more TexMemWatcher features

This commit is contained in:
David Rose 2009-02-06 00:55:27 +00:00
parent 85e5ad2e45
commit ac19dd2de0
2 changed files with 337 additions and 32 deletions

View File

@ -149,6 +149,7 @@ class ShowBase(DirectObject.DirectObject):
self.mouseInterface = None
self.drive = None
self.trackball = None
self.texmem = None
self.cam = None
self.cam2d = None
self.cam2dp = None
@ -1782,6 +1783,18 @@ class ShowBase(DirectObject.DirectObject):
if self.trackball:
self.changeMouseInterface(self.trackball)
def toggleTexMem(self):
""" Toggles a handy texture memory watcher. See TexMemWatcher
for more information. """
if self.texmem and not self.texmem.cleanedUp:
self.texmem.cleanup()
self.texmem = None
return
from direct.showutil.TexMemWatcher import TexMemWatcher
self.texmem = TexMemWatcher()
def oobe(self):
"""
Enable a special "out-of-body experience" mouse-interface

View File

@ -20,8 +20,16 @@ class TexMemWatcher(DirectObject):
memory fragmentation issues.
"""
NextIndex = 1
def __init__(self, gsg = None, limit = None):
DirectObject.__init__(self)
# First, we'll need a name to uniquify the object.
self.name = 'tex-mem%s' % (TexMemWatcher.NextIndex)
TexMemWatcher.NextIndex += 1
self.cleanedUp = False
# If no GSG is specified, use the main GSG.
if gsg is None:
@ -65,20 +73,15 @@ class TexMemWatcher(DirectObject):
# We should render at the end of the frame.
self.win.setSort(10000)
# Set our GSG to a texture memory limit of 0. This will force
# it to unload any textures as soon as they are offscreen, so
# that our GSG's texture memory utilization will match that of
# the real GSG.
self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(0)
# We don't need to clear the color buffer, since we'll be
# filling it with a texture. We also don't need to clear the
# depth buffer, since we won't be using it.
self.win.setClearColor(False)
self.win.setClearDepth(False)
self.win.setWindowEvent('tex-mem-window')
self.accept('tex-mem-window', self.windowEvent)
eventName = '%s-window' % (self.name)
self.win.setWindowEvent(eventName)
self.accept(eventName, self.windowEvent)
# Make a render2d in this new window.
self.render2d = NodePath('render2d')
@ -96,9 +99,32 @@ class TexMemWatcher(DirectObject):
self.cam = self.render2d.attachNewNode(cam)
self.dr.setCamera(self.cam)
# We'll need a Mouse and a MouseWatcher in the data graph, so
# we can interact with the various textures.
self.mouse = base.dataRoot.attachNewNode(MouseAndKeyboard(self.win, 0, '%s-mouse' % (self.name)))
self.mw = MouseWatcher('%s-watcher' % (self.name))
mwnp = self.mouse.attachNewNode(self.mw)
bt = ButtonThrower('%s-thrower' % (self.name))
mwnp.attachNewNode(bt)
bt.setPrefix('button-%s-' % (self.name))
self.accept('button-%s-mouse1' % (self.name), self.mouseClick)
eventName = '%s-enter' % (self.name)
self.mw.setEnterPattern(eventName)
self.accept(eventName, self.enterRegion)
eventName = '%s-leave' % (self.name)
self.mw.setLeavePattern(eventName)
self.accept(eventName, self.leaveRegion)
# Now start handling up the actual stuff in the scene.
self.canvas = self.render2d.attachNewNode('canvas')
self.background = None
self.overflowing = False
self.nextTexRecordKey = 0
self.rollover = None
self.isolate = None
self.task = taskMgr.doMethodLater(0.5, self.updateTextures, 'TexMemWatcher')
@ -123,6 +149,12 @@ class TexMemWatcher(DirectObject):
self.dynamicLimit = True
if not self.dynamicLimit:
# Set our GSG to limit itself to no more textures than we
# expect to display onscreen, so we don't go crazy with
# texture memory.
self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
# The actual height of the canvas, including the overflow
# area. The texture memory itself is restricted to (0..1)
# vertically; anything higher than 1 is overflow.
@ -138,20 +170,25 @@ class TexMemWatcher(DirectObject):
self.reconfigureWindow()
def cleanup(self):
# Remove the window.
if self.win:
if not self.cleanedUp:
self.cleanedUp = True
# Remove the window.
base.graphicsEngine.removeWindow(self.win)
self.win = None
self.gsg = None
self.pipe = None
# Remove the mouse.
self.mouse.detachNode()
if self.task:
taskMgr.remove(self.task)
self.task = None
self.ignoreAll()
self.ignoreAll()
self.canvas.getChildren().detach()
self.texRecords = {}
self.texPlacements = {}
self.canvas.getChildren().detach()
self.texRecordsByTex = {}
self.texRecordsByKey = {}
self.texPlacements = {}
def windowEvent(self, win):
@ -167,6 +204,131 @@ class TexMemWatcher(DirectObject):
self.winSize = size
self.reconfigureWindow()
def enterRegion(self, region, buttonName):
""" the mouse has rolled over a texture. """
key, pi = map(int, region.getName().split(':'))
tr = self.texRecordsByKey.get(key)
if not tr:
return
self.setRollover(tr, pi)
def leaveRegion(self, region, buttonName):
""" the mouse is no longer over a texture. """
key, pi = map(int, region.getName().split(':'))
tr = self.texRecordsByKey.get(key)
if tr != self.rollover:
return
self.setRollover(None, None)
def mouseClick(self):
""" Received a mouse-click within the window. This isolates
the currently-highlighted texture into a full-window
presentation. """
if self.isolate:
# We're already isolating a texture; the click undoes this.
self.isolateTexture(None)
return
if self.rollover:
self.isolateTexture(self.rollover)
def setRollover(self, tr, pi):
""" Sets the highlighted texture (due to mouse rollover) to
the indicated texture, or None to clear it. """
if self.rollover:
self.rollover.clearRollover()
self.rollover = tr
if self.rollover:
self.rollover.showRollover(pi, self)
def isolateTexture(self, tr):
""" Isolates the indicated texture onscreen, or None to
restore normal mode. """
if self.isolate:
self.isolate.removeNode()
self.isolate = None
self.canvas.show()
self.background.clearColor()
self.win.getGsg().setTextureQualityOverride(Texture.QLDefault)
if not tr:
return
self.canvas.hide()
# Disable the red bar at the top.
self.background.setColor(1, 1, 1, 1, 1)
# Show the texture in all its filtered glory.
self.win.getGsg().setTextureQualityOverride(Texture.QLBest)
self.isolate = self.render2d.attachNewNode('isolate')
self.isolate.setBin('fixed', 0)
# Put a label on the bottom of the screen.
tn = TextNode('tn')
tn.setText('%s\n%s x %s\n%s bytes' % (
tr.tex.getName(), tr.tex.getXSize(), tr.tex.getYSize(),
tr.size))
tn.setAlign(tn.ACenter)
tn.setCardAsMargin(100.0, 100.0, 0.1, 0.1)
tn.setCardColor(0.1, 0.2, 0.4, 1)
tnp = self.isolate.attachNewNode(tn)
scale = 15.0 / self.winSize[1]
tnp.setScale(scale * self.winSize[1] / self.winSize[0], scale, scale)
tnp.setPos(0.5, 0, -tn.getBottom() * scale)
labelTop = tn.getHeight() * scale
# Make a card that shows the texture in actual pixel size, but
# don't let it exceed the screen size.
tw = tr.tex.getXSize()
th = tr.tex.getYSize()
wx = self.winSize[0] * 0.9
wy = self.winSize[1] * (1.0 - labelTop) * 0.9
w = min(tw, wx)
h = min(th, wy)
sx = w / tw
sy = h / th
s = min(sx, sy)
w = tw * s / float(self.winSize[0])
h = th * s / float(self.winSize[1])
cx = 0.5
cy = 1.0 - (1.0 - labelTop) * 0.5
l = cx - w * 0.5
r = cx + w * 0.5
b = cy - h * 0.5
t = cy + h * 0.5
cm = CardMaker('card')
cm.setFrame(l, r, b, t)
c = self.isolate.attachNewNode(cm.generate())
c.setTexture(tr.tex)
c.setTransparency(TransparencyAttrib.MAlpha)
ls = LineSegs('frame')
ls.setColor(0, 0, 0, 1)
ls.moveTo(l, 0, b)
ls.drawTo(r, 0, b)
ls.drawTo(r, 0, t)
ls.drawTo(l, 0, t)
ls.drawTo(l, 0, b)
self.isolate.attachNewNode(ls.create())
def reconfigureWindow(self):
""" Resets everything for a new window size. """
@ -218,7 +380,7 @@ class TexMemWatcher(DirectObject):
totalSize = 0
texRecords = []
neverVisited = copy.copy(self.texRecords)
neverVisited = copy.copy(self.texRecordsByTex)
for tex in self.gsg.getPreparedTextures():
# We have visited this texture; remove it from the
# neverVisited list.
@ -229,14 +391,16 @@ class TexMemWatcher(DirectObject):
if tex.getResident(pgo):
size = tex.getDataSizeBytes(pgo)
tr = self.texRecords.get(tex, None)
tr = self.texRecordsByTex.get(tex, None)
if size:
totalSize += size
active = tex.getActive(pgo)
if not tr:
# This is a new texture; need to record it.
tr = TexRecord(tex, size, active)
key = self.nextTexRecordKey
self.nextTexRecordKey += 1
tr = TexRecord(key, tex, size, active)
texRecords.append(tr)
else:
tr.setActive(active)
@ -254,7 +418,8 @@ class TexMemWatcher(DirectObject):
# textures that we didn't visit at all this pass.
for tex, tr in neverVisited.items():
self.unplaceTexture(tr)
del self.texRecords[tex]
del self.texRecordsByTex[tex]
del self.texRecordsByKey[tr.key]
self.totalSize = totalSize
if totalSize > self.limit and self.dynamicLimit:
@ -279,7 +444,8 @@ class TexMemWatcher(DirectObject):
self.overflowing = False
for tr in texRecords:
self.placeTexture(tr)
self.texRecords[tr.tex] = tr
self.texRecordsByTex[tr.tex] = tr
self.texRecordsByKey[tr.key] = tr
return task.again
@ -288,8 +454,11 @@ class TexMemWatcher(DirectObject):
""" Repacks all of the current textures. """
self.canvas.getChildren().detach()
self.texRecords = {}
self.texRecordsByTex = {}
self.texRecordsByKey = {}
self.texPlacements = {}
self.mw.clearRegions()
self.setRollover(None, None)
self.w = 1
self.h = 1
@ -301,8 +470,11 @@ class TexMemWatcher(DirectObject):
size = tex.getDataSizeBytes(pgo)
if size:
active = tex.getActive(pgo)
tr = TexRecord(tex, size, active)
self.texRecords[tex] = tr
key = self.nextTexRecordKey
self.nextTexRecordKey += 1
tr = TexRecord(key, tex, size, active)
self.texRecordsByTex[tr.tex] = tr
self.texRecordsByKey[tr.key] = tr
totalSize += size
self.totalSize = totalSize
@ -313,6 +485,11 @@ class TexMemWatcher(DirectObject):
# Choose a suitable limit by rounding to the next power of two.
self.limit = Texture.upToPower2(self.totalSize)
# Set our GSG to limit itself to no more textures than we
# expect to display onscreen, so we don't go crazy with
# texture memory.
self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
# Now make that into a 2-D rectangle of the appropriate shape,
# such that w * h == limit.
@ -332,10 +509,11 @@ class TexMemWatcher(DirectObject):
self.h = h
self.canvas.setScale(1.0 / w, 1.0, 1.0 / h)
self.mw.setFrame(0, w, 0, h)
# Sort the regions from largest to smallest to maximize
# packing effectiveness.
texRecords = self.texRecords.values()
texRecords = self.texRecordsByTex.values()
texRecords.sort(key = lambda tr: (-tr.w, -tr.h))
self.overflowing = False
@ -347,10 +525,7 @@ class TexMemWatcher(DirectObject):
for tp in tr.placements:
del self.texPlacements[tp]
tr.placements = []
if tr.root:
tr.root.detachNode()
tr.root = None
tr.clearCard(self)
def placeTexture(self, tr):
""" Places the texture somewhere on the canvas where it will
@ -625,11 +800,14 @@ class TexMemWatcher(DirectObject):
class TexRecord:
def __init__(self, tex, size, active):
def __init__(self, key, tex, size, active):
self.key = key
self.tex = tex
self.active = active
self.root = None
self.regions = []
self.placements = []
self.rollover = None
self.setSize(size)
@ -658,10 +836,17 @@ class TexRecord:
self.matte.setColor((0.2, 0.2, 0.2, 1), 2)
self.card.setColor((0.4, 0.4, 0.4, 1), 2)
def makeCard(self, tmw):
def clearCard(self, tmw):
if self.root:
self.root.detachNode()
self.root = None
for r in self.regions:
tmw.mw.removeRegion(r)
self.regions = []
def makeCard(self, tmw):
self.clearCard(tmw)
root = NodePath('root')
# A backing to put behind the card.
@ -734,6 +919,113 @@ class TexRecord:
self.root = root
# Also, make one or more clickable MouseWatcherRegions.
assert self.regions == []
for pi in range(len(self.placements)):
p = self.placements[pi]
r = MouseWatcherRegion('%s:%s' % (self.key, pi), *p.p)
tmw.mw.addRegion(r)
self.regions.append(p)
def showRollover(self, pi, tmw):
self.clearRollover()
try:
p = self.placements[pi]
except IndexError:
return
# Center the rollover rectangle over the placement
l, r, b, t = p.p
cx0 = (l + r) * 0.5
cy0 = (b + t) * 0.5
# Exaggerate its size a bit
w = self.w
h = self.h
cx = cx0
if cx + w > tmw.w:
cx = tmw.w - w
if cx - w < 0:
cx = w
cy = cy0
if cy + h > tmw.h:
cy = tmw.h - h
if cy - h < 0:
cy = h
# But keep it within the window
l = max(cx - w, 0)
r = min(cx + w, tmw.w)
b = max(cy - h, 0)
t = min(cy + h, tmw.h)
# If it needs to be shrunk to fit within the window, keep it
# the same aspect ratio.
sx = float(r - l) / float(w)
sy = float(t - b) / float(h)
if sx != sy:
s = min(sx, sy)
w *= s / sx
h *= s / sy
cx = cx0
if cx + w > tmw.w:
cx = tmw.w - w
if cx - w < 0:
cx = w
cy = cy0
if cy + h > tmw.h:
cy = tmw.h - h
if cy - h < 0:
cy = h
l = max(cx - w, 0)
r = min(cx + w, tmw.w)
b = max(cy - h, 0)
t = min(cy + h, tmw.h)
self.rollover = tmw.canvas.attachNewNode('rollover')
cm = CardMaker('backing')
cm.setFrame(l, r, b, t)
cm.setColor(0.1, 0.3, 0.5, 1)
c = self.rollover.attachNewNode(cm.generate())
c.setBin('fixed', 100)
cm = CardMaker('card')
cm.setFrame(l, r, b, t)
c = self.rollover.attachNewNode(cm.generate())
c.setTexture(self.tex)
c.setBin('fixed', 110)
c.setTransparency(TransparencyAttrib.MAlpha)
# Label the font too.
tn = TextNode('tn')
tn.setText('%s\n%s x %s' % (self.tex.getName(), self.tex.getXSize(), self.tex.getYSize()))
tn.setAlign(tn.ACenter)
tn.setShadow(0.05, 0.05)
tnp = self.rollover.attachNewNode(tn)
scale = 20.0 / tmw.winSize[1] * tmw.h
tnp.setScale(scale)
tx = (l + r) * 0.5
ty = b + scale * 2
tnp.setPos(tx, 0, ty)
if tx + tn.getWidth() * scale * 0.5 > tmw.w:
tn.setAlign(tn.ARight)
tnp.setX(r)
elif tx - tn.getWidth() * scale * 0.5 < 0:
tn.setAlign(tn.ALeft)
tnp.setX(l)
tnp.setBin('fixed', 120)
def clearRollover(self):
if self.rollover:
self.rollover.removeNode()
self.rollover = None
class TexPlacement:
def __init__(self, l, r, b, t):
self.p = (l, r, b, t)