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1183 lines
43 KiB
C++
1183 lines
43 KiB
C++
// Filename: graphicsOutput.cxx
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// Created by: drose (06Feb04)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "graphicsOutput.h"
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#include "graphicsPipe.h"
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#include "graphicsEngine.h"
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#include "graphicsWindow.h"
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#include "config_display.h"
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#include "mutexHolder.h"
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#include "renderBuffer.h"
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#include "indirectLess.h"
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#include "pStatTimer.h"
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#include "configVariableBool.h"
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#include "camera.h"
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#include "displayRegion.h"
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#include "lens.h"
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#include "perspectiveLens.h"
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#include "pointerTo.h"
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#include "compassEffect.h"
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#include "geom.h"
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#include "geomNode.h"
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#include "geomTristrips.h"
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#include "geomVertexWriter.h"
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#include "throw_event.h"
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TypeHandle GraphicsOutput::_type_handle;
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PStatCollector GraphicsOutput::_make_current_pcollector("Draw:Make current");
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PStatCollector GraphicsOutput::_copy_texture_pcollector("Draw:Copy texture");
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struct CubeFaceDef {
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CubeFaceDef(const char *name, const LPoint3f &look_at, const LVector3f &up) :
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_name(name), _look_at(look_at), _up(up) { }
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const char *_name;
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LPoint3f _look_at;
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LVector3f _up;
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};
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static CubeFaceDef cube_faces[6] = {
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CubeFaceDef("positive_x", LPoint3f(1, 0, 0), LVector3f(0, -1, 0)),
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CubeFaceDef("negative_x", LPoint3f(-1, 0, 0), LVector3f(0, -1, 0)),
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CubeFaceDef("positive_y", LPoint3f(0, 1, 0), LVector3f(0, 0, 1)),
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CubeFaceDef("negative_y", LPoint3f(0, -1, 0), LVector3f(0, 0, -1)),
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CubeFaceDef("positive_z", LPoint3f(0, 0, 1), LVector3f(0, -1, 0)),
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CubeFaceDef("negative_z", LPoint3f(0, 0, -1), LVector3f(0, -1, 0))
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};
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Constructor
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// Access: Protected
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// Description: Normally, the GraphicsOutput constructor is not
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// called directly; these are created instead via the
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// GraphicsEngine::make_window() function.
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////////////////////////////////////////////////////////////////////
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GraphicsOutput::
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GraphicsOutput(GraphicsPipe *pipe,
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const string &name,
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int x_size, int y_size, int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host) {
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#ifdef DO_MEMORY_USAGE
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MemoryUsage::update_type(this, this);
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#endif
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_pipe = pipe;
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_gsg = gsg;
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_host = host;
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_name = name;
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_creation_flags = flags;
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_x_size = x_size;
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_y_size = y_size;
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_has_size = false; // Need to look into what this does.
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_is_valid = false;
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_flip_ready = false;
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_cube_map_index = -1;
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_cube_map_dr = NULL;
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_sort = 0;
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_internal_sort_index = 0;
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_active = true;
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_one_shot = false;
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_inverted = window_inverted;
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_red_blue_stereo = false;
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_left_eye_color_mask = 0x0f;
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_right_eye_color_mask = 0x0f;
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_delete_flag = false;
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_texture_card = 0;
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_trigger_copy = false;
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if (gsg->get_properties().is_single_buffered()) {
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// Single buffered; we must draw into the front buffer.
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_draw_buffer_type = RenderBuffer::T_front;
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} else {
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_draw_buffer_type = RenderBuffer::T_back;
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}
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// We start out with one DisplayRegion that covers the whole window,
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// which we may use internally for full-window operations like
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// clear() and get_screenshot().
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_default_display_region = make_display_region(0.0f, 1.0f, 0.0f, 1.0f);
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_default_display_region->set_active(false);
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_display_regions_stale = false;
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// By default, each new GraphicsOutput is set up to clear color and
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// depth.
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set_clear_color_active(true);
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set_clear_depth_active(true);
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switch (background_color.get_num_words()) {
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case 1:
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set_clear_color(Colorf(background_color[0], background_color[0], background_color[0], 0.0f));
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break;
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case 2:
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set_clear_color(Colorf(background_color[0], background_color[0], background_color[0], background_color[1]));
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break;
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case 3:
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set_clear_color(Colorf(background_color[0], background_color[1], background_color[2], 0.0f));
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break;
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case 4:
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set_clear_color(Colorf(background_color[0], background_color[1], background_color[2], background_color[3]));
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break;
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default:
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display_cat.warning()
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<< "Invalid background-color specification: "
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<< background_color.get_string_value() << "\n";
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Copy Constructor
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsOutput::
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GraphicsOutput(const GraphicsOutput &) {
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nassertv(false);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Copy Assignment Operator
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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operator = (const GraphicsOutput &) {
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nassertv(false);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Destructor
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// Access: Published, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsOutput::
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~GraphicsOutput() {
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// The window should be closed by the time we destruct.
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nassertv(!is_valid());
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// We shouldn't have a GraphicsPipe pointer anymore.
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nassertv(_pipe == (GraphicsPipe *)NULL);
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// We don't have to destruct our child display regions explicitly,
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// since they are all reference-counted and will go away when their
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// pointers do. However, we do need to zero out their pointers to
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// us.
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TotalDisplayRegions::iterator dri;
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for (dri = _total_display_regions.begin();
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dri != _total_display_regions.end();
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++dri) {
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(*dri)->_window = NULL;
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}
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_total_display_regions.clear();
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_active_display_regions.clear();
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_default_display_region = NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::clear_render_textures
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// Access: Published
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// Description: If the GraphicsOutput is currently rendering to
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// a texture, then all textures are dissociated from
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// the GraphicsOuput.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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clear_render_textures() {
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MutexHolder holder(_lock);
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throw_event("render-texture-targets-changed");
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_textures.clear();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::add_render_texture
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// Access: Published
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// Description: Creates a new Texture object, suitable for rendering
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// the contents of this buffer into, and appends it to
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// the list of render textures.
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//
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// If tex is not NULL, it is the texture that will be
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// set up for rendering into; otherwise, a new Texture
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// object will be created (in which case you may call
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// get_texture() to retrieve the new texture pointer
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// later).
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//
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// Also see make_texture_buffer(), which is a
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// higher-level interface for preparing
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// render-to-a-texture mode.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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add_render_texture(Texture *tex, RenderTextureMode mode) {
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if (mode == RTM_none) {
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return;
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}
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MutexHolder holder(_lock);
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throw_event("render-texture-targets-changed");
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if (tex == (Texture *)NULL) {
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tex = new Texture(get_name());
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tex->set_wrap_u(Texture::WM_clamp);
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tex->set_wrap_v(Texture::WM_clamp);
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} else {
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tex->clear_ram_image();
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}
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tex->set_match_framebuffer_format(true);
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// Go ahead and tell the texture our anticipated size, even if it
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// might be inaccurate (particularly if this is a GraphicsWindow,
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// which has system-imposed restrictions on size).
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tex->set_x_size(get_x_size());
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tex->set_y_size(get_y_size());
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if ((mode == RTM_bind_or_copy)&&(support_render_texture==0)) {
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mode = RTM_copy_texture;
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}
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RenderTexture result;
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result._texture = tex;
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result._rtm_mode = mode;
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_textures.push_back(result);
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nassertv(_gsg != (GraphicsStateGuardian *)NULL);
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set_inverted(_gsg->get_copy_texture_inverted());
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// Sanity check that we don't have two textures of the same type.
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int count_stencil_textures = 0;
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int count_depth_textures = 0;
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int count_color_textures = 0;
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for (int i=0; i<count_textures(); i++) {
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Texture::Format fmt = get_texture(i)->get_format();
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if (fmt == Texture::F_depth_component) {
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count_depth_textures += 1;
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} else if (fmt == Texture::F_stencil_index) {
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count_stencil_textures += 1;
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} else {
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count_color_textures += 1;
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}
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}
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if ((count_color_textures > 1)||
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(count_depth_textures > 1)||
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(count_stencil_textures > 1)) {
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display_cat.error() <<
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"Currently, each GraphicsOutput can only render to one color texture, "
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"one depth texture, and one stencil texture at a time. RTM aborted.\n";
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clear_render_textures();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::setup_render_texture
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// Access: Published
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// Description: This is a deprecated interface that made sense back
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// when GraphicsOutputs could only render into one
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// texture at a time. From now on, use
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// clear_render_textures and add_render_texture
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// instead.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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setup_render_texture(Texture *tex, bool allow_bind, bool to_ram) {
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display_cat.warning() <<
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"Using deprecated setup_render_texture interface.\n";
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clear_render_textures();
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if (to_ram) {
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add_render_texture(tex, RTM_copy_ram);
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} else if (allow_bind) {
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add_render_texture(tex, RTM_bind_or_copy);
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} else {
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add_render_texture(tex, RTM_copy_texture);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::set_active
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// Access: Published
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// Description: Sets the active flag associated with the
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// GraphicsOutput. If the GraphicsOutput is marked
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// inactive, nothing is rendered.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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set_active(bool active) {
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_active = active;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::is_active
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// Access: Published, Virtual
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// Description: Returns true if the window is ready to be rendered
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// into, false otherwise.
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////////////////////////////////////////////////////////////////////
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bool GraphicsOutput::
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is_active() const {
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return _active && is_valid();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::set_inverted
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// Access: Published
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// Description: Changes the current setting of the inverted flag.
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// When this is true, the scene is rendered into the
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// window upside-down and backwards, that is, inverted
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// as if viewed through a mirror placed on the floor.
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//
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// This is primarily intended to support DirectX (and a
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// few buggy OpenGL graphics drivers) that perform a
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// framebuffer-to-texture copy upside-down from the
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// usual OpenGL (and Panda) convention. Panda will
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// automatically set this flag for offscreen buffers on
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// hardware that is known to do this, to compensate when
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// rendering offscreen into a texture.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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set_inverted(bool inverted) {
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if (_inverted != inverted) {
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_inverted = inverted;
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if (_y_size != 0) {
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// All of our DisplayRegions need to recompute their pixel
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// positions now.
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TotalDisplayRegions::iterator dri;
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for (dri = _total_display_regions.begin();
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dri != _total_display_regions.end();
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++dri) {
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(*dri)->compute_pixels(_x_size, _y_size);
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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: GraphicsOutput::set_sort
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// Access: Published
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// Description: Adjusts the sorting order of this particular
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// GraphicsOutput, relative to other GraphicsOutputs.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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set_sort(int sort) {
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if (_sort != sort) {
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if (_gsg != (GraphicsStateGuardian *)NULL &&
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_gsg->get_engine() != (GraphicsEngine *)NULL) {
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_gsg->get_engine()->set_window_sort(this, sort);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::remove_display_region
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// Access: Published
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// Description: Removes the indicated DisplayRegion from the window,
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// and destructs it if there are no other references.
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//
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// Returns true if the DisplayRegion is found and
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// removed, false if it was not a part of the window.
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////////////////////////////////////////////////////////////////////
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bool GraphicsOutput::
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remove_display_region(DisplayRegion *display_region) {
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MutexHolder holder(_lock);
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nassertr(display_region != _default_display_region, false);
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PT(DisplayRegion) drp = display_region;
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TotalDisplayRegions::iterator dri =
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find(_total_display_regions.begin(), _total_display_regions.end(), drp);
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if (dri != _total_display_regions.end()) {
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// Let's aggressively clean up the display region too.
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display_region->cleanup();
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display_region->_window = NULL;
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_total_display_regions.erase(dri);
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if (display_region->is_active()) {
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_display_regions_stale = true;
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}
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return true;
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::remove_all_display_regions
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// Access: Published
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// Description: Removes all display regions from the window, except
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// the default one that is created with the window.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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remove_all_display_regions() {
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MutexHolder holder(_lock);
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TotalDisplayRegions::iterator dri;
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for (dri = _total_display_regions.begin();
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dri != _total_display_regions.end();
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++dri) {
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DisplayRegion *display_region = (*dri);
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if (display_region != _default_display_region) {
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// Let's aggressively clean up the display region too.
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display_region->cleanup();
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display_region->_window = NULL;
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}
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}
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_total_display_regions.clear();
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_total_display_regions.push_back(_default_display_region);
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_display_regions_stale = true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_num_display_regions
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// Access: Published
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// Description: Returns the number of DisplayRegions that have
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// been created within the window, active or otherwise.
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////////////////////////////////////////////////////////////////////
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int GraphicsOutput::
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get_num_display_regions() const {
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determine_display_regions();
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int result;
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{
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MutexHolder holder(_lock);
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result = _total_display_regions.size();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_display_region
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// Access: Published
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// Description: Returns the nth DisplayRegion of those that have been
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// created within the window. This may return NULL if n
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// is out of bounds; particularly likely if the number
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// of display regions has changed since the last call to
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// get_num_display_regions().
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////////////////////////////////////////////////////////////////////
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PT(DisplayRegion) GraphicsOutput::
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get_display_region(int n) const {
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determine_display_regions();
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PT(DisplayRegion) result;
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{
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MutexHolder holder(_lock);
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if (n >= 0 && n < (int)_total_display_regions.size()) {
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result = _total_display_regions[n];
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} else {
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result = NULL;
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}
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_num_active_display_regions
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// Access: Published
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// Description: Returns the number of active DisplayRegions that have
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// been created within the window.
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////////////////////////////////////////////////////////////////////
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int GraphicsOutput::
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get_num_active_display_regions() const {
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determine_display_regions();
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int result;
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{
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MutexHolder holder(_lock);
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result = _active_display_regions.size();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_active_display_region
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// Access: Published
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// Description: Returns the nth active DisplayRegion of those that
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// have been created within the window. This may return
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// NULL if n is out of bounds; particularly likely if
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// the number of display regions has changed since the
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// last call to get_num_active_display_regions().
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////////////////////////////////////////////////////////////////////
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PT(DisplayRegion) GraphicsOutput::
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get_active_display_region(int n) const {
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determine_display_regions();
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PT(DisplayRegion) result;
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{
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MutexHolder holder(_lock);
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if (n >= 0 && n < (int)_active_display_regions.size()) {
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result = _active_display_regions[n];
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} else {
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result = NULL;
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}
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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|
// Function: GraphicsOuput::create_texture_card_vdata
|
|
// Access: Private
|
|
// Description: Generates a GeomVertexData for a texture card.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(GeomVertexData) GraphicsOutput::
|
|
create_texture_card_vdata(int x, int y)
|
|
{
|
|
float xhi = 1.0;
|
|
float yhi = 1.0;
|
|
|
|
if (!_gsg->get_supports_tex_non_pow2()) {
|
|
int xru = Texture::up_to_power_2(x);
|
|
int yru = Texture::up_to_power_2(y);
|
|
xhi = (x * 1.0f) / xru;
|
|
yhi = (y * 1.0f) / yru;
|
|
}
|
|
|
|
CPT(GeomVertexFormat) format = GeomVertexFormat::get_v3n3t2();
|
|
|
|
PT(GeomVertexData) vdata = new GeomVertexData
|
|
("card", format, Geom::UH_static);
|
|
|
|
GeomVertexWriter vertex(vdata, InternalName::get_vertex());
|
|
GeomVertexWriter texcoord(vdata, InternalName::get_texcoord());
|
|
GeomVertexWriter normal(vdata, InternalName::get_normal());
|
|
|
|
vertex.add_data3f(Vertexf::rfu(-1.0f, 0.0f, 1.0f));
|
|
vertex.add_data3f(Vertexf::rfu(-1.0f, 0.0f, -1.0f));
|
|
vertex.add_data3f(Vertexf::rfu( 1.0f, 0.0f, 1.0f));
|
|
vertex.add_data3f(Vertexf::rfu( 1.0f, 0.0f, -1.0f));
|
|
|
|
texcoord.add_data2f( 0.0f, yhi);
|
|
texcoord.add_data2f( 0.0f, 0.0f);
|
|
texcoord.add_data2f( xhi, yhi);
|
|
texcoord.add_data2f( xhi, 0.0f);
|
|
|
|
normal.add_data3f(LVector3f::back());
|
|
normal.add_data3f(LVector3f::back());
|
|
normal.add_data3f(LVector3f::back());
|
|
normal.add_data3f(LVector3f::back());
|
|
|
|
return vdata;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_size_and_recalc
|
|
// Access: Public
|
|
// Description: Changes the x_size and y_size, then recalculates
|
|
// structures that depend on size. The recalculation
|
|
// currently includes:
|
|
// - compute_pixels on all the graphics regions.
|
|
// - updating the texture card, if one is present.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
set_size_and_recalc(int x, int y) {
|
|
_x_size = x;
|
|
_y_size = y;
|
|
_has_size = true;
|
|
|
|
TotalDisplayRegions::iterator dri;
|
|
for (dri = _total_display_regions.begin();
|
|
dri != _total_display_regions.end();
|
|
++dri) {
|
|
(*dri)->compute_pixels_all_stages(x, y);
|
|
}
|
|
|
|
if (_texture_card != 0) {
|
|
_texture_card->set_vertex_data(create_texture_card_vdata(x, y));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_texture_card
|
|
// Access: Published
|
|
// Description: Returns a PandaNode containing a square polygon.
|
|
// The dimensions are (-1,0,-1) to (1,0,1). The texture
|
|
// coordinates are such that the texture of this
|
|
// GraphicsOutput is aligned properly to the polygon.
|
|
// The GraphicsOutput promises to surgically update
|
|
// the Geom inside the PandaNode if necessary to maintain
|
|
// this invariant.
|
|
//
|
|
// Each invocation of this function returns a freshly-
|
|
// allocated PandaNode. You can therefore safely modify
|
|
// the RenderAttribs of the PandaNode. The
|
|
// PandaNode is initially textured with the texture
|
|
// of this GraphicOutput.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodePath GraphicsOutput::
|
|
get_texture_card() {
|
|
if (_texture_card == 0) {
|
|
PT(GeomVertexData) vdata = create_texture_card_vdata(_x_size, _y_size);
|
|
PT(GeomTristrips) strip = new GeomTristrips(Geom::UH_static);
|
|
strip->set_shade_model(Geom::SM_uniform);
|
|
strip->add_next_vertices(4);
|
|
strip->close_primitive();
|
|
_texture_card = new Geom(vdata);
|
|
_texture_card->add_primitive(strip);
|
|
}
|
|
|
|
PT(GeomNode) gnode = new GeomNode("texture card");
|
|
gnode->add_geom(_texture_card);
|
|
NodePath path(gnode);
|
|
|
|
// The texture card, by default, is textured with the first
|
|
// render-to-texture output texture. Depth and stencil
|
|
// textures are ignored. The user can freely alter the
|
|
// card's texture attrib.
|
|
for (int i=0; i<count_textures(); i++) {
|
|
Texture *texture = get_texture(i);
|
|
if ((texture->get_format() != Texture::F_depth_component) &&
|
|
(texture->get_format() != Texture::F_stencil_index)) {
|
|
path.set_texture(texture, 0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
return path;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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) {
|
|
|
|
GraphicsOutput *buffer = get_gsg()->get_engine()->
|
|
make_output(get_gsg()->get_pipe(),
|
|
name, get_sort()-1,
|
|
get_gsg()->get_properties(),
|
|
x_size, y_size, GraphicsPipe::BF_refuse_window,
|
|
get_gsg(), get_host());
|
|
|
|
if (buffer != (GraphicsOutput *)NULL) {
|
|
buffer->add_render_texture(tex, to_ram ? RTM_copy_ram : RTM_bind_or_copy);
|
|
return buffer;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
struct ShowBuffersCubeMapRegions {
|
|
float l, r, b, t;
|
|
};
|
|
static ShowBuffersCubeMapRegions cube_map_regions[6] = {
|
|
{ 0.0, 0.3333, 0.5, 1.0 },
|
|
{ 0.0, 0.3333, 0.0, 0.5 },
|
|
{ 0.3333, 0.6667, 0.5, 1.0 },
|
|
{ 0.3333, 0.6667, 0.0, 0.5 },
|
|
{ 0.6667, 1.0, 0.5, 1.0 },
|
|
{ 0.6667, 1.0, 0.0, 0.5 },
|
|
};
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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, NodePath &camera_rig,
|
|
DrawMask camera_mask, bool to_ram) {
|
|
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 || !gsg->get_supports_cube_map()) {
|
|
// The GSG doesn't support cube mapping; too bad for you.
|
|
display_cat.warning()
|
|
<< "Cannot make dynamic cube map; GSG does not support cube maps.\n";
|
|
return NULL;
|
|
}
|
|
if (max_dimension > 0) {
|
|
size = min(max_dimension, size);
|
|
}
|
|
}
|
|
|
|
// Usually, we want the whole camera_rig to keep itself unrotated
|
|
// with respect to the world coordinate space, so the user can apply
|
|
// TexGenAttrib::M_world_cube_map to the objects on which the cube
|
|
// map texture is applied. If for some reason the user doesn't want
|
|
// this behavior, he can take this effect off again.
|
|
camera_rig.node()->set_effect(CompassEffect::make(NodePath()));
|
|
|
|
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;
|
|
|
|
// I'll remove this permanently in a few days.
|
|
// if (show_buffers) {
|
|
// // If show_buffers is true, we'd like to create a window with the
|
|
// // six buffers spread out and all visible at once, for the user's
|
|
// // convenience.
|
|
// buffer = make_texture_buffer(name, size * 3, size * 2, tex, to_ram);
|
|
// tex->set_x_size(size);
|
|
// tex->set_y_size(size);
|
|
//
|
|
// } else {
|
|
// // In the normal case, the six buffers are stacked on top of each
|
|
// // other like pancakes.
|
|
// buffer = make_texture_buffer(name, size, size, tex, to_ram);
|
|
// }
|
|
|
|
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;
|
|
// I'll remove this permanently in a few days. - Josh
|
|
// if (show_buffers) {
|
|
// const ShowBuffersCubeMapRegions &r = cube_map_regions[i];
|
|
// dr = buffer->make_display_region(r.l, r.r, r.b, r.t);
|
|
// } else {
|
|
// dr = buffer->make_display_region();
|
|
// }
|
|
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(FrameMode mode) {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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(FrameMode mode) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::prepare_for_deletion
|
|
// Access: Protected
|
|
// Description: Set the delete flag, and do the usual cleanup
|
|
// activities associated with that.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
prepare_for_deletion() {
|
|
|
|
_active = false;
|
|
_delete_flag = true;
|
|
|
|
// We have to be sure to remove all of the display regions
|
|
// immediately, so that circular reference counts can be cleared
|
|
// up (each display region keeps a pointer to a CullResult,
|
|
// which can hold all sorts of pointers).
|
|
remove_all_display_regions();
|
|
|
|
// If we were rendering directly to texture, we can't delete the
|
|
// buffer until the texture is gone too.
|
|
for (int i=0; i<count_textures(); i++) {
|
|
if (get_rtm_mode(i) == RTM_bind_or_copy) {
|
|
_hold_textures.push_back(get_texture(i));
|
|
}
|
|
}
|
|
|
|
// We have to be sure to clear the _textures pointers, though, or
|
|
// we'll end up holding a reference to the textures forever.
|
|
clear_render_textures();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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);
|
|
|
|
_gsg->prepare_display_region(_default_display_region, Lens::SC_mono);
|
|
_gsg->clear(this);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::copy_to_textures
|
|
// Access: Protected
|
|
// Description: For all textures marked RTM_copy_texture,
|
|
// RTM_copy_ram, RTM_triggered_copy_texture, or
|
|
// RTM_triggered_copy_ram, do the necessary copies.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
copy_to_textures() {
|
|
for (int i=0; i<count_textures(); i++) {
|
|
RenderTextureMode rtm_mode = get_rtm_mode(i);
|
|
if ((rtm_mode == RTM_none)||(rtm_mode == RTM_bind_or_copy)) {
|
|
continue;
|
|
}
|
|
|
|
Texture *texture = get_texture(i);
|
|
PStatTimer timer(_copy_texture_pcollector);
|
|
nassertv(has_texture());
|
|
|
|
if ((rtm_mode == RTM_copy_texture)||
|
|
(rtm_mode == RTM_copy_ram)||
|
|
((rtm_mode == RTM_triggered_copy_texture)&&(_trigger_copy))||
|
|
((rtm_mode == RTM_triggered_copy_ram)&&(_trigger_copy))) {
|
|
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 (_cube_map_dr != (DisplayRegion *)NULL) {
|
|
if ((rtm_mode == RTM_copy_ram)||(rtm_mode == RTM_triggered_copy_ram)) {
|
|
_gsg->framebuffer_copy_to_ram(texture, _cube_map_index,
|
|
_cube_map_dr, buffer);
|
|
} else {
|
|
_gsg->framebuffer_copy_to_texture(texture, _cube_map_index,
|
|
_cube_map_dr, buffer);
|
|
}
|
|
} else {
|
|
if ((rtm_mode == RTM_copy_ram)||(rtm_mode == RTM_triggered_copy_ram)) {
|
|
_gsg->framebuffer_copy_to_ram(texture, _cube_map_index,
|
|
_default_display_region, buffer);
|
|
} else {
|
|
_gsg->framebuffer_copy_to_texture(texture, _cube_map_index,
|
|
_default_display_region, buffer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
_trigger_copy = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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;
|
|
DisplayRegion *old_cube_map_dr = _cube_map_dr;
|
|
_cube_map_index = new_cube_map_index;
|
|
_cube_map_dr = new_dr;
|
|
|
|
for (int i=0; i<count_textures(); i++) {
|
|
Texture *texture = get_texture(i);
|
|
RenderTextureMode rtm_mode = get_rtm_mode(i);
|
|
if (rtm_mode != RTM_none) {
|
|
if (rtm_mode == RTM_bind_or_copy) {
|
|
// 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.
|
|
nassertv(old_cube_map_dr != (DisplayRegion *)NULL);
|
|
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(texture, old_cube_map_index,
|
|
old_cube_map_dr, buffer);
|
|
} else {
|
|
_gsg->framebuffer_copy_to_texture(texture, old_cube_map_index,
|
|
old_cube_map_dr, 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::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();
|
|
_active = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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>());
|
|
}
|
|
|