def prepareSceneRender(self):

        self.debug("Preparing scene render for", self._name)

        # Init buffer object
        self._createBuffer()

        # Prepare fullscreen quad
        self._quad = self._makeFullscreenQuad()

        # Prepare initial state
        cs = NodePath("InitialStateDummy")
        cs.setState(self._sourceCam.node().getInitialState())
        if self.hasTarget(RenderTargetType.Aux0):
            cs.setAttrib(AuxBitplaneAttrib.make(self._auxBits), 20)

        cs.setAttrib(StencilAttrib.makeOff(), 20)

        if not self._enableTransparency:
            cs.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone), 20)
        self._sourceCam.node().setInitialState(cs.getState())

        # Set new camera
        bufferCam = self._makeFullscreenCam()
        bufferCamNode = self._quad.attachNewNode(bufferCam)
        self._region.setCamera(bufferCamNode)
        self._region.setSort(5)

        # Set clears
        bufferRegion = self._buffer.getInternalBuffer().getDisplayRegion(0)

        self._correctClears()

        bufferRegion.setClearStencilActive(False)
        # self._sourceWindow.setClearStencilActive(False)

        # Set aux clears
        targetCheck = [
            (RenderTargetType.Aux0, GraphicsOutput.RTPAuxRgba0),
            (RenderTargetType.Aux1, GraphicsOutput.RTPAuxRgba1),
            (RenderTargetType.Aux2, GraphicsOutput.RTPAuxRgba2),
            (RenderTargetType.Aux3, GraphicsOutput.RTPAuxRgba3),
        ]
        for target, targetBindPos in targetCheck:
            if self.hasTarget(target):
                bufferRegion.setClearActive(targetBindPos, 1)
                bufferRegion.setClearValue(targetBindPos,
                                           Vec4(0.5, 0.5, 1.0, 0.0))

        self._region.disableClears()

        bufferRegion.setCamera(self._sourceCam)
        bufferRegion.setActive(1)
        # bufferRegion.setClearDepthActive(False)
        bufferRegion.setSort(20)

        self._setSizeShaderInput()
Exemple #2
0
 def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):
     if textures:
         colortex = textures.get('color', None)
         depthtex = textures.get('depth', None)
         auxtex = textures.get('aux', None)
         auxtex0 = textures.get('aux0', auxtex)
         auxtex1 = textures.get('aux1', None)
     else:
         auxtex0 = auxtex
         auxtex1 = None
     if colortex == None:
         colortex = Texture('filter-base-color')
         colortex.setWrapU(Texture.WMClamp)
         colortex.setWrapV(Texture.WMClamp)
     texgroup = (depthtex, colortex, auxtex0, auxtex1)
     winx, winy = self.getScaledSize(1, 1, 1)
     buffer = self.createBuffer('filter-base', winx, winy, texgroup)
     if buffer == None:
         return
     cm = CardMaker('filter-base-quad')
     cm.setFrameFullscreenQuad()
     quad = NodePath(cm.generate())
     quad.setDepthTest(0)
     quad.setDepthWrite(0)
     quad.setTexture(colortex)
     quad.setColor(1, 0.5, 0.5, 1)
     cs = NodePath('dummy')
     cs.setState(self.camstate)
     if auxbits:
         cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
     self.camera.node().setInitialState(cs.getState())
     quadcamnode = Camera('filter-quad-cam')
     lens = OrthographicLens()
     lens.setFilmSize(2, 2)
     lens.setFilmOffset(0, 0)
     lens.setNearFar(-1000, 1000)
     quadcamnode.setLens(lens)
     quadcam = quad.attachNewNode(quadcamnode)
     self.region.setCamera(quadcam)
     self.setStackedClears(buffer, self.rclears, self.wclears)
     if auxtex0:
         buffer.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
         buffer.setClearValue(GraphicsOutput.RTPAuxRgba0, (0.5, 0.5, 1.0, 0.0))
     if auxtex1:
         buffer.setClearActive(GraphicsOutput.RTPAuxRgba1, 1)
     self.region.disableClears()
     if self.isFullscreen():
         self.win.disableClears()
     dr = buffer.makeDisplayRegion()
     dr.disableClears()
     dr.setCamera(self.camera)
     dr.setActive(1)
     self.buffers.append(buffer)
     self.sizes.append((1, 1, 1))
     return quad
Exemple #3
0
    def prepare_render(self, camera_np):
        """ Prepares to render a scene """
        self.create_default_region = False
        self._create_buffer()
        self._source_region = self._internal_buffer.get_display_region(0)

        if camera_np:
            initial_state = NodePath("rtis")
            initial_state.set_state(camera_np.node().get_initial_state())

            if self._aux_count:
                initial_state.set_attrib(
                    AuxBitplaneAttrib.make(self._aux_bits), 20)
            initial_state.set_attrib(
                TransparencyAttrib.make(TransparencyAttrib.M_none), 20)

            if max(self._color_bits) == 0:
                initial_state.set_attrib(
                    ColorWriteAttrib.make(ColorWriteAttrib.C_off), 20)

            # Disable existing regions of the camera
            for region in camera_np.node().get_display_regions():
                region.set_active(False)

            # Remove the existing display region of the camera
            for region in self._source_window.get_display_regions():
                if region.get_camera() == camera_np:
                    self._source_window.remove_display_region(region)

            camera_np.node().set_initial_state(initial_state.get_state())
            self._source_region.set_camera(camera_np)

        self._internal_buffer.disable_clears()
        self._source_region.disable_clears()
        self._source_region.set_active(True)
        self._source_region.set_sort(20)

        # Reenable depth-clear, usually desireable
        self._source_region.set_clear_depth_active(True)
        self._source_region.set_clear_depth(1.0)
        self._active = True
    def prepare_render(self, camera_np):
        """ Prepares to render a scene """
        self.create_default_region = False
        self._create_buffer()
        self._source_region = self._internal_buffer.get_display_region(0)

        if camera_np:
            initial_state = NodePath("rtis")
            initial_state.set_state(camera_np.node().get_initial_state())

            if self._aux_count:
                initial_state.set_attrib(AuxBitplaneAttrib.make(self._aux_bits), 20)
            initial_state.set_attrib(TransparencyAttrib.make(TransparencyAttrib.M_none), 20)

            if max(self._color_bits) == 0:
                initial_state.set_attrib(ColorWriteAttrib.make(ColorWriteAttrib.C_off), 20)

            # Disable existing regions of the camera
            for region in camera_np.node().get_display_regions():
                region.set_active(False)

            # Remove the existing display region of the camera
            for region in self._source_window.get_display_regions():
                if region.get_camera() == camera_np:
                    self._source_window.remove_display_region(region)

            camera_np.node().set_initial_state(initial_state.get_state())
            self._source_region.set_camera(camera_np)

        self._internal_buffer.disable_clears()
        self._source_region.disable_clears()
        self._source_region.set_active(True)
        self._source_region.set_sort(20)

        # Reenable depth-clear, usually desireable
        self._source_region.set_clear_depth_active(True)
        self._source_region.set_clear_depth(1.0)
        self._active = True
    def renderSceneInto(self,
                        depthtex=None,
                        colortex=None,
                        auxtex=None,
                        auxbits=0,
                        textures=None,
                        fbprops=None):
        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)
            auxtex0 = textures.get("aux0", auxtex)
            auxtex1 = textures.get("aux1", None)
        else:
            auxtex0 = auxtex
            auxtex1 = None

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1, 1, 1)
        if fbprops is not None:
            buffer = self.createBuffer("filter-base",
                                       winx,
                                       winy,
                                       texgroup,
                                       fbprops=fbprops)
        else:
            buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(1, 0.5, 0.5, 1)

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)

        self.region.setCamera(quadcam)

        self.setStackedClears(buffer, self.rclears, self.wclears)
        if (auxtex0):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            buffer.setClearValue(GraphicsOutput.RTPAuxRgba0,
                                 (0.5, 0.5, 1.0, 0.0))
        if (auxtex1):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba1, 1)
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()

        dr = buffer.makeDisplayRegion()
        dr.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad
    def prepareSceneRender(self, earlyZ=False, earlyZCam=None):
        """ Renders the scene of the source camera to the buffer. See the
        documentation of this class for further information """

        self.debug("Preparing scene render")

        # Init buffer object
        self._createBuffer()

        # Prepare initial state
        cs = NodePath("InitialStateDummy")
        cs.setState(self._sourceCam.node().getInitialState())
        if self.hasTarget(RenderTargetType.Aux0):
            cs.setAttrib(AuxBitplaneAttrib.make(self._auxBits), 20)

        cs.setAttrib(StencilAttrib.makeOff(), 20)

        if not self._enableTransparency:
            cs.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone),
                         100)

        if not self._writeColor:
            cs.setAttrib(ColorWriteAttrib.make(ColorWriteAttrib.COff), 100)

        self._sourceCam.node().setInitialState(cs.getState())

        if earlyZ:
            self._earlyZRegion = self._internalBuffer.makeDisplayRegion()
            self._earlyZRegion.setSort(-10)
            self._earlyZRegion.setCamera(earlyZCam)

        self._node = NodePath("RTRoot")

        # Prepare fullscreen quad
        if self._createOverlayQuad:

            self._quad = self._makeFullscreenQuad()
            self._quad.reparentTo(self._node)

            bufferCam = self._makeFullscreenCam()
            self._camera = self._node.attachNewNode(bufferCam)
            self._region.setCamera(self._camera)
            self._region.setSort(5)

        # Set clears
        bufferRegion = self._internalBuffer.getDisplayRegion(0)
        self._correctClears()

        bufferRegion.setClearStencilActive(False)
        # self._sourceWindow.setClearStencilActive(False)

        # Set aux clears
        targetCheck = [
            (RenderTargetType.Aux0, GraphicsOutput.RTPAuxRgba0),
            (RenderTargetType.Aux1, GraphicsOutput.RTPAuxRgba1),
            (RenderTargetType.Aux2, GraphicsOutput.RTPAuxRgba2),
            (RenderTargetType.Aux3, GraphicsOutput.RTPAuxRgba3),
        ]
        for target, targetBindPos in targetCheck:
            if self.hasTarget(target):
                bufferRegion.setClearActive(targetBindPos, 1)
                bufferRegion.setClearValue(targetBindPos,
                                           Vec4(0.5, 0.5, 1.0, 0.0))

        self._region.disableClears()

        bufferRegion.setCamera(self._sourceCam)
        bufferRegion.setActive(1)
        bufferRegion.setClearDepthActive(False)
        bufferRegion.setSort(20)

        if earlyZ:
            self._earlyZRegion.disableClears()
            self._earlyZRegion.setClearDepthActive(True)
            self._earlyZRegion.setActive(1)

        self._setSizeShaderInput()

        self._active = True
        self._registerBuffer()
    def prepareSceneRender(self):
        """ Renders the scene of the source camera to the buffer. See the
        documentation of this class for further information """

        self.debug("Preparing scene render")

        # Init buffer object
        self._createBuffer()

        # Prepare fullscreen quad
        self._quad = self._makeFullscreenQuad()

        # Prepare initial state
        cs = NodePath("InitialStateDummy")
        cs.setState(self._sourceCam.node().getInitialState())
        if self.hasTarget(RenderTargetType.Aux0):
            cs.setAttrib(AuxBitplaneAttrib.make(self._auxBits), 20)

        cs.setAttrib(StencilAttrib.makeOff(), 20)

        if not self._enableTransparency:
            cs.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone), 100)

        if not self._writeColor:
            cs.setAttrib(ColorWriteAttrib.make(ColorWriteAttrib.COff), 100)
            
        self._sourceCam.node().setInitialState(cs.getState())

        # Set new camera
        bufferCam = self._makeFullscreenCam()
        bufferCamNode = self._quad.attachNewNode(bufferCam)
        self._region.setCamera(bufferCamNode)
        self._region.setSort(5)

        # Set clears
        bufferRegion = self._buffer.getInternalBuffer().getDisplayRegion(0)

        self._correctClears()

        bufferRegion.setClearStencilActive(False)
        # self._sourceWindow.setClearStencilActive(False)

        # Set aux clears
        targetCheck = [
            (RenderTargetType.Aux0, GraphicsOutput.RTPAuxRgba0),
            (RenderTargetType.Aux1, GraphicsOutput.RTPAuxRgba1),
            (RenderTargetType.Aux2, GraphicsOutput.RTPAuxRgba2),
            (RenderTargetType.Aux3, GraphicsOutput.RTPAuxRgba3),
        ]
        for target, targetBindPos in targetCheck:
            if self.hasTarget(target):
                bufferRegion.setClearActive(targetBindPos, 1)
                bufferRegion.setClearValue(
                    targetBindPos, Vec4(0.5, 0.5, 1.0, 0.0))

        self._region.disableClears()

        bufferRegion.setCamera(self._sourceCam)
        bufferRegion.setActive(1)
        # bufferRegion.setClearDepthActive(False)
        bufferRegion.setSort(20)

        self._setSizeShaderInput()
Exemple #8
0
 def renderSceneInto(self,
                     depthtex=None,
                     colortex=None,
                     auxtex=None,
                     auxbits=0,
                     textures=None,
                     fbprops=None,
                     clamping=None):
     """
     overload direct.filters.FilterManager.renderSceneInto
     :param depthtex:
     :param colortex:
     :param auxtex:
     :param auxbits:
     :param textures:
     :param fbprops:
     :param clamping:
     :return:
     """
     if (textures):
         colortex = textures.get("color", None)
         depthtex = textures.get("depth", None)
         auxtex = textures.get("aux", None)
         auxtex0 = textures.get("aux0", auxtex)
         auxtex1 = textures.get("aux1", None)
     else:
         auxtex0 = auxtex
         auxtex1 = None
     if (colortex == None):
         colortex = Texture("filter-base-color")
         colortex.setWrapU(Texture.WMClamp)
         colortex.setWrapV(Texture.WMClamp)
     texgroup = (depthtex, colortex, auxtex0, auxtex1)
     # Choose the size of the offscreen buffer.
     (winx, winy) = self.getScaledSize(1, 1, 1)
     if fbprops is not None:
         buffer = self.createBuffer("filter-base",
                                    winx,
                                    winy,
                                    texgroup,
                                    fbprops=fbprops)
     else:
         buffer = self.createBuffer("filter-base", winx, winy, texgroup)
     if (buffer == None):
         return None
     cm = CardMaker("filter-base-quad")
     cm.setFrameFullscreenQuad()
     quad = NodePath(cm.generate())
     quad.setDepthTest(0)
     quad.setDepthWrite(0)
     quad.setTexture(colortex)
     quad.setColor(1, 0.5, 0.5, 1)
     cs = NodePath("dummy")
     cs.setState(self.camstate)
     # Do we really need to turn on the Shader Generator?
     # cs.setShaderAuto()
     if (auxbits):
         cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
     if clamping is False:
         # Disables clamping in the shader generator.
         cs.setAttrib(LightRampAttrib.make_identity())
     self.camera.node().setInitialState(cs.getState())
     quadcamnode = Camera("filter-quad-cam")
     lens = OrthographicLens()
     lens.setFilmSize(2, 2)
     lens.setFilmOffset(0, 0)
     lens.setNearFar(-1000, 1000)
     quadcamnode.setLens(lens)
     quadcam = quad.attachNewNode(quadcamnode)
     self.region.setCamera(quadcam)
     self.setStackedClears(buffer, self.rclears, self.wclears)
     if (auxtex0):
         buffer.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
         buffer.setClearValue(GraphicsOutput.RTPAuxRgba0,
                              (0.5, 0.5, 1.0, 0.0))
     if (auxtex1):
         buffer.setClearActive(GraphicsOutput.RTPAuxRgba1, 1)
     self.region.disableClears()
     if (self.isFullscreen()):
         self.win.disableClears()
     dr = buffer.makeDisplayRegion()
     dr.disableClears()
     dr.setCamera(self.camera)
     dr.setActive(1)
     self.buffers.append(buffer)
     self.sizes.append((1, 1, 1))
     return quad
    def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):

        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)
            auxtex0 = textures.get("aux0", auxtex)
            auxtex1 = textures.get("aux1", None)
        else:
            auxtex0 = auxtex
            auxtex1 = None

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1,1,1)
        buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(1, 0.5, 0.5, 1)

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        self.region.setCamera(quadcam)

        self.setStackedClears(buffer, self.rclears, self.wclears)
        if (auxtex0):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            buffer.setClearValue(GraphicsOutput.RTPAuxRgba0, (0.5, 0.5, 1.0, 0.0))
        if (auxtex1):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba1, 1)
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()

        dr = buffer.makeDisplayRegion()
        dr.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad