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148 lines
6.0 KiB
C++
148 lines
6.0 KiB
C++
// Filename: config_display.cxx
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// Created by: drose (06Oct99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "config_display.h"
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#include "graphicsStateGuardian.h"
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#include "savedFrameBuffer.h"
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#include "graphicsPipe.h"
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#include "graphicsOutput.h"
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#include "graphicsBuffer.h"
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#include "graphicsWindow.h"
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#include "parasiteBuffer.h"
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#include "textureContext.h"
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ConfigureDef(config_display);
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NotifyCategoryDef(display, "");
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NotifyCategoryDef(gsg, display_cat);
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ConfigureFn(config_display) {
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init_libdisplay();
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}
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ConfigVariableBool view_frustum_cull
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("view-frustum-cull", true,
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PRC_DESC("This is normally true; set it false to disable view-frustum culling "
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"(primarily useful for debugging)."));
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ConfigVariableBool pstats_unused_states
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("pstats-unused-states", false,
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PRC_DESC("Set this true to show the number of unused states in the pstats "
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"graph for TransformState and RenderState counts. This adds a bit "
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"of per-frame overhead to count these things up."));
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// Warning! The code that uses this is currently experimental and
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// incomplete, and will almost certainly crash! Do not set
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// threading-model to anything other than its default of a
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// single-threaded model unless you are developing Panda's threading
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// system!
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ConfigVariableString threading_model
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("threading-model", "",
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PRC_DESC("This is the default threading model to use for new windows. Use "
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"empty string for single-threaded, or something like \"cull/draw\" for "
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"a 3-stage pipeline. See GraphicsEngine::set_threading_model(). "
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"EXPERIMENTAL and incomplete, do not use this!"));
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ConfigVariableBool auto_flip
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("auto-flip", true,
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PRC_DESC("This indicates the initial setting of the auto-flip flag. Set it "
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"true (the default) to cause render_frame() to flip all the windows "
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"before it returns (in single-threaded mode only), or false to wait "
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"until an explicit call to flip_frame() or the next render_frame()."));
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ConfigVariableBool yield_timeslice
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("yield-timeslice", false,
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PRC_DESC("Set this true to yield the timeslice at the end of the frame to be "
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"more polite to other applications that are trying to run."));
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ConfigVariableString screenshot_filename
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("screenshot-filename", "%~p-%a-%b-%d-%H-%M-%S-%Y-%~f.%~e",
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PRC_DESC("This specifies the filename pattern to be used to generate "
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"screenshots captured via save_screenshot_default(). See "
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"DisplayRegion::save_screenshot()."));
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ConfigVariableString screenshot_extension
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("screenshot-extension", "jpg",
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PRC_DESC("This specifies the default filename extension (and therefore the "
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"default image type) to be used for saving screenshots."));
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ConfigVariableBool show_buffers
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("show-buffers", false,
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PRC_DESC("Set this true to cause offscreen GraphicsBuffers to be created as "
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"GraphicsWindows, if possible, so that their contents may be viewed "
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"interactively. Handy during development of multipass algorithms."));
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ConfigVariableBool prefer_parasite_buffer
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("prefer-parasite-buffer", true,
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PRC_DESC("Set this true to make GraphicsOutput::make_render_texture() try to "
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"create a parasite buffer before it tries to create an offscreen "
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"buffer. This may be desired if you know your graphics API does not "
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"support render-directly-to-texture and you want to minimize "
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"framebuffer memory."));
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ConfigVariableBool prefer_single_buffer
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("prefer-single-buffer", true,
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PRC_DESC("Set this true to make GraphicsOutput::make_render_texture() first "
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"try to create a single-buffered offscreen buffer, before falling "
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"back to a double-buffered one (or whatever kind the source window "
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"has). This is true by default to reduce waste of framebuffer "
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"memory, but you may get a performance benefit by setting it to "
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"false (since in that case the buffer can share a graphics context "
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"with the window)."));
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ConfigVariableBool copy_texture_inverted
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("copy-texture-inverted", false,
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PRC_DESC("Set this true to indicate that the GSG in use will invert textures when "
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"it performs a framebuffer-to-texture copy operation, or false to indicate "
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"that it does the right thing. If this is not set, the default behavior is "
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"determined by the GSG's internal logic."));
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ConfigVariableBool window_inverted
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("window-inverted", false,
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PRC_DESC("Set this true to create all windows with the inverted flag set, so that "
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"they will render upside-down and backwards. Normally this is useful only "
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"for debugging."));
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////////////////////////////////////////////////////////////////////
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// Function: init_libdisplay
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// Description: Initializes the library. This must be called at
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// least once before any of the functions or classes in
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// this library can be used. Normally it will be
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// called by the static initializers and need not be
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// called explicitly, but special cases exist.
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////////////////////////////////////////////////////////////////////
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void
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init_libdisplay() {
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static bool initialized = false;
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if (initialized) {
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return;
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}
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initialized = true;
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GraphicsStateGuardian::init_type();
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SavedFrameBuffer::init_type();
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GraphicsPipe::init_type();
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GraphicsOutput::init_type();
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GraphicsWindow::init_type();
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GraphicsBuffer::init_type();
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ParasiteBuffer::init_type();
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TextureContext::init_type();
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}
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