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refactoring
[pmachines.git] / ya2 / p3d / gfx.py
1 import datetime
2 from logging import debug, info
3 from os import getcwd
4 from os.path import exists, dirname
5 from panda3d.core import get_model_path, AntialiasAttrib, PandaNode, \
6 LightRampAttrib, Camera, OrthographicLens, NodePath, OmniBoundingVolume, \
7 AmbientLight as P3DAmbientLight, Spotlight as P3DSpotlight, Point2, \
8 Point3, Texture
9 from direct.filter.CommonFilters import CommonFilters
10 from direct.actor.Actor import Actor
11 # from ya2.lib.p3d.p3d import LibP3d
12
13
14 def set_srgb(model):
15 for texture in model.find_all_textures():
16 if texture.get_format() in [Texture.F_rgba, Texture.F_rgbm]:
17 texture.set_format(Texture.F_srgb_alpha)
18 elif texture.get_format() in [Texture.F_rgb]:
19 texture.set_format(Texture.F_srgb)
20
21
22 # class RenderToTexture:
23
24 # def __init__(self, size=(256, 256)):
25 # self.__set_buffer(size)
26 # self.__set_display_region()
27 # self.__set_camera()
28 # self.__set_root()
29 # self.display_region.set_camera(self.camera)
30
31 # def __set_buffer(self, size):
32 # self.buffer = base.win.make_texture_buffer('result buffer', size[0],
33 # size[1])
34 # self.buffer.set_sort(-100)
35
36 # def __set_display_region(self):
37 # self.display_region = self.buffer.make_display_region()
38 # self.display_region.set_sort(20)
39
40 # def __set_camera(self):
41 # self.camera = NodePath(Camera('camera 2d'))
42 # lens = OrthographicLens()
43 # lens.set_film_size(1, 1)
44 # lens.set_near_far(-1000, 1000)
45 # self.camera.node().set_lens(lens)
46
47 # def __set_root(self):
48 # self.root = NodePath('root')
49 # self.root.set_depth_test(False)
50 # self.root.set_depth_write(False)
51 # self.camera.reparent_to(self.root)
52
53 # @property
54 # def texture(self): return self.buffer.get_texture()
55
56 # def destroy(self):
57 # base.graphicsEngine.remove_window(self.buffer)
58 # if base.win: # if you close the window during a race
59 # base.win.remove_display_region(self.display_region)
60 # list(map(lambda node: node.remove_node(), [self.camera, self.root]))
61
62
63 class P3dGfxMgr:
64
65 def __init__(self, model_path, antialiasing, shaders, srgb):
66 self.root = P3dNode(render)
67 self.__srgb = srgb
68 self.callbacks = {}
69 self.filters = None
70 get_model_path().append_directory(model_path)
71 if LibP3d.runtime():
72 root_dir = LibP3d.p3dpath(dirname(__file__))
73 paths = [root_dir + '/' + model_path, root_dir]
74 list(map(get_model_path().append_directory, paths))
75 render.set_shader_auto()
76 # render.set_two_sided(True) # it breaks shadows
77 if antialiasing: render.set_antialias(AntialiasAttrib.MAuto)
78 if shaders and base.win:
79 self.filters = CommonFilters(base.win, base.cam)
80
81 def load_model(self, filename, callback=None, anim=None):
82 ext = '.bam' if exists(filename + '.bam') else ''
83 if anim:
84 anim_dct = {'anim': filename + '-Anim' + ext}
85 node = P3dNode(self.set_srgb(Actor(filename + ext, anim_dct)))
86 elif callback:
87 callb = lambda model: callback(P3dNode(self.set_srgb(model)))
88 node = loader.loadModel(filename + ext, callback=callb)
89 else:
90 node = P3dNode(self.set_srgb(
91 loader.loadModel(LibP3d.p3dpath(filename + ext))))
92 return node
93
94 def set_srgb(self, model):
95 if self.__srgb:
96 for texture in model.find_all_textures():
97 if texture.get_format() in [Texture.F_rgba, Texture.F_rgbm]:
98 texture.set_format(Texture.F_srgb_alpha)
99 elif texture.get_format() in [Texture.F_rgb]:
100 texture.set_format(Texture.F_srgb)
101 return model
102
103 @staticmethod
104 def toggle_aa():
105 aa_not_none = render.get_antialias() != AntialiasAttrib.MNone
106 if render.has_antialias() and aa_not_none:
107 render.clear_antialias()
108 else: render.set_antialias(AntialiasAttrib.MAuto, 1)
109
110 def set_toon(self):
111 tmp_node = NodePath(PandaNode('temp node'))
112 tmp_node.set_attrib(LightRampAttrib.make_single_threshold(.5, .4))
113 tmp_node.set_shader_auto()
114 base.cam.node().set_initial_state(tmp_node.get_state())
115 self.filters.set_cartoon_ink(separation=1)
116
117 def set_bloom(self):
118 if not base.win: return
119 self.filters.setBloom(
120 blend=(.3, .4, .3, 0), mintrigger=.6, maxtrigger=1.0, desat=.6,
121 intensity=1.0, size='medium')
122 # default: (.3, .4, .3, 0), .6, 1, .6, 1, 'medium'
123
124 @staticmethod
125 def pos2d(node):
126 p3d = base.cam.get_relative_point(node.node, Point3(0, 0, 0))
127 p2d = Point2()
128 return p2d if base.camLens.project(p3d, p2d) else None
129
130 @staticmethod
131 def screen_coord(pos):
132 new_node = NodePath('temp')
133 new_node.set_pos(pos)
134 coord3d = new_node.get_pos(base.cam)
135 new_node.remove_node()
136 coord2d = Point2()
137 base.camLens.project(coord3d, coord2d)
138 coord_r2d = Point3(coord2d[0], 0, coord2d[1])
139 coord_a2d = base.aspect2d.get_relative_point(render2d, coord_r2d)
140 return coord_a2d[0], coord_a2d[2]
141
142 @staticmethod
143 def world_from_to(pos):
144 p_from, p_to = Point3(), Point3() # in camera coordinates
145 base.camLens.extrude(pos, p_from, p_to)
146 p_from = render.get_relative_point(base.cam, p_from) # global coords
147 p_to = render.get_relative_point(base.cam, p_to) # global coords
148 return p_from, p_to
149
150 @property
151 def shader_support(self):
152 return base.win.get_gsg().get_supports_basic_shaders()
153
154 def screenshot(self, path=None):
155 time = datetime.datetime.now().strftime('%y%m%d%H%M%S')
156 #res = base.win.save_screenshot(Filename(path or ("yocto%s.png" % time)))
157 #debug('screenshot %s (%s)' % (path or ("yocto%s.png" % time), res))
158 res = base.screenshot(path or ("pmachines%s.png" % time), False)
159 info('screenshot %s (%s; %s)' % (path or ("pmachines%s.png" % time), res, getcwd()))
160
161 @staticmethod
162 def enable_shader(): render.set_shader_auto()
163
164 @staticmethod
165 def disable_shader(): render.set_shader_off()
166
167 @staticmethod
168 def print_stats(two_d=True, three_d=True, analyze=True, ls=True):
169 '''Print graphics stats. They use standard output (from p3d).'''
170 info = []
171 if two_d and analyze:
172 info +=[('render2d.analyze', base.render2d.analyze)]
173 if three_d and analyze:
174 info +=[('render.analyze', base.render.analyze)]
175 if two_d and ls:
176 info +=[('render2d.ls', base.render2d.ls)]
177 if three_d and ls:
178 info +=[('render.ls', base.render.ls)]
179 for elm in info:
180 print('\n\n#####\n%s()' % elm[0])
181 elm[1]()
182
183
184 # class P3dNode:
185
186 # def __init__(self, nodepath):
187 # self.nodepath = nodepath
188 # self.node.set_python_tag('libnode', self)
189
190 # def set_collide_mask(self, mask): return self.node.set_collide_mask(mask)
191 # def set_x(self, val): return self.node.set_x(val)
192 # def set_y(self, val): return self.node.set_y(val)
193 # def set_z(self, val): return self.node.set_z(val)
194 # def set_hpr(self, val): return self.node.set_hpr(val)
195 # def set_h(self, val): return self.node.set_h(val)
196 # def set_p(self, val): return self.node.set_p(val)
197 # def set_r(self, val): return self.node.set_r(val)
198 # def set_scale(self, val): return self.node.set_scale(val)
199 # def set_transparency(self, val): return self.node.set_transparency(val)
200 # def set_alpha_scale(self, val): return self.node.set_alpha_scale(val)
201 # def set_texture(self, texturestage, texture):
202 # return self.node.set_texture(texturestage, texture)
203 # def has_tag(self, name): return self.node.has_tag(name)
204 # def get_tag(self, name): return self.node.get_tag(name)
205 # def get_python_tag(self, name): return self.node.get_python_tag(name)
206 # def remove_node(self): return self.node.remove_node()
207 # def flatten_strong(self): return self.node.flatten_strong()
208 # def clear_model_nodes(self): return self.node.clear_model_nodes()
209 # def show(self): return self.node.show()
210 # def set_depth_offset(self, val): return self.node.set_depth_offset(val)
211 # def loop(self, val): return self.node.loop(val)
212 # def cleanup(self): return self.node.cleanup()
213 # def write_bam_file(self, fname): return self.node.write_bam_file(fname)
214
215 # def attach_node(self, name):
216 # return P3dNode(self.node.attach_new_node(name))
217
218 # def add_shape(self, shape):
219 # return self.node.node().add_shape(shape._mesh_shape)
220 # #TODO: don't access a protected member
221
222 # @property
223 # def name(self): return self.node.get_name()
224
225 # @property
226 # def node(self): return self.nodepath
227
228 # @property
229 # def p3dnode(self): return self.node.node()
230
231 # def set_pos(self, pos): return self.node.set_pos(pos._vec)
232 # #TODO: don't access a protected member
233
234 # def get_pos(self, other=None):
235 # return self.node.get_pos(* [] if other is None else [other.node])
236
237 # @property
238 # def x(self): return self.node.get_x()
239
240 # @property
241 # def y(self): return self.node.get_y()
242
243 # @property
244 # def z(self): return self.node.get_z()
245
246 # @property
247 # def hpr(self): return self.node.get_hpr()
248
249 # @property
250 # def h(self): return self.node.get_h()
251
252 # @property
253 # def p(self): return self.node.get_p()
254
255 # @property
256 # def r(self): return self.node.get_r()
257
258 # @property
259 # def scale(self): return self.node.get_scale()
260
261 # @property
262 # def is_empty(self): return self.node.is_empty()
263
264 # def get_relative_vector(self, node, vec):
265 # return self.node.get_relative_vector(node.node, vec)
266
267 # def set_material(self, mat): return self.node.set_material(mat, 1)
268
269 # def set_python_tag(self, name, val):
270 # return self.node.set_python_tag(name, val)
271
272 # def get_distance(self, other_node):
273 # return self.node.get_distance(other_node.node)
274
275 # def reparent_to(self, parent): return self.node.reparent_to(parent.node)
276
277 # def wrt_reparent_to(self, parent):
278 # return self.node.wrt_reparent_to(parent.node)
279
280 # @staticmethod
281 # def __get_pandanode(nodepath):
282 # if nodepath.has_python_tag('libnode'):
283 # return nodepath.get_python_tag('libnode')
284 # return P3dNode(nodepath)
285
286 # def find_all_matches(self, name):
287 # nodes = self.node.find_all_matches(name)
288 # return [self.__get_pandanode(node) for node in nodes]
289
290 # def find(self, name):
291 # model = self.node.find(name)
292 # if model: return self.__get_pandanode(model)
293
294 # def optimize(self):
295 # self.node.prepare_scene(base.win.get_gsg()) # crash with texture.set_format
296 # self.node.premunge_scene(base.win.get_gsg())
297
298 # def hide(self, mask=None):
299 # return self.node.hide(*[] if mask is None else [mask])
300
301 # @property
302 # def tight_bounds(self): return self.node.get_tight_bounds()
303
304 # @property
305 # def parent(self): return self.node.get_parent()
306
307 # @property
308 # def children(self): return self.node.get_children()
309
310 # def destroy(self): return self.node.remove_node()
311
312
313 # class P3dAnimNode:
314
315 # def __init__(self, filepath, anim_dct):
316 # self.node = Actor(filepath, anim_dct)
317
318 # def loop(self, val): return self.node.loop(val)
319
320 # def reparent_to(self, node): self.node.reparent_to(node)
321
322 # @property
323 # def name(self): return self.node.get_name()
324
325 # def optimize(self):
326 # self.node.prepare_scene(base.win.get_gsg())
327 # self.node.premunge_scene(base.win.get_gsg())
328
329 # def set_omni(self):
330 # self.node.node().set_bounds(OmniBoundingVolume())
331 # self.node.node().set_final(True)
332
333 # def destroy(self): self.node.cleanup()
334
335
336 # class P3dAmbientLight:
337
338 # def __init__(self, color):
339 # ambient_lgt = P3DAmbientLight('ambient light')
340 # ambient_lgt.set_color(color)
341 # self.ambient_np = render.attach_new_node(ambient_lgt)
342 # render.set_light(self.ambient_np)
343
344 # def destroy(self):
345 # render.clear_light(self.ambient_np)
346 # self.ambient_np.remove_node()
347
348
349 # class P3dSpotlight:
350
351 # def __init__(self, mask=None):
352 # self.spot_lgt = render.attach_new_node(P3DSpotlight('spot'))
353 # snode = self.spot_lgt.node()
354 # snode.set_scene(render)
355 # snode.set_shadow_caster(True, 1024, 1024)
356 # snode.get_lens().set_fov(40)
357 # snode.get_lens().set_near_far(20, 200)
358 # if mask: snode.set_camera_mask(mask)
359 # render.set_light(self.spot_lgt)
360
361 # def set_pos(self, pos): return self.spot_lgt.set_pos(*pos)
362
363 # def look_at(self, pos): return self.spot_lgt.look_at(*pos)
364
365 # def set_color(self, color): return self.spot_lgt.set_color(*color)
366
367 # def destroy(self):
368 # render.clear_light(self.spot_lgt)
369 # self.spot_lgt.remove_node()