mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-04 02:42:49 -04:00
organize some more, in preparation for better multi-window support
This commit is contained in:
parent
a24a77d19c
commit
38bb65887c
@ -65,129 +65,46 @@ class ShowBase:
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fsmRedefine = self.config.GetBool('fsm-redefine', 0)
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State.FsmRedefine = fsmRedefine
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self.renderTop = NodePath(NamedNode('renderTop'))
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self.render = self.renderTop.attachNewNode('render')
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# Set a default "off color" (i.e. use poly color) for color transitions
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self.render.setColorOff()
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self.hidden = NodePath(NamedNode('hidden'))
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self.dataRoot = NodePath(NamedNode('dataRoot'), DataRelation.getClassType())
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# Cache the node so we do not ask for it every frame
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self.dataRootNode = self.dataRoot.node()
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self.dataUnused = NodePath(NamedNode('dataUnused'), DataRelation.getClassType())
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self.pipe = makeGraphicsPipe()
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chanConfig = makeGraphicsWindow(self.pipe, self.render.arc())
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self.win = chanConfig.getWin()
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# Now that we've assigned a window, assign an exitfunc.
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self.oldexitfunc = getattr(sys, 'exitfunc', None)
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sys.exitfunc = self.exitfunc
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# cameraList is a list of camera group nodes. There may
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# be more than one display region/camera node beneath each
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# one.
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self.cameraList = []
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for i in range(chanConfig.getNumGroups()):
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self.cameraList.append(self.render.attachNewNode(
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chanConfig.getGroupNode(i)))
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# this is how we know which display region cameras belong to which
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# camera group. display region i belongs to group self.groupList[i]
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self.groupList = []
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for i in range(chanConfig.getNumDrs()):
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self.groupList.append(chanConfig.getGroupMembership(i))
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self.camera = self.cameraList[0]
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self.setupRender()
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self.setupRender2d()
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self.setupDataGraph()
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# This is a placeholder for a CollisionTraverser. If someone
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# stores a CollisionTraverser pointer here, we'll traverse it
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# in the igloop task.
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self.cTrav = 0
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# This is a list of cams associated with the display region's cameras
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# base.win is the main, or only window; base.winList is a list of
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# *all* windows. Similarly with base.pipeList and base.camList.
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self.win = None
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self.winList = []
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self.pipe = None
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self.pipeList = []
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self.cam = None
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self.camList = []
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for camera in self.cameraList:
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self.camList.append( camera.find('**/+Camera') )
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# Set the default camera
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self.cam = self.camera.find('**/+Camera')
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self.camNode = None
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self.camLens = None
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# If you need to get a handle to the camera node itself, use
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# self.camNode.
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self.camNode = self.cam.node()
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# If you need to adjust camera parameters, like fov or
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# near/far clipping planes, use self.camLens
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self.camLens = self.camNode.getLens()
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# base.camera is a little different; rather than referring to
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# base.cameraList[0], it is instead the parent node of all
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# cameras in base.cameraList. That way, multiple cameras can
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# easily be dragged around by moving the one node.
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self.camera = self.render.attachNewNode('camera')
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self.cameraList = []
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self.groupList = []
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self.camera2d = self.render2d.attachNewNode('camera2d')
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# Set up a 2-d layer for drawing things behind Gui labels.
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self.render2d = NodePath(setupPanda2d(self.win, "render2d"))
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# Now that we've set up the window structures, assign an exitfunc.
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self.oldexitfunc = getattr(sys, 'exitfunc', None)
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sys.exitfunc = self.exitfunc
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# The normal 2-d layer has an aspect ratio that matches the
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# window, but its coordinate system is square. This means
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# anything we parent to render2d gets stretched. For things
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# where that makes a difference, we set up aspect2d, which
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# scales things back to the right aspect ratio.
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# For now, we assume that the window will have an aspect ratio
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# matching that of a traditional PC screen (w / h) = (4 / 3)
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self.aspectRatio = self.config.GetFloat('aspect-ratio', (4.0 / 3.0))
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self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d"))
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self.aspect2d.setScale(1.0 / self.aspectRatio, 1.0, 1.0)
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# And let's enforce that aspect ratio on the camera.
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self.camLens.setAspectRatio(self.aspectRatio)
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# It's important to know the bounds of the aspect2d screen.
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self.a2dTop = 1.0
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self.a2dBottom = -1.0
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self.a2dLeft = -self.aspectRatio
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self.a2dRight = self.aspectRatio
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# We create both a MouseAndKeyboard object and a MouseWatcher object
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# for the window. The MouseAndKeyboard generates mouse events and
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# mouse button/keyboard events; the MouseWatcher passes them through
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# unchanged when the mouse is not over a 2-d button, and passes
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# nothing through when the mouse *is* over a 2-d button. Therefore,
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# objects that don't want to get events when the mouse is over a
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# button, like the driveInterface, should be parented to
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# mouseWatcher, while objects that want events in all cases, like the
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# chat interface, should be parented to mak.
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self.mak = self.dataRoot.attachNewNode(MouseAndKeyboard(self.win, 0, 'mak'))
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self.mouseWatcherNode = MouseWatcher('mouseWatcher')
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self.mouseWatcher = self.mak.attachNewNode(self.mouseWatcherNode)
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mb = self.mouseWatcherNode.getModifierButtons()
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mb.addButton(KeyboardButton.shift())
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mb.addButton(KeyboardButton.control())
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mb.addButton(KeyboardButton.alt())
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self.mouseWatcherNode.setModifierButtons(mb)
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# We also create a DataValve object above the trackball/drive
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# interface, which will allow us to switch some of the mouse
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# control, without switching all of it, to another object
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# later (for instance, to enable OOBE mode--see oobe(),
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# below.)
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self.mouseValve = self.mouseWatcher.attachNewNode(DataValve('mouseValve'))
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# This Control object can be used to turn on and off mouse &
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# keyboard messages to the DriveInterface.
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self.mouseControl = DataValve.Control()
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self.mouseValve.node().setControl(0, self.mouseControl)
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# This Control object is always kept on, handy to have.
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self.onControl = DataValve.Control()
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# Now we have the main trackball & drive interfaces.
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# useTrackball() and useDrive() switch these in and out; only
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# one is in use at a given time.
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self.trackball = self.dataUnused.attachNewNode(Trackball('trackball'))
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self.drive = self.dataUnused.attachNewNode(DriveInterface('drive'))
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self.mouse2cam = self.dataUnused.attachNewNode(Transform2SG('mouse2cam'))
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self.mouse2cam.node().setArc(self.camera.arc())
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self.useDrive()
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self.buttonThrower = self.mouseWatcher.attachNewNode(ButtonThrower())
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# Set up gui mouse watcher
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self.aspect2d.node().setMouseWatcher(self.mouseWatcherNode)
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self.mouseWatcherNode.addRegion(PGMouseWatcherBackground())
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# Open the default rendering window.
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if self.config.GetBool('open-default-window', 1):
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self.openWindow()
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self.setupMouse(self.win)
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self.makeCamera2d(self.win, -1, 1, -1, 1)
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self.loader = Loader.Loader(self)
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self.eventMgr = eventMgr
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@ -248,13 +165,234 @@ class ShowBase:
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is closed cleanly, so that we free system resources, restore
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the desktop and keyboard functionality, etc.
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"""
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self.win.closeWindow()
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for win in self.winList:
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win.closeWindow()
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del self.win
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del self.winList
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del self.pipe
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if self.oldexitfunc:
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self.oldexitfunc()
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def openWindow(self):
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"""openWindow(self)
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Invokes ChanConfig to create a window and adds it to the list
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of windows that are to be updated every frame.
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"""
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pipe = makeGraphicsPipe()
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chanConfig = makeGraphicsWindow(pipe, self.render.arc())
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win = chanConfig.getWin()
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if self.pipe == None:
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self.pipe = pipe
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if self.win == None:
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self.win = win
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self.pipeList.append(pipe)
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self.winList.append(win)
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self.getCameras(chanConfig)
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def setupRender(self):
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"""setupRender(self)
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Creates the render scene graph, the primary scene graph for
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rendering 3-d geometry.
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"""
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self.renderTop = NodePath(NamedNode('renderTop'))
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self.render = self.renderTop.attachNewNode('render')
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# Set a default "off color" (i.e. use poly color) for color transitions
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self.render.setColorOff()
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def setupRender2d(self):
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"""setupRender2d(self)
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Creates the render2d scene graph, the primary scene graph for
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2-d objects and gui elements that are superimposed over the
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3-d geometry in the window.
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"""
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self.render2dTop = NodePath(NamedNode('render2dTop'))
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self.render2d = self.render2dTop.attachNewNode('render2d')
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# Set up some overrides to turn off certain properties which
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# we probably won't need for 2-d objects.
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# It's particularly important to turn off the depth test,
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# since we'll be keeping the same depth buffer already filled
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# by the previously-drawn 3-d scene--we don't want to pay for
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# a clear operation, but we also don't want to collide with
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# that depth buffer.
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dt = DepthTestTransition(DepthTestProperty.MNone)
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dw = DepthWriteTransition.off()
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lt = LightTransition.allOff()
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self.render2d.arc().setTransition(dt, 1)
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self.render2d.arc().setTransition(dw, 1)
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self.render2d.arc().setTransition(lt, 1)
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self.render2d.setMaterialOff(1)
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self.render2d.setTwoSided(1, 1)
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# The normal 2-d layer has an aspect ratio that matches the
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# window, but its coordinate system is square. This means
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# anything we parent to render2d gets stretched. For things
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# where that makes a difference, we set up aspect2d, which
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# scales things back to the right aspect ratio.
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# For now, we assume that the window will have an aspect ratio
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# matching that of a traditional PC screen (w / h) = (4 / 3)
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self.aspectRatio = self.config.GetFloat('aspect-ratio', (4.0 / 3.0))
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self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d"))
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self.aspect2d.setScale(1.0 / self.aspectRatio, 1.0, 1.0)
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# It's important to know the bounds of the aspect2d screen.
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self.a2dTop = 1.0
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self.a2dBottom = -1.0
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self.a2dLeft = -self.aspectRatio
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self.a2dRight = self.aspectRatio
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def makeCamera2d(self, win, left, right, bottom, top):
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"""makeCamera2d(self)
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Makes a new camera2d associated with the indicated window, and
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assigns it to render the indicated subrectangle of render2d.
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"""
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# First, we need to make a new layer on the window.
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chan = win.getChannel(0)
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layer = chan.makeLayer()
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# And make a display region to cover the whole layer.
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dr = layer.makeDisplayRegion()
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# Now make a new Camera node.
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cam2dNode = Camera('cam2d')
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lens = OrthographicLens()
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lens.setFilmSize(right - left, top - bottom)
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lens.setFilmOffset((right + left) / 2.0, (top + bottom) / 2.0)
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lens.setNearFar(-1000, 1000)
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cam2dNode.setLens(lens)
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cam2dNode.setScene(self.render2d.getTopNode())
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dr.setCamera(cam2dNode)
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camera2d = self.camera2d.attachNewNode(cam2dNode)
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return camera2d
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def setupDataGraph(self):
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"""setupDataGraph(self)
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Creates the data graph and populates it with the basic input
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devices.
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"""
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self.dataRoot = NodePath(NamedNode('dataRoot'), DataRelation.getClassType())
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# Cache the node so we do not ask for it every frame
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self.dataRootNode = self.dataRoot.node()
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self.dataUnused = NodePath(NamedNode('dataUnused'), DataRelation.getClassType())
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def setupMouse(self, win):
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"""setupMouse(self, win)
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Creates the structures necessary to monitor the mouse input,
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using the indicated window. This should only be called once
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per application.
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"""
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# We create both a MouseAndKeyboard object and a MouseWatcher object
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# for the window. The MouseAndKeyboard generates mouse events and
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# mouse button/keyboard events; the MouseWatcher passes them through
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# unchanged when the mouse is not over a 2-d button, and passes
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# nothing through when the mouse *is* over a 2-d button. Therefore,
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# objects that don't want to get events when the mouse is over a
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# button, like the driveInterface, should be parented to
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# mouseWatcher, while objects that want events in all cases, like the
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# chat interface, should be parented to mak.
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self.mak = self.dataRoot.attachNewNode(MouseAndKeyboard(win, 0, 'mak'))
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self.mouseWatcherNode = MouseWatcher('mouseWatcher')
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self.mouseWatcher = self.mak.attachNewNode(self.mouseWatcherNode)
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mb = self.mouseWatcherNode.getModifierButtons()
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mb.addButton(KeyboardButton.shift())
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mb.addButton(KeyboardButton.control())
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mb.addButton(KeyboardButton.alt())
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self.mouseWatcherNode.setModifierButtons(mb)
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# We also create a DataValve object above the trackball/drive
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# interface, which will allow us to switch some of the mouse
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# control, without switching all of it, to another object
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# later (for instance, to enable OOBE mode--see oobe(),
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# below.)
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self.mouseValve = self.mouseWatcher.attachNewNode(DataValve('mouseValve'))
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# This Control object can be used to turn on and off mouse &
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# keyboard messages to the DriveInterface.
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self.mouseControl = DataValve.Control()
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self.mouseValve.node().setControl(0, self.mouseControl)
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# This Control object is always kept on, handy to have.
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self.onControl = DataValve.Control()
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# Now we have the main trackball & drive interfaces.
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# useTrackball() and useDrive() switch these in and out; only
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# one is in use at a given time.
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self.trackball = self.dataUnused.attachNewNode(Trackball('trackball'))
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self.drive = self.dataUnused.attachNewNode(DriveInterface('drive'))
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self.mouse2cam = self.dataUnused.attachNewNode(Transform2SG('mouse2cam'))
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self.mouse2cam.node().setArc(self.camera.arc())
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self.useDrive()
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self.buttonThrower = self.mouseWatcher.attachNewNode(ButtonThrower())
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# Tell the gui system about our new mouse watcher.
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self.aspect2d.node().setMouseWatcher(self.mouseWatcherNode)
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self.mouseWatcherNode.addRegion(PGMouseWatcherBackground())
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def getCameras(self, chanConfig):
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"""getCameras(self, chanConfig)
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Extracts the camera(s) out of the ChanConfig record, parents
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them all to base.camera, and adds them to base.cameraList.
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"""
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# cameraList is a list of camera group nodes. There may
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# be more than one display region/camera node beneath each
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# one.
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for i in range(chanConfig.getNumGroups()):
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camera = self.camera.attachNewNode(chanConfig.getGroupNode(i))
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cam = camera.find('**/+Camera')
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lens = cam.node().getLens()
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# Enforce our expected aspect ratio, overriding whatever
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# nonsense ChanConfig put in there.
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lens.setAspectRatio(self.aspectRatio)
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self.cameraList.append(camera)
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self.camList.append(cam)
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# this is how we know which display region cameras belong to which
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# camera group. display region i belongs to group self.groupList[i]
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for i in range(chanConfig.getNumDrs()):
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self.groupList.append(chanConfig.getGroupMembership(i))
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# Set the default camera
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if self.cam == None:
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self.cam = self.camList[0]
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# If you need to get a handle to the camera node itself,
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# use self.camNode.
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self.camNode = self.cam.node()
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# If you need to adjust camera parameters, like fov or
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# near/far clipping planes, use self.camLens.
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self.camLens = self.camNode.getLens()
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def getAlt(self):
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return base.mouseWatcherNode.getModifierButtons().isDown(
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KeyboardButton.alt())
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@ -376,7 +514,8 @@ class ShowBase:
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if self.cTrav:
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self.cTrav.traverse(self.render)
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# Finally, render the frame.
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self.win.update()
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for win in self.winList:
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win.update()
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globalClock.tick()
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return Task.cont
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