panda3d/panda/src/display/graphicsOutput.cxx
2005-03-05 01:14:25 +00:00

1052 lines
39 KiB
C++

// Filename: graphicsOutput.cxx
// Created by: drose (06Feb04)
//
////////////////////////////////////////////////////////////////////
//
// 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 "graphicsOutput.h"
#include "graphicsPipe.h"
#include "graphicsEngine.h"
#include "graphicsWindow.h"
#include "config_display.h"
#include "mutexHolder.h"
#include "renderBuffer.h"
#include "indirectLess.h"
#include "pStatTimer.h"
#include "configVariableBool.h"
#include "camera.h"
#include "displayRegion.h"
#include "lens.h"
#include "perspectiveLens.h"
#include "pointerTo.h"
TypeHandle GraphicsOutput::_type_handle;
PStatCollector GraphicsOutput::_make_current_pcollector("Draw:Make current");
PStatCollector GraphicsOutput::_copy_texture_pcollector("Draw:Copy texture");
struct CubeFaceDef {
CubeFaceDef(const char *name, const LPoint3f &look_at, const LVector3f &up) :
_name(name), _look_at(look_at), _up(up) { }
const char *_name;
LPoint3f _look_at;
LVector3f _up;
};
static CubeFaceDef cube_faces[6] = {
CubeFaceDef("positive_x", LPoint3f(1, 0, 0), LVector3f(0, -1, 0)),
CubeFaceDef("negative_x", LPoint3f(-1, 0, 0), LVector3f(0, -1, 0)),
CubeFaceDef("positive_y", LPoint3f(0, 1, 0), LVector3f(0, 0, 1)),
CubeFaceDef("negative_y", LPoint3f(0, -1, 0), LVector3f(0, 0, -1)),
CubeFaceDef("positive_z", LPoint3f(0, 0, 1), LVector3f(0, -1, 0)),
CubeFaceDef("negative_z", LPoint3f(0, 0, -1), LVector3f(0, -1, 0))
};
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Constructor
// Access: Protected
// Description: Normally, the GraphicsOutput constructor is not
// called directly; these are created instead via the
// GraphicsEngine::make_window() function.
////////////////////////////////////////////////////////////////////
GraphicsOutput::
GraphicsOutput(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
const string &name) {
#ifdef DO_MEMORY_USAGE
MemoryUsage::update_type(this, this);
#endif
_pipe = pipe;
_gsg = gsg;
_name = name;
_x_size = 0;
_y_size = 0;
_has_size = false;
_is_valid = false;
_rtm_mode = RTM_none;
_flip_ready = false;
_needs_context = true;
_cube_map_index = -1;
_sort = 0;
_internal_sort_index = 0;
_active = true;
_one_shot = false;
_inverted = window_inverted;
_delete_flag = false;
int mode = gsg->get_properties().get_frame_buffer_mode();
if ((mode & FrameBufferProperties::FM_buffer) == FrameBufferProperties::FM_single_buffer) {
// Single buffered; we must draw into the front buffer.
_draw_buffer_type = RenderBuffer::T_front;
}
// We start out with one DisplayRegion that covers the whole window,
// which we may use internally for full-window operations like
// clear() and get_screenshot().
_default_display_region = make_display_region(0.0f, 1.0f, 0.0f, 1.0f);
_default_display_region->set_active(false);
_display_regions_stale = false;
// By default, each new GraphicsOutput is set up to clear color and
// depth.
set_clear_color_active(true);
set_clear_depth_active(true);
switch (background_color.get_num_words()) {
case 1:
set_clear_color(Colorf(background_color[0], background_color[0], background_color[0], 0.0f));
break;
case 2:
set_clear_color(Colorf(background_color[0], background_color[0], background_color[0], background_color[1]));
break;
case 3:
set_clear_color(Colorf(background_color[0], background_color[1], background_color[2], 0.0f));
break;
case 4:
set_clear_color(Colorf(background_color[0], background_color[1], background_color[2], background_color[3]));
break;
default:
display_cat.warning()
<< "Invalid background-color specification: "
<< background_color.get_string_value() << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Copy Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
GraphicsOutput::
GraphicsOutput(const GraphicsOutput &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Copy Assignment Operator
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
operator = (const GraphicsOutput &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Destructor
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
GraphicsOutput::
~GraphicsOutput() {
// The window should be closed by the time we destruct.
nassertv(!is_valid());
// We shouldn't have a GraphicsPipe pointer anymore.
nassertv(_pipe == (GraphicsPipe *)NULL);
// We don't have to destruct our child display regions explicitly,
// since they are all reference-counted and will go away when their
// pointers do. However, we do need to zero out their pointers to
// us.
TotalDisplayRegions::iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
(*dri)->_window = NULL;
}
_total_display_regions.clear();
_active_display_regions.clear();
_default_display_region = NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::detach_texture
// Access: Published
// Description: Disassociates the texture from the GraphicsOutput.
// The texture will no longer be filled as the frame
// renders, and it may be used as an ordinary texture in
// its own right. However, its contents may be
// undefined.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
detach_texture() {
MutexHolder holder(_lock);
if (_rtm_mode == RTM_bind_texture && _gsg != (GraphicsStateGuardian *)NULL) {
_gsg->framebuffer_release_texture(this, get_texture());
}
_texture = NULL;
_rtm_mode = RTM_none;
set_inverted(window_inverted);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::setup_render_texture
// Access: Published
// Description: Creates a new Texture object, suitable for rendering
// the contents of this buffer into, and stores it in
// _texture. This also disassociates the previous
// texture (if any).
//
// If tex is not NULL, it is the texture that will be
// set up for rendering into; otherwise, a new Texture
// object will be created (in which case you may call
// get_texture() to retrieve the new texture pointer
// later).
//
// If allow_bind is true, and this GraphicsOutput is an
// offscreen graphics buffer that has not yet been
// rendered into, it will attempt to set up the buffer
// for rendering directly into the texture, avoiding the
// cost of the copy-to-texture-memory each frame. This
// is not supported by all graphics hardware, but if it
// is not supported, this option is quietly ignored.
//
// If to_ram is true, the texture image will be
// downloaded from the framebuffer memory into system
// RAM each frame, which is more expensive but allows
// the texture to subsequently be applied to any GSG.
// Otherwise, the texture image remains in texture
// memory only.
//
// Also see make_texture_buffer(), which is a
// higher-level interface for preparing
// render-to-a-texture mode.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
setup_render_texture(Texture *tex, bool allow_bind, bool to_ram) {
MutexHolder holder(_lock);
if (_rtm_mode == RTM_bind_texture && _gsg != (GraphicsStateGuardian *)NULL) {
_gsg->framebuffer_release_texture(this, get_texture());
}
if (tex == (Texture *)NULL) {
_texture = new Texture(get_name());
_texture->set_wrap_u(Texture::WM_clamp);
_texture->set_wrap_v(Texture::WM_clamp);
} else {
_texture = tex;
_texture->clear_ram_image();
}
_texture->set_match_framebuffer_format(true);
// Go ahead and tell the texture our anticipated size, even if it
// might be inaccurate (particularly if this is a GraphicsWindow,
// which has system-imposed restrictions on size).
_texture->set_x_size(get_x_size());
_texture->set_y_size(get_y_size());
if (to_ram) {
_rtm_mode = RTM_copy_ram;
} else if (allow_bind) {
_rtm_mode = RTM_bind_if_possible;
} else {
_rtm_mode = RTM_copy_texture;
}
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
set_inverted(_gsg->get_copy_texture_inverted());
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_active
// Access: Published
// Description: Sets the active flag associated with the
// GraphicsOutput. If the GraphicsOutput is marked
// inactive, nothing is rendered.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
set_active(bool active) {
_active = active;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::is_active
// Access: Published, Virtual
// Description: Returns true if the window is ready to be rendered
// into, false otherwise.
////////////////////////////////////////////////////////////////////
bool GraphicsOutput::
is_active() const {
return _active && is_valid();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_inverted
// Access: Published
// Description: Changes the current setting of the inverted flag.
// When this is true, the scene is rendered into the
// window upside-down and backwards, that is, inverted
// as if viewed through a mirror placed on the floor.
//
// This is primarily intended to support DirectX (and a
// few buggy OpenGL graphics drivers) that perform a
// framebuffer-to-texture copy upside-down from the
// usual OpenGL (and Panda) convention. Panda will
// automatically set this flag for offscreen buffers on
// hardware that is known to do this, to compensate when
// rendering offscreen into a texture.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
set_inverted(bool inverted) {
if (_inverted != inverted) {
_inverted = inverted;
if (_y_size != 0) {
// All of our DisplayRegions need to recompute their pixel
// positions now.
TotalDisplayRegions::iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
(*dri)->compute_pixels(_x_size, _y_size);
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_sort
// Access: Published
// Description: Adjusts the sorting order of this particular
// GraphicsOutput, relative to other GraphicsOutputs.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
set_sort(int sort) {
if (_sort != sort) {
if (_gsg != (GraphicsStateGuardian *)NULL &&
_gsg->get_engine() != (GraphicsEngine *)NULL) {
_gsg->get_engine()->set_window_sort(this, sort);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::remove_display_region
// Access: Published
// Description: Removes the indicated DisplayRegion from the window,
// and destructs it if there are no other references.
//
// Returns true if the DisplayRegion is found and
// removed, false if it was not a part of the window.
////////////////////////////////////////////////////////////////////
bool GraphicsOutput::
remove_display_region(DisplayRegion *display_region) {
MutexHolder holder(_lock);
nassertr(display_region != _default_display_region, false);
PT(DisplayRegion) drp = display_region;
TotalDisplayRegions::iterator dri =
find(_total_display_regions.begin(), _total_display_regions.end(), drp);
if (dri != _total_display_regions.end()) {
display_region->_window = NULL;
_total_display_regions.erase(dri);
if (display_region->is_active()) {
_display_regions_stale = true;
}
return true;
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_num_display_regions
// Access: Published
// Description: Returns the number of DisplayRegions that have
// been created within the window, active or otherwise.
////////////////////////////////////////////////////////////////////
int GraphicsOutput::
get_num_display_regions() const {
determine_display_regions();
int result;
{
MutexHolder holder(_lock);
result = _total_display_regions.size();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_display_region
// Access: Published
// Description: Returns the nth DisplayRegion of those that have been
// created within the window. This may return NULL if n
// is out of bounds; particularly likely if the number
// of display regions has changed since the last call to
// get_num_display_regions().
////////////////////////////////////////////////////////////////////
PT(DisplayRegion) GraphicsOutput::
get_display_region(int n) const {
determine_display_regions();
PT(DisplayRegion) result;
{
MutexHolder holder(_lock);
if (n >= 0 && n < (int)_total_display_regions.size()) {
result = _total_display_regions[n];
} else {
result = NULL;
}
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_num_active_display_regions
// Access: Published
// Description: Returns the number of active DisplayRegions that have
// been created within the window.
////////////////////////////////////////////////////////////////////
int GraphicsOutput::
get_num_active_display_regions() const {
determine_display_regions();
int result;
{
MutexHolder holder(_lock);
result = _active_display_regions.size();
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_active_display_region
// Access: Published
// Description: Returns the nth active DisplayRegion of those that
// have been created within the window. This may return
// NULL if n is out of bounds; particularly likely if
// the number of display regions has changed since the
// last call to get_num_active_display_regions().
////////////////////////////////////////////////////////////////////
PT(DisplayRegion) GraphicsOutput::
get_active_display_region(int n) const {
determine_display_regions();
PT(DisplayRegion) result;
{
MutexHolder holder(_lock);
if (n >= 0 && n < (int)_active_display_regions.size()) {
result = _active_display_regions[n];
} else {
result = NULL;
}
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_texture_buffer
// Access: Published
// Description: Creates and returns an offscreen buffer for rendering
// into, the result of which will be a texture suitable
// for applying to geometry within the scene rendered
// into this window.
//
// If tex is not NULL, it is the texture that will be
// set up for rendering into; otherwise, a new Texture
// object will be created. In either case, the target
// texture can be retrieved from the return value with
// buffer->get_texture() (assuming the return value is
// not NULL).
//
// If to_ram is true, the buffer will be set up to
// download its contents to the system RAM memory
// associated with the Texture object, instead of
// keeping it strictly within texture memory; this is
// much slower, but it allows using the texture with any
// GSG.
//
// This will attempt to be smart about maximizing render
// performance while minimizing framebuffer waste. It
// might return a GraphicsBuffer set to render directly
// into a texture, if possible; or it might return a
// ParasiteBuffer that renders into this window. The
// return value is NULL if the buffer could not be
// created for some reason.
//
// When you are done using the buffer, you should remove
// it with a call to GraphicsEngine::remove_window() (or
// set the one_shot flag so it removes itself after one
// frame).
////////////////////////////////////////////////////////////////////
GraphicsOutput *GraphicsOutput::
make_texture_buffer(const string &name, int x_size, int y_size,
Texture *tex, bool to_ram) {
GraphicsStateGuardian *gsg = get_gsg();
GraphicsEngine *engine = gsg->get_engine();
GraphicsOutput *host = get_host();
// The new buffer should be drawn before this buffer is drawn. If
// the user requires more control than this, he can set the sort
// value himself.
int sort = get_sort() - 1;
GraphicsOutput *buffer = NULL;
if (show_buffers) {
// If show_buffers is true, just go ahead and call make_buffer(),
// since it all amounts to the same thing anyway--this will
// actually create a new GraphicsWindow.
buffer = engine->make_buffer(gsg, name, sort, x_size, y_size);
buffer->setup_render_texture(tex, false, to_ram);
return buffer;
}
bool allow_bind =
(prefer_texture_buffer && gsg->get_supports_render_texture() && !to_ram);
// If the user so indicated in the Config.prc file, try to create a
// parasite buffer first. We can only do this if the requested size
// fits within the available framebuffer size. Also, don't do this
// if we want to try using render-to-a-texture mode, since using a
// ParasiteButter will preclude that.
if (prefer_parasite_buffer && !allow_bind &&
(x_size <= host->get_x_size() && y_size <= host->get_y_size())) {
buffer = engine->make_parasite(host, name, sort, x_size, y_size);
if (buffer != (GraphicsOutput *)NULL) {
buffer->setup_render_texture(tex, false, to_ram);
return buffer;
}
}
// Attempt to create a single-buffered offscreen buffer.
if (prefer_single_buffer) {
FrameBufferProperties sb_props = gsg->get_properties();
int orig_mode = sb_props.get_frame_buffer_mode();
int sb_mode = (orig_mode & ~FrameBufferProperties::FM_buffer) | FrameBufferProperties::FM_single_buffer;
sb_props.set_frame_buffer_mode(sb_mode);
if (sb_mode != orig_mode) {
PT(GraphicsStateGuardian) sb_gsg =
engine->make_gsg(gsg->get_pipe(), sb_props, gsg);
if (sb_gsg != (GraphicsStateGuardian *)NULL) {
buffer = engine->make_buffer(sb_gsg, name, sort, x_size, y_size);
if (buffer != (GraphicsOutput *)NULL) {
// Check the buffer for goodness.
buffer->setup_render_texture(tex, allow_bind, to_ram);
engine->open_windows();
if (buffer->is_valid()) {
return buffer;
}
// No good; delete the buffer and keep trying.
bool removed = engine->remove_window(buffer);
nassertr(removed, NULL);
buffer = (GraphicsOutput *)NULL;
}
}
}
}
// All right, attempt to create an offscreen buffer, using the same
// GSG. This will be a double-buffered offscreen buffer, if the
// source window is double-buffered.
buffer = engine->make_buffer(gsg, name, sort, x_size, y_size);
if (buffer != (GraphicsOutput *)NULL) {
buffer->setup_render_texture(tex, allow_bind, to_ram);
engine->open_windows();
if (buffer->is_valid()) {
return buffer;
}
bool removed = engine->remove_window(buffer);
nassertr(removed, NULL);
buffer = (GraphicsOutput *)NULL;
}
// Looks like we have to settle for a parasite buffer.
if (x_size <= host->get_x_size() && y_size <= host->get_y_size()) {
buffer = engine->make_parasite(host, name, sort, x_size, y_size);
buffer->setup_render_texture(tex, false, to_ram);
return buffer;
}
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_cube_map
// Access: Published
// Description: This is similar to make_texture_buffer() in that it
// allocates a separate buffer suitable for rendering to
// a texture that can be assigned to geometry in this
// window, but in this case, the buffer is set up to
// render the six faces of a cube map.
//
// The buffer is automatically set up with six display
// regions and six cameras, each of which are assigned
// the indicated draw_mask and parented to the given
// camera_rig node (which you should then put in your
// scene to render the cube map from the appropriate
// point of view).
//
// You may take the texture associated with the buffer
// and apply it to geometry, particularly with
// TexGenAttrib::M_world_cube_map also in effect, to
// apply a reflection of everything seen by the camera
// rig.
////////////////////////////////////////////////////////////////////
GraphicsOutput *GraphicsOutput::
make_cube_map(const string &name, int size, bool to_ram,
NodePath &camera_rig, DrawMask camera_mask) {
if (!to_ram) {
// Check the limits imposed by the GSG. (However, if we're
// rendering the texture to RAM only, these limits may be
// irrelevant.)
GraphicsStateGuardian *gsg = get_gsg();
int max_dimension = gsg->get_max_cube_map_dimension();
if (max_dimension == 0) {
// The GSG doesn't support cube mapping; too bad for you.
return NULL;
}
if (max_dimension > 0) {
size = min(max_dimension, size);
}
}
PT(Texture) tex = new Texture(name);
tex->setup_cube_map();
tex->set_wrap_u(Texture::WM_clamp);
tex->set_wrap_v(Texture::WM_clamp);
GraphicsOutput *buffer = make_texture_buffer(name, size, size, tex, to_ram);
// We don't need to clear the overall buffer; instead, we'll clear
// each display region.
buffer->set_clear_color_active(false);
buffer->set_clear_depth_active(false);
PT(Lens) lens = new PerspectiveLens;
lens->set_fov(90.0f);
for (int i = 0; i < 6; i++) {
PT(Camera) camera = new Camera(cube_faces[i]._name);
camera->set_lens(lens);
camera->set_camera_mask(camera_mask);
NodePath camera_np = camera_rig.attach_new_node(camera);
camera_np.look_at(cube_faces[i]._look_at, cube_faces[i]._up);
DisplayRegion *dr = buffer->make_display_region();
dr->set_cube_map_index(i);
dr->copy_clear_settings(*this);
dr->set_camera(camera_np);
}
return buffer;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_host
// Access: Public, Virtual
// Description: This is normally called only from within
// make_texture_buffer(). When called on a
// ParasiteBuffer, it returns the host of that buffer;
// but when called on some other buffer, it returns the
// buffer itself.
////////////////////////////////////////////////////////////////////
GraphicsOutput *GraphicsOutput::
get_host() {
return this;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::request_open
// Access: Public, Virtual
// Description: This is called by the GraphicsEngine to request that
// the window (or whatever) open itself or, in general,
// make itself valid, at the next call to
// process_events().
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
request_open() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::request_close
// Access: Public, Virtual
// Description: This is called by the GraphicsEngine to request that
// the window (or whatever) close itself or, in general,
// make itself invalid, at the next call to
// process_events(). By that time we promise the gsg
// pointer will be cleared.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
request_close() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_close_now
// Access: Public, Virtual
// Description: This is called by the GraphicsEngine to insist that
// the output be closed immediately. This is only
// called from the window thread.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
set_close_now() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::reset_window
// Access: Protected, Virtual
// Description: resets the window framebuffer from its derived
// children. Does nothing here.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
reset_window(bool swapchain) {
display_cat.info()
<< "Resetting " << get_type() << "\n";
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::begin_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// before beginning rendering for a given frame. It
// should do whatever setup is required, and return true
// if the frame should be rendered, or false if it
// should be skipped.
////////////////////////////////////////////////////////////////////
bool GraphicsOutput::
begin_frame() {
if (display_cat.is_spam()) {
display_cat.spam()
<< "begin_frame(): " << get_type() << " "
<< get_name() << " " << (void *)this << "\n";
}
if (_gsg == (GraphicsStateGuardian *)NULL) {
return false;
}
if (needs_context()) {
if (!make_context()) {
return false;
}
}
// Okay, we already have a GSG, so activate it.
make_current();
if (_rtm_mode == RTM_bind_texture) {
// Release the texture so we can render into the frame buffer.
_gsg->framebuffer_release_texture(this, get_texture());
}
_cube_map_index = -1;
return _gsg->begin_frame();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::clear
// Access: Public
// Description: Clears the entire framebuffer before rendering,
// according to the settings of get_color_clear_active()
// and get_depth_clear_active() (inherited from
// DrawableRegion).
//
// This function is called only within the draw thread.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
clear() {
if (is_any_clear_active()) {
if (display_cat.is_spam()) {
display_cat.spam()
<< "clear(): " << get_type() << " "
<< get_name() << " " << (void *)this << "\n";
}
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
DisplayRegionStack old_dr = _gsg->push_display_region(_default_display_region);
_gsg->clear(this);
_gsg->pop_display_region(old_dr);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::end_frame
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after rendering is completed for a given frame. It
// should do whatever finalization is required.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
end_frame() {
if (display_cat.is_spam()) {
display_cat.spam()
<< "end_frame(): " << get_type() << " "
<< get_name() << " " << (void *)this << "\n";
}
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
_gsg->end_frame();
// If _rtm_mode isn't RTM_none, it means we should copy or lock the
// framebuffer to the GraphicsOutput's associated texture after the
// frame has rendered.
if (_rtm_mode != RTM_none) {
PStatTimer timer(_copy_texture_pcollector);
nassertv(has_texture());
// If _rtm_mode is RTM_bind_texture, it means we should attempt to
// lock the framebuffer directly to the texture memory, avoiding
// the copy.
if (_rtm_mode == RTM_bind_texture) {
if (display_cat.is_debug()) {
display_cat.debug()
<< "Locking texture for " << get_name() << " at frame end.\n";
}
if (!_gsg->framebuffer_bind_to_texture(this, get_texture())) {
display_cat.warning()
<< "Lock-to-texture failed, resorting to copy.\n";
_rtm_mode = RTM_copy_texture;
}
}
if (_rtm_mode != RTM_bind_texture) {
if (display_cat.is_debug()) {
display_cat.debug()
<< "Copying texture for " << get_name() << " at frame end.\n";
display_cat.debug()
<< "cube_map_index = " << _cube_map_index << "\n";
}
RenderBuffer buffer = _gsg->get_render_buffer(get_draw_buffer_type());
if (_rtm_mode == RTM_copy_ram) {
_gsg->framebuffer_copy_to_ram(get_texture(), _cube_map_index,
_default_display_region, buffer);
} else {
_gsg->framebuffer_copy_to_texture(get_texture(), _cube_map_index,
_default_display_region, buffer);
}
}
}
// If we're not single-buffered, we're now ready to flip.
if (!_gsg->get_properties().is_single_buffered()) {
_flip_ready = true;
}
if (_one_shot && !show_buffers) {
// In one-shot mode, we request the GraphicsEngine to delete the
// window after we have rendered a frame. But when show-buffers
// mode is enabled, we don't do this, to give the user a chance to
// see the output.
_active = false;
_delete_flag = true;
}
_cube_map_index = -1;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::change_scenes
// Access: Public
// Description: Called by the GraphicsEngine when the window is about
// to change to another DisplayRegion. This exists
// mainly to provide a callback for switching the cube
// map face, if we are rendering to the different faces
// of a cube map.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
change_scenes(DisplayRegion *new_dr) {
int new_cube_map_index = new_dr->get_cube_map_index();
if (new_cube_map_index != -1 &&
new_cube_map_index != _cube_map_index) {
int old_cube_map_index = _cube_map_index;
_cube_map_index = new_cube_map_index;
if (_rtm_mode != RTM_none) {
if (_rtm_mode == RTM_bind_texture) {
// In render-to-texture mode, switch the rendering backend to
// the new cube map face, so that the subsequent frame will be
// rendered to the new face.
select_cube_map(new_cube_map_index);
} else if (old_cube_map_index != -1) {
// In copy-to-texture mode, copy the just-rendered framebuffer
// to the old cube map face.
if (display_cat.is_debug()) {
display_cat.debug()
<< "Copying texture for " << get_name() << " at scene change.\n";
display_cat.debug()
<< "cube_map_index = " << old_cube_map_index << "\n";
}
RenderBuffer buffer = _gsg->get_render_buffer(get_draw_buffer_type());
if (_rtm_mode == RTM_copy_ram) {
_gsg->framebuffer_copy_to_ram(get_texture(), old_cube_map_index,
_default_display_region, buffer);
} else {
_gsg->framebuffer_copy_to_texture(get_texture(), old_cube_map_index,
_default_display_region, buffer);
}
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::select_cube_map
// Access: Public, Virtual
// Description: Called internally when the window is in
// render-to-a-texture mode and we are in the process of
// rendering the six faces of a cube map. This should
// do whatever needs to be done to switch the buffer to
// the indicated face.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
select_cube_map(int) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_context
// Access: Public, Virtual
// Description: If _needs_context is true, this will be called
// in the draw thread prior to rendering into the
// window. It should attempt to create a graphics
// context, and return true if successful, false
// otherwise. If it returns false the window will be
// considered failed.
////////////////////////////////////////////////////////////////////
bool GraphicsOutput::
make_context() {
_needs_context = false;
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_current
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// during begin_frame() to ensure the graphics context
// is ready for drawing.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
make_current() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::release_gsg
// Access: Public
// Description: Releases the current GSG pointer, if it is currently
// held, and resets the GSG to NULL. The window will be
// permanently unable to render; this is normally called
// only just before destroying the window. This should
// only be called from within the draw thread.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
release_gsg() {
_gsg.clear();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::begin_flip
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after end_frame() has been called on all windows, to
// initiate the exchange of the front and back buffers.
//
// This should instruct the window to prepare for the
// flip at the next video sync, but it should not wait.
//
// We have the two separate functions, begin_flip() and
// end_flip(), to make it easier to flip all of the
// windows at the same time.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
begin_flip() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::end_flip
// Access: Public, Virtual
// Description: This function will be called within the draw thread
// after begin_flip() has been called on all windows, to
// finish the exchange of the front and back buffers.
//
// This should cause the window to wait for the flip, if
// necessary.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
end_flip() {
_flip_ready = false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::process_events
// Access: Public, Virtual
// Description: Do whatever processing in the window thread is
// appropriate for this output object each frame.
//
// This function is called only within the window
// thread.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
process_events() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::add_display_region
// Access: Private
// Description: Called by one of the make_display_region() methods to
// add the new DisplayRegion to the list.
////////////////////////////////////////////////////////////////////
DisplayRegion *GraphicsOutput::
add_display_region(DisplayRegion *display_region) {
MutexHolder holder(_lock);
_total_display_regions.push_back(display_region);
_display_regions_stale = true;
return display_region;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::do_determine_display_regions
// Access: Private
// Description: Re-sorts the list of active DisplayRegions within
// the window.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
do_determine_display_regions() {
MutexHolder holder(_lock);
_display_regions_stale = false;
_active_display_regions.clear();
_active_display_regions.reserve(_total_display_regions.size());
TotalDisplayRegions::const_iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
DisplayRegion *display_region = (*dri);
if (display_region->is_active()) {
_active_display_regions.push_back(display_region);
}
}
stable_sort(_active_display_regions.begin(), _active_display_regions.end(), IndirectLess<DisplayRegion>());
}