示例#1
0
def debugGui():
    if _debug() == None:
        db = Debug()
        db.renderTarget = BigWorld.RenderTarget('debug post-processing', 1024, 1024)
        _debug(db)
        print 'created debug rT'
    import GUI
    w = GUI.Window('')
    GUI.addRoot(w)
    w.script = ChainView.ChainView(w)
    w.script.createChildren()
    w.size = (0.75, 3.0)
    return w
def debugGui():
    if _debug() == None:
        db = Debug()
        db.renderTarget = BigWorld.RenderTarget('debug post-processing', 1024,
                                                1024)
        _debug(db)
        print 'created debug rT'
    import GUI
    w = GUI.Window('')
    GUI.addRoot(w)
    w.script = ChainView.ChainView(w)
    w.script.createChildren()
    w.size = (0.75, 3.0)
    return w
示例#3
0
def debug():
    """
    This method hides the debug method in C++, and extends it
    by automatically creating a render target for the debug object
    , and showing a GUI     component representing this texture
    """
    import GUI
    s = GUI.Simple('')
    GUI.addRoot(s)
    db = Debug()
    db.renderTarget = BigWorld.RenderTarget('debug post-processing', 1024, 1024)
    _debug(db)
    s.texture = db.renderTarget.texture
    s.materialFX = 'SOLID'
    return s
示例#4
0
    def createChildren(self):
        d = _debug()
        if d is None or d.renderTarget is None:
            return
        else:
            effects = chain()
            if len(effects) == 0:
                return
            width = 2.0 / len(effects)
            maxPhases = 0
            for e in effects:
                maxPhases = max(maxPhases, len(e.phases))

            height = 2.0 / maxPhases
            x = -1.0
            eIdx = 0
            for e in effects:
                effectScript = EffectView(e, eIdx, maxPhases)
                s = effectScript.window
                s.height = 2.0
                s.width = width
                s.horizontalAnchor = 'LEFT'
                s.verticalAnchor = 'CENTER'
                s.position = (x, 0.0, 1.0)
                self.component.addChild(s)
                x += width
                eIdx += 1

            return
示例#5
0
    def createPhase(self, eIdx, pIdx, e, p, maxPhases):
        d = _debug()
        effects = chain()
        s = GUI.Window('')
        s.texture = d.renderTarget.texture
        uvs = d.phaseUV(eIdx, pIdx, len(effects), len(e.phases))
        bl = (uvs[0], 1.0 - uvs[1])
        tl = (uvs[0], 1.0 - uvs[3])
        tr = (uvs[2], 1.0 - uvs[3])
        br = (uvs[2], 1.0 - uvs[1])
        s.mapping = (tl,
         bl,
         br,
         tr)
        s.horizontalAnchor = 'CENTER'
        s.verticalAnchor = 'TOP'
        s.materialFX = 'SOLID'
        self.setToClipMode(s)
        s.filterType = 'LINEAR'
        try:
            label = '%s (%d x %d)' % (p.name, p.renderTarget.width, p.renderTarget.height)
        except:
            label = '%s' % (p.name,)

        l = self.addLabel(s, label)
        return s
示例#6
0
    def createChildren(self):
        d = _debug()
        if d is None or d.renderTarget is None:
            return
        else:
            effects = chain()
            if len(effects) == 0:
                return
            width = 2.0 / len(effects)
            maxPhases = 0
            for e in effects:
                maxPhases = max(maxPhases, len(e.phases))

            height = 2.0 / maxPhases
            x = -1.0
            eIdx = 0
            for e in effects:
                effectScript = EffectView(e, eIdx, maxPhases)
                s = effectScript.window
                s.height = 2.0
                s.width = width
                s.horizontalAnchor = 'LEFT'
                s.verticalAnchor = 'CENTER'
                s.position = (x, 0.0, 1.0)
                self.component.addChild(s)
                x += width
                eIdx += 1

            return
def debug():
    """
    This method hides the debug method in C++, and extends it
    by automatically creating a render target for the debug object
    , and showing a GUI     component representing this texture
    """
    import GUI
    s = GUI.Simple('')
    GUI.addRoot(s)
    db = Debug()
    db.renderTarget = BigWorld.RenderTarget('debug post-processing', 1024,
                                            1024)
    _debug(db)
    s.texture = db.renderTarget.texture
    s.materialFX = 'SOLID'
    return s
示例#8
0
    def createPhase(self, eIdx, pIdx, e, p, maxPhases):
        d = _debug()
        effects = chain()
        s = GUI.Window('')
        s.texture = d.renderTarget.texture
        uvs = d.phaseUV(eIdx, pIdx, len(effects), len(e.phases))
        bl = (uvs[0], 1.0 - uvs[1])
        tl = (uvs[0], 1.0 - uvs[3])
        tr = (uvs[2], 1.0 - uvs[3])
        br = (uvs[2], 1.0 - uvs[1])
        s.mapping = (tl, bl, br, tr)
        s.horizontalAnchor = 'CENTER'
        s.verticalAnchor = 'TOP'
        s.materialFX = 'SOLID'
        self.setToClipMode(s)
        s.filterType = 'LINEAR'
        try:
            label = '%s (%d x %d)' % (p.name, p.renderTarget.width,
                                      p.renderTarget.height)
        except:
            label = '%s' % (p.name, )

        l = self.addLabel(s, label)
        return s