mirror of
https://github.com/panda3d/panda3d.git
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1194 lines
41 KiB
C++
1194 lines
41 KiB
C++
// Filename: graphicsEngine.cxx
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// Created by: drose (24Feb02)
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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, 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://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#include "graphicsEngine.h"
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#include "graphicsPipe.h"
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#include "config_display.h"
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#include "pipeline.h"
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#include "drawCullHandler.h"
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#include "binCullHandler.h"
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#include "cullResult.h"
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#include "cullTraverser.h"
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#include "clockObject.h"
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#include "pStatTimer.h"
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#include "pStatClient.h"
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#include "mutexHolder.h"
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#include "string_utils.h"
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#ifndef CPPPARSER
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PStatCollector GraphicsEngine::_cull_pcollector("Cull");
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PStatCollector GraphicsEngine::_draw_pcollector("Draw");
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#endif // CPPPARSER
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::Constructor
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// Access: Published
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// Description: Creates a new GraphicsEngine object. The Pipeline is
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// normally left to default to NULL, which indicates the
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// global render pipeline, but it may be any Pipeline
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// you choose.
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////////////////////////////////////////////////////////////////////
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GraphicsEngine::
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GraphicsEngine(Pipeline *pipeline) :
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_pipeline(pipeline)
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{
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if (_pipeline == (Pipeline *)NULL) {
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_pipeline = Pipeline::get_render_pipeline();
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}
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// Default frame buffer properties.
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_frame_buffer_properties.set_depth_bits(1);
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_frame_buffer_properties.set_color_bits(1);
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_frame_buffer_properties.set_frame_buffer_mode
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(FrameBufferProperties::FM_rgba |
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FrameBufferProperties::FM_double_buffer |
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FrameBufferProperties::FM_depth);
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set_threading_model(GraphicsThreadingModel(threading_model));
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if (!_threading_model.is_default()) {
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display_cat.info()
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<< "Using threading model " << _threading_model << "\n";
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}
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_auto_flip = auto_flip;
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_flip_state = FS_flip;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::Destructor
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// Access: Published
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// Description: Gracefully cleans up the graphics engine and its
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// related threads and windows.
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////////////////////////////////////////////////////////////////////
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GraphicsEngine::
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~GraphicsEngine() {
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remove_all_windows();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::set_frame_buffer_properties
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// Access: Published
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// Description: Specifies the default frame buffer properties for
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// future gsg's created using the one-parameter
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// make_gsg() method.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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set_frame_buffer_properties(const FrameBufferProperties &properties) {
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MutexHolder holder(_lock);
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_frame_buffer_properties = properties;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::get_frame_buffer_properties
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// Access: Published
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// Description: Returns the current default threading model. See
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// set_frame_buffer_properties().
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////////////////////////////////////////////////////////////////////
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FrameBufferProperties GraphicsEngine::
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get_frame_buffer_properties() const {
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FrameBufferProperties result;
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{
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MutexHolder holder(_lock);
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result = _frame_buffer_properties;
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::set_threading_model
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// Access: Published
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// Description: Specifies how windows created using future calls to
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// the one-parameter version of make_gsg() will be
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// threaded.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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set_threading_model(const GraphicsThreadingModel &threading_model) {
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if (!threading_model.is_single_threaded() &&
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!Thread::is_threading_supported()) {
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display_cat.warning()
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<< "Threading model " << threading_model
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<< " requested but threading not supported.\n";
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return;
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}
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MutexHolder holder(_lock);
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_threading_model = threading_model;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::get_threading_model
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// Access: Published
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// Description: Returns the current default threading model. See
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// set_threading_model().
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////////////////////////////////////////////////////////////////////
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GraphicsThreadingModel GraphicsEngine::
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get_threading_model() const {
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GraphicsThreadingModel result;
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{
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MutexHolder holder(_lock);
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result = _threading_model;
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::make_gsg
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// Access: Published
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// Description: Creates a new gsg using the indicated GraphicsPipe
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// and returns it. The GraphicsEngine does not
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// officially own the pointer to the gsg; but if any
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// windows are created using this GSG, the
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// GraphicsEngine will own the pointers to these
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// windows, which in turn will own the pointer to the
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// GSG.
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//
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// There is no explicit way to release a GSG, but it
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// will be destructed when all windows that reference it
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// are destructed, and the draw thread that owns the GSG
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// runs one more time.
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////////////////////////////////////////////////////////////////////
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PT(GraphicsStateGuardian) GraphicsEngine::
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make_gsg(GraphicsPipe *pipe, const FrameBufferProperties &properties,
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const GraphicsThreadingModel &threading_model) {
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// TODO: ask the draw thread to make the GSG.
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PT(GraphicsStateGuardian) gsg = pipe->make_gsg(properties);
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if (gsg != (GraphicsStateGuardian *)NULL) {
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gsg->_threading_model = threading_model;
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gsg->_pipe = pipe;
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}
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return gsg;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::make_window
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// Access: Published
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// Description: Creates a new window using the indicated
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// GraphicsStateGuardian and returns it. The
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// GraphicsEngine becomes the owner of the window; it
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// will persist at least until remove_window() is called
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// later.
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////////////////////////////////////////////////////////////////////
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GraphicsWindow *GraphicsEngine::
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make_window(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
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const GraphicsThreadingModel &threading_model) {
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if (gsg != (GraphicsStateGuardian *)NULL) {
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nassertr(pipe == gsg->get_pipe(), NULL);
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nassertr(threading_model.get_draw_name() ==
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gsg->get_threading_model().get_draw_name(), NULL);
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}
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// TODO: ask the window thread to make the window.
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PT(GraphicsWindow) window = pipe->make_window(gsg);
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if (window != (GraphicsWindow *)NULL) {
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MutexHolder holder(_lock);
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_windows.insert(window);
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WindowRenderer *cull = get_window_renderer(threading_model.get_cull_name());
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WindowRenderer *draw = get_window_renderer(threading_model.get_draw_name());
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draw->add_gsg(gsg);
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if (threading_model.get_cull_sorting()) {
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cull->add_window(cull->_cull, window);
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draw->add_window(draw->_draw, window);
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} else {
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cull->add_window(cull->_cdraw, window);
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}
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// We should ask the pipe which thread it prefers to run its
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// windowing commands in (the "window thread"). This is the
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// thread that handles the commands to open, resize, etc. the
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// window. X requires this to be done in the app thread, but some
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// pipes might prefer this to be done in draw, for instance. For
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// now, we assume this is the app thread.
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_app.add_window(_app._window, window);
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display_cat.info()
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<< "Created " << window->get_type() << "\n";
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}
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return window;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::remove_window
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// Access: Published
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// Description: Removes the indicated window from the set of windows
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// that will be processed when render_frame() is called.
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// This also closes the window if it is open, and
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// removes the window from its GraphicsPipe, allowing
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// the window to be destructed if there are no other
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// references to it. (However, the window may not be
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// actually closed until next frame, if it is controlled
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// by a sub-thread.)
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//
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// The return value is true if the window was removed,
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// false if it was not found.
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//
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// Unlike remove_all_windows(), this function does not
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// terminate any of the threads that may have been
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// started to service this window; they are left running
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// (since you might open a new window later on these
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// threads). If your intention is to clean up before
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// shutting down, it is better to call
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// remove_all_windows() then to call remove_window() one
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// at a time.
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////////////////////////////////////////////////////////////////////
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bool GraphicsEngine::
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remove_window(GraphicsWindow *window) {
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// First, make sure we know what this window is.
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PT(GraphicsWindow) ptwin = window;
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size_t count;
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{
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MutexHolder holder(_lock);
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count = _windows.erase(ptwin);
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}
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if (count == 0) {
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// Never heard of this window. Do nothing.
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return false;
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}
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do_remove_window(window);
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::remove_all_windows
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// Access: Published
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// Description: Removes and closes all windows from the engine. This
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// also cleans up and terminates any threads that have
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// been started to service those windows.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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remove_all_windows() {
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Windows::iterator wi;
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for (wi = _windows.begin(); wi != _windows.end(); ++wi) {
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GraphicsWindow *win = (*wi);
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do_remove_window(win);
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}
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_windows.clear();
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_app.do_release(this);
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_app.do_close(this);
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terminate_threads();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::is_empty
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// Access: Published
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// Description: Returns true if there are no windows managed by the
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// engine, false if there is at least one.
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////////////////////////////////////////////////////////////////////
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bool GraphicsEngine::
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is_empty() const {
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return _windows.empty();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::render_frame
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// Access: Published
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// Description: Renders the next frame in all the registered windows,
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// and flips all of the frame buffers.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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render_frame() {
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// We hold the GraphicsEngine mutex while we wait for all of the
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// threads. Doing this puts us at risk for deadlock if any of the
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// threads tries to call any methods on the GraphicsEngine. So
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// don't do that.
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MutexHolder holder(_lock);
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if (_flip_state != FS_flip) {
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do_flip_frame();
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}
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// Grab each thread's mutex again after all windows have flipped.
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Threads::const_iterator ti;
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for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
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RenderThread *thread = (*ti).second;
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thread->_cv_mutex.lock();
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}
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// Now cycle the pipeline and officially begin the next frame.
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_pipeline->cycle();
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ClockObject::get_global_clock()->tick();
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PStatClient::main_tick();
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// Now signal all of our threads to begin their next frame.
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_app.do_frame(this);
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for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
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RenderThread *thread = (*ti).second;
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if (thread->_thread_state == TS_wait) {
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thread->_thread_state = TS_do_frame;
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thread->_cv.signal();
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}
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thread->_cv_mutex.release();
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}
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// Some threads may still be drawing, so indicate that we have to
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// wait for those threads before we can flip.
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_flip_state = FS_draw;
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// But if we don't have any threads, go ahead and flip the frame
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// now. No point in waiting if we're single-threaded.
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if (_threads.empty() && _auto_flip) {
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do_flip_frame();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::sync_frame
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// Access: Published
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// Description: Waits for all the threads that started drawing their
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// last frame to finish drawing. The windows are not
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// yet flipped when this returns; see also flip_frame().
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// It is not usually necessary to call this explicitly,
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// unless you need to see the previous frame right away.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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sync_frame() {
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MutexHolder holder(_lock);
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if (_flip_state == FS_draw) {
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do_sync_frame();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::flip_frame
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// Access: Published
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// Description: Waits for all the threads that started drawing their
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// last frame to finish drawing, and then flips all the
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// windows. It is not usually necessary to call this
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// explicitly, unless you need to see the previous frame
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// right away.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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flip_frame() {
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MutexHolder holder(_lock);
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if (_flip_state != FS_flip) {
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do_flip_frame();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::render_subframe
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// Access: Published
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// Description: Performs a complete cull and draw pass for one
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// particular display region. This is normally useful
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// only for special effects, like shaders, that require
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// a complete offscreen render pass before they can
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// complete.
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//
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// This always executes completely within the calling
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// thread, regardless of the threading model in use.
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// Thus, it must always be called from the draw thread,
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// whichever thread that may be.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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render_subframe(GraphicsStateGuardian *gsg, DisplayRegion *dr,
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bool cull_sorting) {
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if (cull_sorting) {
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cull_bin_draw(gsg, dr);
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} else {
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cull_and_draw_together(gsg, dr);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::cull_and_draw_together
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// Access: Private
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// Description: This is called in the cull+draw thread by individual
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// RenderThread objects during the frame rendering. It
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// culls the geometry and immediately draws it, without
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// first collecting it into bins. This is used when the
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// threading model begins with the "-" character.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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cull_and_draw_together(const GraphicsEngine::Windows &wlist) {
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Windows::const_iterator wi;
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for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
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GraphicsWindow *win = (*wi);
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if (win->is_active()) {
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if (win->begin_frame()) {
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win->clear();
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int num_display_regions = win->get_num_display_regions();
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for (int i = 0; i < num_display_regions; i++) {
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DisplayRegion *dr = win->get_display_region(i);
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cull_and_draw_together(win->get_gsg(), dr);
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}
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win->end_frame();
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::cull_and_draw_together
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// Access: Private
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// Description: This variant of cull_and_draw_together() is called
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// only by render_subframe().
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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cull_and_draw_together(GraphicsStateGuardian *gsg, DisplayRegion *dr) {
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nassertv(gsg != (GraphicsStateGuardian *)NULL);
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PT(SceneSetup) scene_setup = setup_scene(dr->get_camera(), gsg);
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if (setup_gsg(gsg, scene_setup)) {
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DisplayRegionStack old_dr = gsg->push_display_region(dr);
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gsg->prepare_display_region();
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if (dr->is_any_clear_active()) {
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gsg->clear(dr);
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}
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DrawCullHandler cull_handler(gsg);
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if (gsg->begin_scene()) {
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do_cull(&cull_handler, scene_setup, gsg);
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gsg->end_scene();
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}
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gsg->pop_display_region(old_dr);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::cull_bin_draw
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// Access: Private
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// Description: This is called in the cull thread by individual
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// RenderThread objects during the frame rendering. It
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// collects the geometry into bins in preparation for
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// drawing.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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cull_bin_draw(const GraphicsEngine::Windows &wlist) {
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Windows::const_iterator wi;
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for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
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GraphicsWindow *win = (*wi);
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if (win->is_active()) {
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// This should be done in the draw thread, not here.
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if (win->begin_frame()) {
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win->clear();
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int num_display_regions = win->get_num_display_regions();
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for (int i = 0; i < num_display_regions; i++) {
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DisplayRegion *dr = win->get_display_region(i);
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cull_bin_draw(win->get_gsg(), dr);
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}
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win->end_frame();
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::cull_bin_draw
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// Access: Private
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// Description: This variant of cull_bin_draw() is called
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// by render_subframe(), as well as within the
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// implementation of cull_bin_draw(), above.
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////////////////////////////////////////////////////////////////////
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void GraphicsEngine::
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cull_bin_draw(GraphicsStateGuardian *gsg, DisplayRegion *dr) {
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nassertv(gsg != (GraphicsStateGuardian *)NULL);
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PT(CullResult) cull_result = dr->_cull_result;
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if (cull_result != (CullResult *)NULL) {
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cull_result = cull_result->make_next();
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} else {
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cull_result = new CullResult(gsg);
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}
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PT(SceneSetup) scene_setup = setup_scene(dr->get_camera(), gsg);
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if (scene_setup != (SceneSetup *)NULL) {
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BinCullHandler cull_handler(cull_result);
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do_cull(&cull_handler, scene_setup, gsg);
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|
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cull_result->finish_cull();
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// Save the results for next frame.
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dr->_cull_result = cull_result;
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// Now draw.
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// This should get deferred into the next pipeline stage.
|
|
do_draw(cull_result, scene_setup, gsg, dr);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::process_events
|
|
// Access: Private
|
|
// Description: This is called by the RenderThread object to process
|
|
// all the windows events (resize, etc.) for the given
|
|
// list of windows. This is run in the window thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
process_events(const GraphicsEngine::Windows &wlist) {
|
|
Windows::const_iterator wi;
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsWindow *win = (*wi);
|
|
win->process_events();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::flip_windows
|
|
// Access: Private
|
|
// Description: This is called by the RenderThread object to flip the
|
|
// buffers (resize, etc.) for the given list of windows.
|
|
// This is run in the draw thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
flip_windows(const GraphicsEngine::Windows &wlist) {
|
|
Windows::const_iterator wi;
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsWindow *win = (*wi);
|
|
win->begin_flip();
|
|
}
|
|
for (wi = wlist.begin(); wi != wlist.end(); ++wi) {
|
|
GraphicsWindow *win = (*wi);
|
|
win->end_flip();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_sync_frame
|
|
// Access: Private
|
|
// Description: The implementation of sync_frame(). We assume _lock
|
|
// is already held before this method is called.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_sync_frame() {
|
|
nassertv(_flip_state == FS_draw);
|
|
|
|
// Wait for all the threads to finish their current frame. Grabbing
|
|
// and releasing the mutex should achieve that.
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.lock();
|
|
thread->_cv_mutex.release();
|
|
}
|
|
|
|
_flip_state = FS_sync;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_flip_frame
|
|
// Access: Private
|
|
// Description: The implementation of flip_frame(). We assume _lock
|
|
// is already held before this method is called.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_flip_frame() {
|
|
nassertv(_flip_state == FS_draw || _flip_state == FS_sync);
|
|
|
|
// First, wait for all the threads to finish their current frame, if
|
|
// necessary. Grabbing the mutex should achieve that.
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.lock();
|
|
}
|
|
|
|
// Now signal all of our threads to flip the windows.
|
|
_app.do_flip(this);
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
if (thread->_thread_state == TS_wait) {
|
|
thread->_thread_state = TS_do_flip;
|
|
thread->_cv.signal();
|
|
}
|
|
thread->_cv_mutex.release();
|
|
}
|
|
|
|
_flip_state = FS_flip;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::setup_scene
|
|
// Access: Private
|
|
// Description: Returns a new SceneSetup object appropriate for
|
|
// rendering the scene from the indicated camera, or
|
|
// NULL if the scene should not be rendered for some
|
|
// reason.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(SceneSetup) GraphicsEngine::
|
|
setup_scene(const NodePath &camera, GraphicsStateGuardian *gsg) {
|
|
if (camera.is_empty()) {
|
|
// No camera, no draw.
|
|
return NULL;
|
|
}
|
|
|
|
Camera *camera_node;
|
|
DCAST_INTO_R(camera_node, camera.node(), NULL);
|
|
|
|
if (!camera_node->is_active()) {
|
|
// Camera inactive, no draw.
|
|
return NULL;
|
|
}
|
|
|
|
Lens *lens = camera_node->get_lens();
|
|
if (lens == (Lens *)NULL) {
|
|
// No lens, no draw.
|
|
return NULL;
|
|
}
|
|
|
|
NodePath scene_root = camera_node->get_scene();
|
|
if (scene_root.is_empty()) {
|
|
// No scene, no draw.
|
|
return NULL;
|
|
}
|
|
|
|
PT(SceneSetup) scene_setup = new SceneSetup;
|
|
|
|
// We will need both the camera transform (the net transform to the
|
|
// camera from the scene) and the world transform (the camera
|
|
// transform inverse, or the net transform to the scene from the
|
|
// camera).
|
|
CPT(TransformState) camera_transform = camera.get_transform(scene_root);
|
|
CPT(TransformState) world_transform = scene_root.get_transform(camera);
|
|
|
|
// The render transform is the same as the world transform, except
|
|
// it is converted into the GSG's internal coordinate system. This
|
|
// is the transform that the GSG will apply to all of its vertices.
|
|
CPT(TransformState) cs_transform = TransformState::make_identity();
|
|
CoordinateSystem external_cs = gsg->get_coordinate_system();
|
|
CoordinateSystem internal_cs = gsg->get_internal_coordinate_system();
|
|
if (internal_cs != CS_default && internal_cs != external_cs) {
|
|
cs_transform =
|
|
TransformState::make_mat(LMatrix4f::convert_mat(external_cs, internal_cs));
|
|
}
|
|
|
|
scene_setup->set_scene_root(scene_root);
|
|
scene_setup->set_camera_path(camera);
|
|
scene_setup->set_camera_node(camera_node);
|
|
scene_setup->set_lens(lens);
|
|
scene_setup->set_camera_transform(camera_transform);
|
|
scene_setup->set_world_transform(world_transform);
|
|
scene_setup->set_cs_transform(cs_transform);
|
|
|
|
return scene_setup;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_cull
|
|
// Access: Private
|
|
// Description: Fires off a cull traversal using the indicated camera.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_cull(CullHandler *cull_handler, SceneSetup *scene_setup,
|
|
GraphicsStateGuardian *gsg) {
|
|
// Statistics
|
|
PStatTimer timer(_cull_pcollector);
|
|
|
|
CullTraverser trav;
|
|
trav.set_cull_handler(cull_handler);
|
|
trav.set_depth_offset_decals(gsg->depth_offset_decals());
|
|
trav.set_scene(scene_setup);
|
|
trav.set_camera_mask(scene_setup->get_camera_node()->get_camera_mask());
|
|
|
|
if (view_frustum_cull) {
|
|
// If we're to be performing view-frustum culling, determine the
|
|
// bounding volume associated with the current viewing frustum.
|
|
|
|
// First, we have to get the current viewing frustum, which comes
|
|
// from the lens.
|
|
PT(BoundingVolume) bv = scene_setup->get_lens()->make_bounds();
|
|
|
|
if (bv != (BoundingVolume *)NULL &&
|
|
bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
|
|
// Transform it into the appropriate coordinate space.
|
|
PT(GeometricBoundingVolume) local_frustum;
|
|
local_frustum = DCAST(GeometricBoundingVolume, bv->make_copy());
|
|
local_frustum->xform(scene_setup->get_camera_transform()->get_mat());
|
|
|
|
trav.set_view_frustum(local_frustum);
|
|
}
|
|
}
|
|
|
|
trav.traverse(scene_setup->get_scene_root());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_draw
|
|
// Access: Private
|
|
// Description: Draws the previously-culled scene.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_draw(CullResult *cull_result, SceneSetup *scene_setup,
|
|
GraphicsStateGuardian *gsg, DisplayRegion *dr) {
|
|
// Statistics
|
|
PStatTimer timer(_draw_pcollector);
|
|
|
|
if (setup_gsg(gsg, scene_setup)) {
|
|
DisplayRegionStack old_dr = gsg->push_display_region(dr);
|
|
gsg->prepare_display_region();
|
|
if (dr->is_any_clear_active()) {
|
|
gsg->clear(dr);
|
|
}
|
|
if (gsg->begin_scene()) {
|
|
cull_result->draw();
|
|
gsg->end_scene();
|
|
}
|
|
gsg->pop_display_region(old_dr);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::setup_gsg
|
|
// Access: Private
|
|
// Description: Sets up the GSG to draw the indicated scene. Returns
|
|
// true if the scene (and its lens) is acceptable, false
|
|
// otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::
|
|
setup_gsg(GraphicsStateGuardian *gsg, SceneSetup *scene_setup) {
|
|
if (scene_setup == (SceneSetup *)NULL) {
|
|
// No scene, no draw.
|
|
return false;
|
|
}
|
|
|
|
const Lens *lens = scene_setup->get_lens();
|
|
if (lens == (const Lens *)NULL) {
|
|
// No lens, no draw.
|
|
return false;
|
|
}
|
|
|
|
if (!gsg->set_lens(lens)) {
|
|
// The lens is inappropriate somehow.
|
|
display_cat.error()
|
|
<< gsg->get_type() << " cannot render with " << lens->get_type()
|
|
<< "\n";
|
|
return false;
|
|
}
|
|
|
|
gsg->set_scene(scene_setup);
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::do_remove_window
|
|
// Access: Private
|
|
// Description: An internal function called by remove_window() and
|
|
// remove_all_windows() to actually remove the indicated
|
|
// window from all relevant structures, except the
|
|
// _windows list itself.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
do_remove_window(GraphicsWindow *window) {
|
|
PT(GraphicsPipe) pipe = window->get_pipe();
|
|
window->_pipe = (GraphicsPipe *)NULL;
|
|
|
|
// Now remove the window from all threads that know about it.
|
|
_app.remove_window(window);
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->remove_window(window);
|
|
}
|
|
|
|
// If the window happened to be controlled by the app thread, we
|
|
// might as well close it now rather than waiting for next frame.
|
|
_app.do_pending(this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::terminate_threads
|
|
// Access: Private
|
|
// Description: Signals our child threads to terminate and waits for
|
|
// them to clean up.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::
|
|
terminate_threads() {
|
|
MutexHolder holder(_lock);
|
|
|
|
// First, wait for all the threads to finish their current frame.
|
|
// Grabbing the mutex should achieve that.
|
|
Threads::const_iterator ti;
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.lock();
|
|
}
|
|
|
|
// Now tell them to release their windows' graphics contexts.
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
if (thread->_thread_state == TS_wait) {
|
|
thread->_thread_state = TS_do_release;
|
|
thread->_cv.signal();
|
|
}
|
|
thread->_cv_mutex.release();
|
|
}
|
|
|
|
// Grab the mutex again to wait for the above to complete.
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->_cv_mutex.lock();
|
|
}
|
|
|
|
// Now tell them to close their windows and terminate.
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
MutexHolder cv_holder(thread->_cv_mutex);
|
|
thread->_thread_state = TS_terminate;
|
|
thread->_cv.signal();
|
|
thread->_cv_mutex.release();
|
|
}
|
|
|
|
// Finally, wait for them all to finish cleaning up.
|
|
for (ti = _threads.begin(); ti != _threads.end(); ++ti) {
|
|
RenderThread *thread = (*ti).second;
|
|
thread->join();
|
|
}
|
|
|
|
_threads.clear();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::get_window_renderer
|
|
// Access: Private
|
|
// Description: Returns the WindowRenderer with the given name.
|
|
// Creates a new RenderThread if there is no such thread
|
|
// already.
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsEngine::WindowRenderer *GraphicsEngine::
|
|
get_window_renderer(const string &name) {
|
|
if (name.empty()) {
|
|
return &_app;
|
|
}
|
|
|
|
MutexHolder holder(_lock);
|
|
Threads::iterator ti = _threads.find(name);
|
|
if (ti != _threads.end()) {
|
|
return (*ti).second.p();
|
|
}
|
|
|
|
PT(RenderThread) thread = new RenderThread(name, this);
|
|
thread->start(TP_normal, true, true);
|
|
_threads[name] = thread;
|
|
|
|
return thread.p();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::add_gsg
|
|
// Access: Public
|
|
// Description: Adds a new GSG to the _gsg list, if it is not already
|
|
// there.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
add_gsg(GraphicsStateGuardian *gsg) {
|
|
MutexHolder holder(_wl_lock);
|
|
_gsgs.insert(gsg);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::add_window
|
|
// Access: Public
|
|
// Description: Adds a new window to the indicated list, which should
|
|
// be a member of the WindowRenderer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
add_window(Windows &wlist, GraphicsWindow *window) {
|
|
MutexHolder holder(_wl_lock);
|
|
wlist.insert(window);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::remove_window_now
|
|
// Access: Public
|
|
// Description: Immediately removes the indicated window from all
|
|
// lists. If the window is currently open and is
|
|
// already on the _window list, moves it to the _pending_close
|
|
// list for later closure.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
remove_window(GraphicsWindow *window) {
|
|
MutexHolder holder(_wl_lock);
|
|
PT(GraphicsWindow) ptwin = window;
|
|
|
|
_cull.erase(ptwin);
|
|
|
|
Windows::iterator wi;
|
|
|
|
wi = _cdraw.find(ptwin);
|
|
if (wi != _cdraw.end()) {
|
|
// The window is on our _cdraw list, meaning its GSG operations are
|
|
// serviced by this thread (cull and draw in the same operation).
|
|
|
|
// Move it to the pending release thread so we can release the GSG
|
|
// when the thread next runs. We can't do this immediately,
|
|
// because we might not have been called from the subthread.
|
|
_pending_release.insert(ptwin);
|
|
_cdraw.erase(wi);
|
|
}
|
|
|
|
wi = _draw.find(ptwin);
|
|
if (wi != _draw.end()) {
|
|
// The window is on our _draw list, meaning its GSG operations are
|
|
// serviced by this thread (draw performed on this thread).
|
|
|
|
// Move it to the pending release thread so we can release the GSG
|
|
// when the thread next runs. We can't do this immediately,
|
|
// because we might not have been called from the subthread.
|
|
_pending_release.insert(ptwin);
|
|
_draw.erase(wi);
|
|
}
|
|
|
|
wi = _window.find(ptwin);
|
|
if (wi != _window.end()) {
|
|
// The window is on our _window list, meaning its open/close
|
|
// operations (among other window ops) are serviced by this
|
|
// thread.
|
|
|
|
// Make sure the window isn't about to request itself open.
|
|
WindowProperties close_properties;
|
|
close_properties.set_open(false);
|
|
ptwin->request_properties(close_properties);
|
|
|
|
// If the window is already open, move it to the _pending_close list so
|
|
// it can be closed later. We can't close it immediately, because
|
|
// we might not have been called from the subthread.
|
|
if (!ptwin->is_closed()) {
|
|
_pending_close.insert(ptwin);
|
|
}
|
|
|
|
_window.erase(wi);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_frame
|
|
// Access: Public
|
|
// Description: Executes one stage of the pipeline for the current
|
|
// thread: calls cull on all windows that are on the
|
|
// cull list for this thread, draw on all the windows on
|
|
// the draw list, etc.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_frame(GraphicsEngine *engine) {
|
|
MutexHolder holder(_wl_lock);
|
|
engine->cull_bin_draw(_cull);
|
|
engine->cull_and_draw_together(_cdraw);
|
|
engine->process_events(_window);
|
|
|
|
// If any GSG's on the list have no more outstanding pointers, clean
|
|
// them up. (We are in the draw thread for all of these GSG's.)
|
|
if (any_done_gsgs()) {
|
|
GSGs new_gsgs;
|
|
GSGs::iterator gi;
|
|
for (gi = _gsgs.begin(); gi != _gsgs.end(); ++gi) {
|
|
GraphicsStateGuardian *gsg = (*gi);
|
|
if (gsg->get_ref_count() == 1) {
|
|
// This one has no outstanding pointers; clean it up.
|
|
GraphicsPipe *pipe = gsg->get_pipe();
|
|
engine->close_gsg(pipe, gsg);
|
|
} else {
|
|
// This one is ok; preserve it.
|
|
new_gsgs.insert(gsg);
|
|
}
|
|
}
|
|
|
|
_gsgs.swap(new_gsgs);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_flip
|
|
// Access: Public
|
|
// Description: Flips the windows as appropriate for the current
|
|
// thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_flip(GraphicsEngine *engine) {
|
|
MutexHolder holder(_wl_lock);
|
|
engine->flip_windows(_cdraw);
|
|
engine->flip_windows(_draw);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_release
|
|
// Access: Public
|
|
// Description: Releases the rendering contexts for all windows on
|
|
// the _draw list.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_release(GraphicsEngine *) {
|
|
MutexHolder holder(_wl_lock);
|
|
Windows::iterator wi;
|
|
for (wi = _draw.begin(); wi != _draw.end(); ++wi) {
|
|
GraphicsWindow *win = (*wi);
|
|
win->release_gsg();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_close
|
|
// Access: Public
|
|
// Description: Closes all the windows on the _window list.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_close(GraphicsEngine *engine) {
|
|
WindowProperties close_properties;
|
|
close_properties.set_open(false);
|
|
|
|
MutexHolder holder(_wl_lock);
|
|
Windows::iterator wi;
|
|
for (wi = _window.begin(); wi != _window.end(); ++wi) {
|
|
GraphicsWindow *win = (*wi);
|
|
win->set_properties_now(close_properties);
|
|
}
|
|
|
|
// Also close all of the GSG's.
|
|
GSGs new_gsgs;
|
|
GSGs::iterator gi;
|
|
for (gi = _gsgs.begin(); gi != _gsgs.end(); ++gi) {
|
|
GraphicsStateGuardian *gsg = (*gi);
|
|
if (gsg->get_ref_count() == 1) {
|
|
// This one has no outstanding pointers; clean it up.
|
|
GraphicsPipe *pipe = gsg->get_pipe();
|
|
engine->close_gsg(pipe, gsg);
|
|
} else {
|
|
// This one is ok; preserve it.
|
|
new_gsgs.insert(gsg);
|
|
}
|
|
}
|
|
|
|
_gsgs.swap(new_gsgs);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::do_pending
|
|
// Access: Public
|
|
// Description: Actually closes any windows that were recently
|
|
// removed from the WindowRenderer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::WindowRenderer::
|
|
do_pending(GraphicsEngine *engine) {
|
|
MutexHolder holder(_wl_lock);
|
|
|
|
if (!_pending_release.empty()) {
|
|
// Release any GSG's that were waiting.
|
|
Windows::iterator wi;
|
|
for (wi = _pending_release.begin(); wi != _pending_release.end(); ++wi) {
|
|
GraphicsWindow *win = (*wi);
|
|
win->release_gsg();
|
|
}
|
|
_pending_release.clear();
|
|
}
|
|
|
|
if (!_pending_close.empty()) {
|
|
WindowProperties close_properties;
|
|
close_properties.set_open(false);
|
|
|
|
// Close any windows that were pending closure, but only if their
|
|
// associated GSG has already been released.
|
|
Windows new_pending_close;
|
|
Windows::iterator wi;
|
|
for (wi = _pending_close.begin(); wi != _pending_close.end(); ++wi) {
|
|
GraphicsWindow *win = (*wi);
|
|
if (win->get_gsg() == (GraphicsStateGuardian *)NULL) {
|
|
win->set_properties_now(close_properties);
|
|
} else {
|
|
// If the GSG hasn't been released yet, we have to save the
|
|
// close operation for next frame.
|
|
new_pending_close.insert(win);
|
|
}
|
|
}
|
|
_pending_close.swap(new_pending_close);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::WindowRenderer::any_done_gsgs
|
|
// Access: Public
|
|
// Description: Returns true if any of the GSG's on this thread's
|
|
// draw list are done (they have no outstanding pointers
|
|
// other than this one), or false if all of them are
|
|
// still good.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsEngine::WindowRenderer::
|
|
any_done_gsgs() const {
|
|
GSGs::const_iterator gi;
|
|
for (gi = _gsgs.begin(); gi != _gsgs.end(); ++gi) {
|
|
if ((*gi)->get_ref_count() == 1) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::RenderThread::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsEngine::RenderThread::
|
|
RenderThread(const string &name, GraphicsEngine *engine) :
|
|
Thread(name),
|
|
_engine(engine),
|
|
_cv(_cv_mutex)
|
|
{
|
|
_thread_state = TS_wait;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsEngine::RenderThread::thread_main
|
|
// Access: Public, Virtual
|
|
// Description: The main loop for a particular render thread. The
|
|
// thread will process whatever cull or draw windows it
|
|
// has assigned to it.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsEngine::RenderThread::
|
|
thread_main() {
|
|
MutexHolder holder(_cv_mutex);
|
|
while (true) {
|
|
_cv.wait();
|
|
switch (_thread_state) {
|
|
case TS_wait:
|
|
break;
|
|
|
|
case TS_do_frame:
|
|
do_pending(_engine);
|
|
do_frame(_engine);
|
|
_thread_state = TS_wait;
|
|
break;
|
|
|
|
case TS_do_flip:
|
|
do_flip(_engine);
|
|
_thread_state = TS_wait;
|
|
break;
|
|
|
|
case TS_do_release:
|
|
do_pending(_engine);
|
|
do_release(_engine);
|
|
_thread_state = TS_wait;
|
|
break;
|
|
|
|
case TS_terminate:
|
|
do_pending(_engine);
|
|
do_close(_engine);
|
|
return;
|
|
}
|
|
}
|
|
}
|