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Python CardMaker.setFrameFullscreenQuad方法代码示例

本文整理汇总了Python中panda3d.core.CardMaker.setFrameFullscreenQuad方法的典型用法代码示例。如果您正苦于以下问题:Python CardMaker.setFrameFullscreenQuad方法的具体用法?Python CardMaker.setFrameFullscreenQuad怎么用?Python CardMaker.setFrameFullscreenQuad使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在panda3d.core.CardMaker的用法示例。


在下文中一共展示了CardMaker.setFrameFullscreenQuad方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: FirstTry

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
class FirstTry(visual):
    def setup(self):
        self.tex1 = MovieTexture('videos/saturn5_apollo_launch.mp4')
        assert self.tex1.read('videos/saturn5_apollo_launch.mp4')
        self.tex2 = MovieTexture('videos/boards_eye_view.mp4')
        assert self.tex2.read('videos/boards_eye_view.mp4')

        self.cm1 = CardMaker('saturn')
        self.cm1.setFrameFullscreenQuad()
        self.cm1.setUvRange(self.tex1)
        self.card1 = NodePath(self.cm1.generate())
        self.card1.reparentTo(self.path)
        self.card1.setPos(0,0,10)
        self.card1.setP(50)

        self.cm2 = CardMaker('board')
        self.cm2.setFrameFullscreenQuad()
        self.cm2.setUvRange(self.tex2)
        self.card2 = NodePath(self.cm2.generate())
        self.card2.reparentTo(self.path)
        self.card2.setPos(0,0,-10)
        self.card2.setP(-50)

        self.card1.setTexture(self.tex1)
        self.card1.setTexScale(TextureStage.getDefault(), self.tex1.getTexScale())
        self.card2.setTexture(self.tex2)
        self.card2.setTexScale(TextureStage.getDefault(), self.tex2.getTexScale())

        self.card1.setScale(10)
        self.card2.setScale(10)

    def getBeat(self):
        pass
开发者ID:indygfx,项目名称:opticfoo,代码行数:35,代码来源:firsttry.py

示例2: playVideo

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def playVideo(self, video):
        # check if it is loadable
        try:
            # load the video texture
            self.tex = MovieTexture("MovieTexture")
            #print video
            self.tex.read(video)
            # Set up a fullscreen card to set the video texture on it.
            cm = CardMaker("Movie Card")
            cm.setFrameFullscreenQuad()
            cm.setUvRange(self.tex)
            self.card = NodePath(cm.generate())
            self.card.reparentTo(base.render2d)
            self.card.setTexture(self.tex)
            self.card.setTexScale(TextureStage.getDefault(),
                                  self.tex.getTexScale())

            # load the video
            self.sound = loader.loadSfx(video)

            # Synchronize the video to the sound.
            self.tex.synchronizeTo(self.sound)

            # play the video and audio
            self.sound.play()
            # start the task which checks if the video is finished
            taskMgr.add(self.isVideoFinish, "task_isVideoFinised")
        except:
            logging.error("Failed to load video: %s %s", video, sys.exc_info())
            self.stopVideo()
            base.messenger.send(self.vidFinEvt)
开发者ID:grimfang,项目名称:rising_reloaded,代码行数:33,代码来源:movieManager.py

示例3: __initSceneGraph

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def __initSceneGraph(self):
        
        self.point_path = self.host_planet.point_path.attachNewNode("unit_center_node")
        self.model_path = self.point_path.attachNewNode("unit_node")
        self.model_path.reparentTo(self.point_path)
        self.model_path.setPos(Vec3(0,6,0))
        
        self.model_path.setPythonTag('pyUnit', self)
        
        rad = 1
        cnode = CollisionNode("coll_sphere_node")
        cnode.addSolid(CollisionBox(Point3(-rad,-rad,-rad),Point3(rad,rad,rad)))
        cnode.setIntoCollideMask(BitMask32.bit(1))
        cnode.setTag('unit', str(id(self)))
        self.cnode_path = self.model_path.attachNewNode(cnode)
        #self.cnode_path.show()
        
        tex = loader.loadTexture("models/billboards/flare.png")
        cm = CardMaker('quad')
        cm.setFrameFullscreenQuad()
        self.quad_path = self.model_path.attachNewNode(cm.generate())
        self.quad_path.setTexture(tex)
        self.quad_path.setTransparency(TransparencyAttrib.MAlpha)
        self.quad_path.setBillboardPointEye()

        self.quad_path.setColor(self.player.color)
开发者ID:muadibbm,项目名称:COMP361Project,代码行数:28,代码来源:units.py

示例4: renderQuadInto

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def renderQuadInto(self, xsize, ysize, colortex=None, cmode = GraphicsOutput.RTMBindOrCopy, auxtex = None):

        buffer = self.createBuffer("filter-stage", xsize, ysize, colortex, cmode, auxtex)

        if (buffer == None):
            return None

        cm = CardMaker("filter-stage-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setColor(Vec4(1,0.5,0.5,1))

        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)
        
        buffer.getDisplayRegion(0).setCamera(quadcam)
        buffer.getDisplayRegion(0).setActive(1)

        return quad, buffer
开发者ID:croxis,项目名称:Panda-Core-Technology,代码行数:28,代码来源:AtmosphericScattering.py

示例5: _activateSunflare

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
 def _activateSunflare(self):
     self.deactivateHighlight()
     flare_tex = base.loader.loadTexture("models/billboards/sunflare.png")
     cm = CardMaker('flare')
     cm.setFrameFullscreenQuad() # so that the center acts as the origin (from -1 to 1)
     self.flare_path = self.point_path.attachNewNode(cm.generate())        
     self.flare_path.setTransparency(TransparencyAttrib.MAlpha)
     self.flare_path.setTexture(self.flare_ts,flare_tex)
     self.flare_path.setColor(Vec4(1.0, 1.0, 1.0, 1))
     self.flare_path.setScale(50)
     self.flare_path.setPos(Vec3(0,0,0))
     self.flare_path.setBillboardPointEye()
     self.flare_path.setLightOff()
开发者ID:muadibbm,项目名称:COMP361Project,代码行数:15,代码来源:solar.py

示例6: renderQuadInto

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def renderQuadInto(self, mul=1, div=1, align=1, depthtex=None, colortex=None, auxtex0=None, auxtex1=None):

        """ Creates an offscreen buffer for an intermediate
        computation. Installs a quad into the buffer.  Returns
        the fullscreen quad.  The size of the buffer is initially
        equal to the size of the main window.  The parameters 'mul',
        'div', and 'align' can be used to adjust that size. """

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        winx, winy = self.getScaledSize(mul, div, align)
        
        depthbits = bool(depthtex != None)

        buffer = self.createBuffer("filter-stage", winx, winy, texgroup, depthbits)

        if (buffer == None):
            return None

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

        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)

        dr = buffer.makeDisplayRegion((0, 1, 0, 1))
        dr.disableClears()
        dr.setCamera(quadcam)
        dr.setActive(True)
        dr.setScissorEnabled(False)

        # This clear stage is important if the buffer is padded, so that
        # any pixels accidentally sampled in the padded region won't
        # be reading from unititialised memory.
        buffer.setClearColor((0, 0, 0, 1))
        buffer.setClearColorActive(True)

        self.buffers.append(buffer)
        self.sizes.append((mul, div, align))
        
        return quad
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:52,代码来源:FilterManager.py

示例7: _makeFullscreenQuad

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def _makeFullscreenQuad(self):
        """ Create a quad which fills the full screen """
        cm = CardMaker("BufferQuad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setAttrib(TransparencyAttrib.make(TransparencyAttrib.MNone), 1000)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))

        # No culling check
        quad.node().setFinal(True)
        quad.node().setBounds(OmniBoundingVolume())
        quad.setBin("unsorted", 10)
        return quad
开发者ID:Happy-Ferret,项目名称:RenderPipeline,代码行数:17,代码来源:RenderTarget.py

示例8: activateHighlight

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
 def activateHighlight(self, thin):
     if thin:
         flare_tex = base.loader.loadTexture("models/billboards/thin_ring.png")
     else:
         flare_tex = base.loader.loadTexture("models/billboards/ring.png")
     cm = CardMaker('quad')
     cm.setFrameFullscreenQuad() # so that the center acts as the origin (from -1 to 1)
     self.quad_path = self.point_path.attachNewNode(cm.generate())        
     self.quad_path.setTransparency(TransparencyAttrib.MAlpha)
     self.quad_path.setTexture(flare_tex)
     if thin:
         self.quad_path.setColor(Vec4(1,1,1, 1))
     else:
         self.quad_path.setColor(Vec4(0.2, 0.3, 1.0, 1))
     self.quad_path.setScale(5)
     self.quad_path.setPos(Vec3(0,0,0))
     self.quad_path.setBillboardPointEye()
开发者ID:muadibbm,项目名称:COMP361Project,代码行数:19,代码来源:solar.py

示例9: _updateDebugNode

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def _updateDebugNode(self):
        """ Internal method to generate new debug geometry. """
        debugNode = NodePath("PointLightDebugNode")
        debugNode.setPos(self.position)

        # Create the inner image 
        cm = CardMaker("PointLightDebug")
        cm.setFrameFullscreenQuad()
        innerNode = NodePath(cm.generate())
        innerNode.setTexture(Globals.loader.loadTexture("Data/GUI/Visualization/PointLight.png"))
        innerNode.setBillboardPointEye()
        innerNode.reparentTo(debugNode)

        # Create the outer lines
        lineNode = debugNode.attachNewNode("lines")

        # Generate outer circles
        points1 = []
        points2 = []
        points3 = []
        for i in range(self.visualizationNumSteps + 1):
            angle = float(
                i) / float(self.visualizationNumSteps) * math.pi * 2.0
            points1.append(Vec3(0, math.sin(angle), math.cos(angle)))
            points2.append(Vec3(math.sin(angle), math.cos(angle), 0))
            points3.append(Vec3(math.sin(angle), 0, math.cos(angle)))

        self._createDebugLine(points1, False).reparentTo(lineNode)
        self._createDebugLine(points2, False).reparentTo(lineNode)
        self._createDebugLine(points3, False).reparentTo(lineNode)
        lineNode.setScale(self.radius)

        # Remove the old debug node
        self.debugNode.node().removeAllChildren()

        # Attach the new debug node
        debugNode.reparentTo(self.debugNode)
开发者ID:cesarmarinhorj,项目名称:RenderPipeline,代码行数:39,代码来源:PointLight.py

示例10: attackAnimation

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
 def attackAnimation(self, time, task):
     try:
         if self.shockwave_path != None:
             self.shock_scale += 0.1
             self.shockwave_path.setScale(self.shock_scale)
     except AttributeError:
         cm = CardMaker('quad')
         cm.setFrameFullscreenQuad()
         tex = loader.loadTexture("models/billboards/attack.png")
         self.shockwave_path = self.model_path.attachNewNode(cm.generate())
         self.shockwave_path.setTexture(tex)
         self.shockwave_path.setTransparency(TransparencyAttrib.MAlpha)
         self.shock_scale = 0.2
         self.shockwave_path.setScale(self.shock_scale)
         self.shockwave_path.setPos(Vec3(0, 0, -0.5))
         self.shockwave_path.setP(-90)
         self.shockwave_path.setColor(Vec4(1.0, 0.65, 0, 0.6))
     if task.time > time:
         self.shockwave_path.removeNode()
         self.shockwave_path = None
         del self.shock_scale
         del self.shockwave_path
         return task.done
     return task.cont
开发者ID:muadibbm,项目名称:COMP361Project,代码行数:26,代码来源:units.py

示例11: _updateDebugNode

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def _updateDebugNode(self):
        """ Internal method to generate new debug geometry. """
        debugNode = NodePath("SpotLightDebugNode")

        # Create the inner image 
        cm = CardMaker("SpotLightDebug")
        cm.setFrameFullscreenQuad()
        innerNode = NodePath(cm.generate())
        innerNode.setTexture(Globals.loader.loadTexture("Data/GUI/Visualization/SpotLight.png"))
        innerNode.setBillboardPointEye()
        innerNode.reparentTo(debugNode)
        innerNode.setPos(self.position)
        innerNode.setColorScale(1,1,0,1)

        # Create the outer lines
        lineNode = debugNode.attachNewNode("lines")

        currentNodeTransform = render.getTransform(self.ghostCameraNode).getMat()
        currentCamTransform = self.ghostLens.getProjectionMat()
        currentRelativeCamPos = self.ghostCameraNode.getPos(render)
        currentCamBounds = self.ghostLens.makeBounds()
        currentCamBounds.xform(self.ghostCameraNode.getMat(render))

        p = lambda index: currentCamBounds.getPoint(index)

        # Make a circle at the bottom
        frustumBottomCenter = (p(0) + p(1) + p(2) + p(3)) * 0.25
        upVector = (p(0) + p(1)) / 2 - frustumBottomCenter
        rightVector = (p(1) + p(2)) / 2 - frustumBottomCenter
        points = []
        for idx in xrange(64):
            rad = idx / 64.0 * math.pi * 2.0
            pos = upVector * math.sin(rad) + rightVector * math.cos(rad)
            pos += frustumBottomCenter
            points.append(pos)
        frustumLine = self._createDebugLine(points, True)
        frustumLine.setColorScale(1,1,0,1)
        frustumLine.reparentTo(lineNode)


        # Create frustum lines which connect the origin to the bottom circle
        pointArrays = [
            [self.position, frustumBottomCenter + upVector],
            [self.position, frustumBottomCenter - upVector],
            [self.position, frustumBottomCenter + rightVector],
            [self.position, frustumBottomCenter - rightVector],
        ]

        for pointArray in pointArrays:
            frustumLine = self._createDebugLine(pointArray, False)
            frustumLine.setColorScale(1,1,0,1)
            frustumLine.reparentTo(lineNode)

        # Create line which is in the direction of the spot light
        startPoint = (p(0) + p(1) + p(2) + p(3)) * 0.25
        endPoint = (p(4) + p(5) + p(6) + p(7)) * 0.25
        line = self._createDebugLine([startPoint, endPoint], False)
        line.setColorScale(1,1,1,1)
        line.reparentTo(lineNode)

        # Remove the old debug node
        self.debugNode.node().removeAllChildren()

        # Attach the new debug node
        debugNode.reparentTo(self.debugNode)
开发者ID:cesarmarinhorj,项目名称:RenderPipeline,代码行数:67,代码来源:SpotLight.py

示例12: enterIntro

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def enterIntro(self):
        helper.hide_cursor()
        cm = CardMaker("fade")
        cm.setFrameFullscreenQuad()
        self.gfLogo = NodePath(cm.generate())
        self.gfLogo.setTransparency(TransparencyAttrib.MAlpha)
        gfLogotex = loader.loadTexture('GrimFangLogo.png')
        gfLogots = TextureStage('gfLogoTS')
        gfLogots.setMode(TextureStage.MReplace)
        self.gfLogo.setTexture(gfLogots, gfLogotex)
        self.gfLogo.setY(-50)
        self.gfLogo.reparentTo(render2d)
        self.gfLogo.hide()

        self.pandaLogo = NodePath(cm.generate())
        self.pandaLogo.setTransparency(TransparencyAttrib.MAlpha)
        pandaLogotex = loader.loadTexture('Panda3DLogo.png')
        pandaLogots = TextureStage('pandaLogoTS')
        pandaLogots.setMode(TextureStage.MReplace)
        self.pandaLogo.setTexture(pandaLogots, pandaLogotex)
        self.pandaLogo.setY(-50)
        self.pandaLogo.reparentTo(render2d)
        self.pandaLogo.hide()

        gfFadeInInterval = LerpColorScaleInterval(
            self.gfLogo,
            2,
            LVecBase4f(0.0,0.0,0.0,1.0),
            LVecBase4f(0.0,0.0,0.0,0.0))

        gfFadeOutInterval = LerpColorScaleInterval(
            self.gfLogo,
            2,
            LVecBase4f(0.0,0.0,0.0,0.0),
            LVecBase4f(0.0,0.0,0.0,1.0))

        p3dFadeInInterval = LerpColorScaleInterval(
            self.pandaLogo,
            2,
            LVecBase4f(0.0,0.0,0.0,1.0),
            LVecBase4f(0.0,0.0,0.0,0.0))

        p3dFadeOutInterval = LerpColorScaleInterval(
            self.pandaLogo,
            2,
            LVecBase4f(0.0,0.0,0.0,0.0),
            LVecBase4f(0.0,0.0,0.0,1.0))

        self.fadeInOut = Sequence(
            Func(self.pandaLogo.show),
            p3dFadeInInterval,
            Wait(1.0),
            p3dFadeOutInterval,
            Wait(0.5),
            Func(self.pandaLogo.hide),
            Func(self.gfLogo.show),
            gfFadeInInterval,
            Wait(1.0),
            gfFadeOutInterval,
            Wait(0.5),
            Func(self.gfLogo.hide),
            Func(self.request, "Menu"),
            Func(helper.show_cursor),
            name="fadeInOut")
        self.fadeInOut.start()
开发者ID:grimfang,项目名称:owp_ajaw,代码行数:67,代码来源:main.py

示例13: __init__

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def __init__(self):
        ShowBase.__init__(self)
        FSM.__init__(self, "FSM-Game")

        #
        # BASIC APPLICATION CONFIGURATIONS
        #
        self.disableMouse()
        self.setBackgroundColor(0, 0, 0)
        self.camLens.setFov(75)
        self.camLens.setNear(0.8)

        # check if the config file hasn't been created
        base.textWriteSpeed = 0.05
        mute = ConfigVariableBool("audio-mute", False).getValue()
        if mute:
            self.disableAllAudio()
        else:
            self.enableAllAudio()
        particles = ConfigVariableBool("particles-enabled", True).getValue()
        if particles:
            self.enableParticles()
        base.textWriteSpeed = ConfigVariableDouble("text-write-speed",0.05).getValue()
        base.controlType = ConfigVariableString("control-type", "Gamepad").getValue()
        base.mouseSensitivity = ConfigVariableDouble("mouse-sensitivity",1.0).getValue()
        if not os.path.exists(prcFile):
            self.__writeConfig()
            # set window properties
            # clear all properties not previously set
            self.win.clearRejectedProperties()
            # setup new window properties
            props = WindowProperties()
            # Fullscreen
            props.setFullscreen(True)
            # window icon
            print props.hasIconFilename()
            props.setIconFilename(windowicon)
            # get the displays width and height
            w = self.pipe.getDisplayWidth()
            h = self.pipe.getDisplayHeight()
            # set the window size to the screen resolution
            props.setSize(w, h)
            # request the new properties
            self.win.requestProperties(props)
        atexit.register(self.__writeConfig)

        # enable collision handling
        base.cTrav = CollisionTraverser("base collision traverser")
        base.pusher = CollisionHandlerPusher()
        base.pusher.addInPattern('%fn-in-%in')
        base.pusher.addOutPattern('%fn-out-%in')

        self.menu = Menu()
        self.options = OptionsMenu()

        self.musicMenu = loader.loadMusic("MayanJingle6_Menu.ogg")
        self.musicMenu.setLoop(True)

        cm = CardMaker("menuFade")
        cm.setFrameFullscreenQuad()
        self.menuCoverFade = NodePath(cm.generate())
        self.menuCoverFade.setTransparency(TransparencyAttrib.MAlpha)
        self.menuCoverFade.setBin("fixed", 1000)
        self.menuCoverFade.reparentTo(render2d)
        self.menuCoverFade.hide()
        self.menuCoverFadeOutInterval = Sequence(
            Func(self.menuCoverFade.show),
            LerpColorScaleInterval(
                self.menuCoverFade,
                1,
                LVecBase4f(0.0,0.0,0.0,1.0),
                LVecBase4f(0.0,0.0,0.0,0.0)),
            Func(self.menuCoverFade.hide))
        self.menuCoverFadeInInterval = Sequence(
            Func(self.menuCoverFade.show),
            LerpColorScaleInterval(
                self.menuCoverFade,
                1,
                LVecBase4f(0.0,0.0,0.0,0.0),
                LVecBase4f(0.0,0.0,0.0,1.0)),
            Func(self.menuCoverFade.hide))
        self.lerpAudioFadeOut = LerpFunc(
            self.audioFade,
            fromData=1.0,
            toData=0.0,
            duration=0.25,
            extraArgs=[self.musicMenu])
        self.fadeMusicOut = Sequence(
            self.lerpAudioFadeOut,
            Func(self.musicMenu.stop))
        self.lerpAudioFadeIn = LerpFunc(
            self.audioFade,
            fromData=0.0,
            toData=1.0,
            duration=1,
            extraArgs=[self.musicMenu])
        self.fadeMusicIn = Sequence(
                Func(self.musicMenu.play),
                self.lerpAudioFadeIn)

#.........这里部分代码省略.........
开发者ID:grimfang,项目名称:owp_ajaw,代码行数:103,代码来源:main.py

示例14: __init__

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    def __init__(self,
                 parent = None,
                 pos = (0,0,0),
                 fading = False,
                 fading_position_offset = (0,0,0),
                 fading_duration = 0.5, 
                 backgroundImage = None, 
                 backgroundColor = None,
                 enableMask = False,
                 noFocus = False,
                 shownFunc = None,
                 hiddenFunc = None,
                 funcExtraArgs = [],
                 sort = None
                 ):
        '''if fading enabled, it will apply a fading effect on show()&hide()
        Important Attributes:
        enableMask: This creates a big transparent plane (DirectButton) off screen so the directGui below won't be
                    clicked (However due to this trick we won't be able to accept mouse events (I have paid back 'mouse3' by 
                    self.__maskClick))
        noFocus: if it is true, it doesn't need SogalBase to manage its focus state (it will not affect
                 other Sogalforms' focus state
        '''
        self.__fading = fading
        self.__fadingPositionOffset = fading_position_offset
        self.__fadingDuration = fading_duration
        self.__originPos = pos
        self.__currentInterval = None
        self.__maskEnabled = enableMask
        self.__noFocus = noFocus
        
        self.__shownFunc = shownFunc
        self.__hiddenFunc = hiddenFunc
        self.__eventExtraArgs = funcExtraArgs
        
        
        self.__mask = None
        if self.__maskEnabled:
            self.__mask = DialogMask()
            #self.__mask = DirectButton(parent = aspect2d, frameColor =(1,1,1,0.1), relief = DGG.FLAT,commandButtons = [DGG.RMB],command = self.__maskClick)
            self.__mask.hide()
        
        self.__backgroundImage = backgroundImage
        self.__backgroundColor = backgroundColor
        self.__bgPath = None
        self.__imagePath = None
        self.__hidden = True

        
        NodePath.__init__(self,self.__class__.__name__)
        
        parent = parent or aspect2d
        if sort:
            self.reparentTo(parent, sort = sort)
        else:
            self.reparentTo(parent)
            
        self.setPos(pos)
        
        if self.__backgroundColor:
            self.__bgPath = NodePath('bgPath')
            self.__bgPath.setTransparency(TransparencyAttrib.MAlpha)
            cm = CardMaker('cm')
            cm.setFrameFullscreenQuad()
            cm.setColor(self.__backgroundColor)
            self.__bgPath.attachNewNode(cm.generate())
            self.__bgPath.reparentTo(aspect2d,self.getSort())
            self.__bgPath.hide()
            
        #TODO: backgroundImage
        
        self.setTransparency(TransparencyAttrib.MAlpha)
        
        
        self.accept('window-event', self.windowResize)
        self.windowResize(None)

        NodePath.hide(self)
开发者ID:WindyDarian,项目名称:Sogal,代码行数:80,代码来源:sogal_form.py

示例15: renderSceneInto

# 需要导入模块: from panda3d.core import CardMaker [as 别名]
# 或者: from panda3d.core.CardMaker import setFrameFullscreenQuad [as 别名]
    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()):
#.........这里部分代码省略.........
开发者ID:AdrianF98,项目名称:Toontown-2-Revised,代码行数:103,代码来源:FilterManager.py


注:本文中的panda3d.core.CardMaker.setFrameFullscreenQuad方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。