panda3d/panda/src/display/config_display.cxx
2004-12-10 20:29:21 +00:00

148 lines
6.0 KiB
C++

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