FilterManager

Inheritance:

Methods of FilterManager:

__init__
def __init__(self, win, cam, forcex=0, forcey=0)

The FilterManager constructor requires you to provide a window which is rendering a scene, and the camera which is used by that window to render the scene. These are henceforth called the 'original window' and the 'original camera.'

cleanup
def cleanup(self)

Restore everything to its original state, deleting any new buffers in the process.

createBuffer
def createBuffer(self, name, xsize, ysize, texgroup, depthbits=1)

Low-level buffer creation. Not intended for public use.

getClears
def getClears(self, region)

Undocumented function.

getScaledSize
def getScaledSize(self, mul, div, align)

Calculate the size of the desired window. Not public.

isFullscreen
def isFullscreen(self)

Undocumented function.

renderQuadInto
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.

renderSceneInto
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 is enabled by default for
the main camera. You can override this by setting shaders on individual nodes, or on the root of your scene graph, but if you do, your own shaders need to generate the outputs that the filter manager is expecting.
* 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.

resizeBuffers
def resizeBuffers(self, win)

Resize all buffers to match the size of the window.

setClears
def setClears(self, region, clears)

Undocumented function.

setStackedClears
def setStackedClears(self, region, clears0, clears1)

Undocumented function.

windowEvent
def windowEvent(self, win)

When the window changes size, automatically resize all buffers