand that it be able to render to texture on every
     # bitplane, that it can support aux bitplanes, that it track
     # the size of the host window, that it can render to texture
     # cumulatively, and so forth.
     winprops = WindowProperties()
     props = FrameBufferProperties()
     props.setRgbColor(1)
     props.setAlphaBits(1)
     props.setDepthBits(1)
     props.setAuxRgba(auxrgba)
     return base.graphicsEngine.makeOutput(
          base.pipe, "model buffer", -2,
          props, winprops,
          GraphicsPipe.BFSizeTrackHost | GraphicsPipe.BFCanBindEvery | 
          GraphicsPipe.BFRttCumulative | GraphicsPipe.BFRefuseWindow,
          base.win.getGsg(), base.win)
Example #3
0
    def createBuffer(self, name, xsize, ysize, texgroup, depthbits=1):
        """ Low-level buffer creation.  Not intended for public use. """

        winprops = WindowProperties()
        winprops.setSize(xsize, ysize)
        props = FrameBufferProperties()
        props.setRgbColor(1)
        props.setDepthBits(depthbits)
        depthtex, colortex, auxtex0, auxtex1 = texgroup
        if auxtex0 != None:
            props.setAuxRgba(1)
        if auxtex1 != None:
            props.setAuxRgba(2)
        buffer = base.graphicsEngine.makeOutput(
            self.win.getPipe(),
            name,
            -1,
            props,
            winprops,
            GraphicsPipe.BFRefuseWindow | GraphicsPipe.BFResizeable,
            self.win.getGsg(),
            self.win,
        )
        if buffer == None:
            return buffer
        if depthtex:
            buffer.addRenderTexture(depthtex, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPDepthStencil)
        if colortex:
            buffer.addRenderTexture(colortex, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPColor)
        if auxtex0:
            buffer.addRenderTexture(auxtex0, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba0)
        if auxtex1:
            buffer.addRenderTexture(auxtex1, GraphicsOutput.RTMBindOrCopy, GraphicsOutput.RTPAuxRgba1)
        buffer.setSort(self.nextsort)
        buffer.disableClears()
        buffer.getDisplayRegion(0).disableClears()
        self.nextsort += 1
        return buffer
Example #4
0
    def createBuffer(self, name, xsize, ysize, texgroup, depthbits=1):
        """ Low-level buffer creation.  Not intended for public use. """

        winprops = WindowProperties()
        winprops.setSize(xsize, ysize)
        props = FrameBufferProperties()
        props.setRgbColor(1)
        props.setDepthBits(depthbits)
        depthtex, colortex, auxtex0, auxtex1 = texgroup
        if (auxtex0 != None):
            props.setAuxRgba(1)
        if (auxtex1 != None):
            props.setAuxRgba(2)
        buffer = base.graphicsEngine.makeOutput(
            self.win.getPipe(), name, -1, props, winprops,
            GraphicsPipe.BFRefuseWindow | GraphicsPipe.BFResizeable,
            self.win.getGsg(), self.win)
        if (buffer == None):
            return buffer
        if (depthtex):
            buffer.addRenderTexture(depthtex, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPDepthStencil)
        if (colortex):
            buffer.addRenderTexture(colortex, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPColor)
        if (auxtex0):
            buffer.addRenderTexture(auxtex0, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPAuxRgba0)
        if (auxtex1):
            buffer.addRenderTexture(auxtex1, GraphicsOutput.RTMBindOrCopy,
                                    GraphicsOutput.RTPAuxRgba1)
        buffer.setSort(self.nextsort)
        buffer.disableClears()
        buffer.getDisplayRegion(0).disableClears()
        self.nextsort += 1
        return buffer