panda3d/panda/src/display/graphicsOutput.I

907 lines
38 KiB
Plaintext

// Filename: graphicsOutput.I
// Created by: drose (06Feb04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_gsg
// Access: Published
// Description: Returns the GSG that is associated with this window.
// There is a one-to-one association between windows and
// GSG's.
//
// This may return NULL if the graphics context has not
// yet been created for the window, e.g. before the
// first frame has rendered; or after the window has
// been closed.
////////////////////////////////////////////////////////////////////
INLINE GraphicsStateGuardian *GraphicsOutput::
get_gsg() const {
return _gsg;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_pipe
// Access: Published
// Description: Returns the GraphicsPipe that this window is
// associated with. It is possible that the
// GraphicsPipe might have been deleted while an
// outstanding PT(GraphicsOutput) prevented all of its
// children windows from also being deleted; in this
// unlikely case, get_pipe() may return NULL.
////////////////////////////////////////////////////////////////////
INLINE GraphicsPipe *GraphicsOutput::
get_pipe() const {
return _pipe;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_engine
// Access: Published
// Description: Returns the graphics engine that created this output.
// Since there is normally only one GraphicsEngine
// object in an application, this is usually the same as
// the global GraphicsEngine.
////////////////////////////////////////////////////////////////////
INLINE GraphicsEngine *GraphicsOutput::
get_engine() const {
return _engine;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_name
// Access: Published
// Description: Returns the name that was passed to the
// GraphicsOutput constructor.
////////////////////////////////////////////////////////////////////
INLINE const string &GraphicsOutput::
get_name() const {
return _name;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::count_textures
// Access: Published
// Description: If the GraphicsOutput is set to render into a
// texture, returns the number of textures that are
// being rendered into. Normally, the textures would
// be associated with different buffers - a color
// texture, a depth texture, and a stencil texture.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
count_textures() const {
CDReader cdata(_cycler);
return cdata->_textures.size();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::has_texture
// Access: Published
// Description: Returns true if the GraphicsOutput is rendering
// into any textures at all.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
has_texture() const {
CDReader cdata(_cycler);
return (cdata->_textures.size() > 0);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_texture
// Access: Published
// Description: Returns the nth texture into which the GraphicsOutput
// renders. Returns NULL if there is no such texture.
//
// If the texture is non-NULL, it may be applied to
// geometry to be rendered for any other windows or
// outputs that share the same GSG as this
// GraphicsOutput. The effect is undefined for windows
// that share a different GSG; usually in these cases
// the texture will be invalid.
////////////////////////////////////////////////////////////////////
INLINE Texture *GraphicsOutput::
get_texture(int i) const {
CDReader cdata(_cycler);
if ((i < 0) || (i >= ((int)cdata->_textures.size()))) {
return (Texture *)NULL;
}
return cdata->_textures[i]._texture;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_texture_plane
// Access: Published
// Description: Returns the RenderTexturePlane associated with the
// nth render-texture. Returns 0 if there is no such
// texture.
////////////////////////////////////////////////////////////////////
INLINE GraphicsOutput::RenderTexturePlane GraphicsOutput::
get_texture_plane(int i) const {
CDReader cdata(_cycler);
if ((i < 0) || (i >= ((int)cdata->_textures.size()))) {
return (RenderTexturePlane)0;
}
return cdata->_textures[i]._plane;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_rtm_mode
// Access: Published
// Description: Returns the RenderTextureMode associated with the
// nth render-texture. Returns RTM_none if there is
// no such texture.
////////////////////////////////////////////////////////////////////
INLINE GraphicsOutput::RenderTextureMode GraphicsOutput::
get_rtm_mode(int i) const {
CDReader cdata(_cycler);
if ((i < 0) || (i >= ((int)cdata->_textures.size()))) {
return RTM_none;
}
return cdata->_textures[i]._rtm_mode;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_size
// Access: Published
// Description: Returns the visible size of the window or buffer, if
// it is known. In certain cases (e.g. fullscreen
// windows), the size may not be known until after the
// object has been fully created. Check has_size()
// first.
//
// Certain objects (like windows) may change size
// spontaneously; this method is not thread-safe. To
// get the size of a window in a thread-safe manner,
// query get_properties().
////////////////////////////////////////////////////////////////////
INLINE const LVecBase2i &GraphicsOutput::
get_size() const {
return _size;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_x_size
// Access: Published
// Description: Returns the visible width of the window or buffer, if
// it is known. In certain cases (e.g. fullscreen
// windows), the size may not be known until after the
// object has been fully created. Check has_size()
// first.
//
// Certain objects (like windows) may change size
// spontaneously; this method is not thread-safe. To
// get the size of a window in a thread-safe manner,
// query get_properties().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_x_size() const {
return _size.get_x();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_y_size
// Access: Published
// Description: Returns the visible height of the window or buffer,
// if it is known. In certain cases (e.g. fullscreen
// windows), the size may not be known until after the
// object has been fully created. Check has_size()
// first.
//
// Certain objects (like windows) may change size
// spontaneously; this method is not thread-safe. To
// get the size of a window in a thread-safe manner,
// query get_properties().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_y_size() const {
return _size.get_y();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_fb_x_size
// Access: Published
// Description: Returns the internal width of the window or buffer.
// This is almost always the same as get_x_size(),
// except when a pixel_zoom is in effect--see
// set_pixel_zoom().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_fb_x_size() const {
return max(int(_size.get_x() * get_pixel_factor()), 1);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_fb_y_size
// Access: Published
// Description: Returns the internal height of the window or buffer.
// This is almost always the same as get_y_size(),
// except when a pixel_zoom is in effect--see
// set_pixel_zoom().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_fb_y_size() const {
return max(int(_size.get_y() * get_pixel_factor()), 1);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sbs_left_x_size
// Access: Published
// Description: If side-by-side stereo is enabled, this returns the
// pixel width of the left eye, based on scaling
// get_x_size() by get_sbs_left_dimensions(). If
// side-by-side stereo is not enabled, this returns the
// same as get_x_size().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_sbs_left_x_size() const {
PN_stdfloat left_w = _sbs_left_dimensions[1] - _sbs_left_dimensions[0];
return max(int(_size.get_x() * left_w), 1);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sbs_left_y_size
// Access: Published
// Description: If side-by-side stereo is enabled, this returns the
// pixel height of the left eye, based on scaling
// get_y_size() by get_sbs_left_dimensions(). If
// side-by-side stereo is not enabled, this returns the
// same as get_y_size().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_sbs_left_y_size() const {
PN_stdfloat left_h = _sbs_left_dimensions[3] - _sbs_left_dimensions[2];
return max(int(_size.get_y() * left_h), 1);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sbs_right_x_size
// Access: Published
// Description: If side-by-side stereo is enabled, this returns the
// pixel width of the right eye, based on scaling
// get_x_size() by get_sbs_right_dimensions(). If
// side-by-side stereo is not enabled, this returns the
// same as get_x_size().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_sbs_right_x_size() const {
PN_stdfloat right_w = _sbs_right_dimensions[1] - _sbs_right_dimensions[0];
return max(int(_size.get_x() * right_w), 1);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sbs_right_y_size
// Access: Published
// Description: If side-by-side stereo is enabled, this returns the
// pixel height of the right eye, based on scaling
// get_y_size() by get_sbs_right_dimensions(). If
// side-by-side stereo is not enabled, this returns the
// same as get_y_size().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_sbs_right_y_size() const {
PN_stdfloat right_h = _sbs_right_dimensions[3] - _sbs_right_dimensions[2];
return max(int(_size.get_y() * right_h), 1);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::has_size
// Access: Published
// Description: Returns true if the size of the window/frame buffer
// is known, false otherwise. In certain cases the size
// may not be known until after the object has been
// fully created. Also, certain objects (like windows)
// may change size spontaneously.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
has_size() const {
return _has_size;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::is_valid
// Access: Published
// Description: Returns true if the output is fully created and ready
// for rendering, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
is_valid() const {
return _is_valid && _is_nonzero_size;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::is_nonzero_size
// Access: Published
// Description: Returns true if the output has a nonzero size in both
// X and Y, or false if it is zero (and therefore
// invalid).
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
is_nonzero_size() const {
return _is_nonzero_size;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_inverted
// Access: Published
// Description: Returns the current setting of the inverted flag.
// When this is true, the scene is rendered into the
// window upside-down, flipped like a mirror along the X
// axis. See set_inverted().
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
get_inverted() const {
return _inverted;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_swap_eyes
// Access: Public
// Description: Changes the "swap eyes" flag. This flag is normally
// false. When it is true, the left and right channels
// of a stereo DisplayRegion are sent to the opposite
// channels in the rendering backend. This is meant to
// work around hardware that inadvertently swaps the
// output channels, or hardware for which it cannot be
// determined which channel is which until runtime.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
set_swap_eyes(bool swap_eyes) {
_swap_eyes = swap_eyes;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_swap_eyes
// Access: Public
// Description: Returns the current setting of the "swap eyes" flag.
// See set_swap_eyes().
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
get_swap_eyes() const {
return _swap_eyes;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_red_blue_stereo
// Access: Published
// Description: Enables red-blue stereo mode on this particular
// window. When red-blue stereo mode is in effect,
// DisplayRegions that have the "left" channel set will
// render in the red (or specified) channel only, while
// DisplayRegions that have the "right" channel set will
// render in the blue (or specified) channel only.
//
// The remaining two parameters specify the particular
// color channel(s) to associate with each eye. Use the
// bits defined in ColorWriteAttrib::Channels.
//
// This can be used to achieve a cheesy stereo mode in
// the absence of hardware-supported stereo.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
set_red_blue_stereo(bool red_blue_stereo,
unsigned int left_eye_color_mask,
unsigned int right_eye_color_mask) {
_red_blue_stereo = red_blue_stereo;
if (_red_blue_stereo) {
_left_eye_color_mask = left_eye_color_mask;
_right_eye_color_mask = right_eye_color_mask;
} else {
_left_eye_color_mask = 0x0f;
_right_eye_color_mask = 0x0f;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_red_blue_stereo
// Access: Published
// Description: Returns whether red-blue stereo mode is in effect for
// this particular window. See set_red_blue_stereo().
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
get_red_blue_stereo() const {
return _red_blue_stereo;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_left_eye_color_mask
// Access: Published
// Description: Returns the color mask in effect when rendering a
// left-eye view in red_blue stereo mode. This is one
// or more bits defined in ColorWriteAttrib::Channels.
// See set_red_blue_stereo().
////////////////////////////////////////////////////////////////////
INLINE unsigned int GraphicsOutput::
get_left_eye_color_mask() const {
return _left_eye_color_mask;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_right_eye_color_mask
// Access: Published
// Description: Returns the color mask in effect when rendering a
// right-eye view in red_blue stereo mode. This is one
// or more bits defined in ColorWriteAttrib::Channels.
// See set_red_blue_stereo().
////////////////////////////////////////////////////////////////////
INLINE unsigned int GraphicsOutput::
get_right_eye_color_mask() const {
return _right_eye_color_mask;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_side_by_side_stereo
// Access: Published
// Description: Returns whether side-by-side stereo mode is in effect for
// this particular window. See set_side_by_side_stereo().
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
get_side_by_side_stereo() const {
return _side_by_side_stereo;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sbs_left_dimensions
// Access: Published
// Description: Returns the effective sub-region of the window for
// displaying the left channel, if side-by-side stereo
// mode is in effect for the window. See
// set_side_by_side_stereo().
////////////////////////////////////////////////////////////////////
INLINE const LVecBase4 &GraphicsOutput::
get_sbs_left_dimensions() const {
return _sbs_left_dimensions;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sbs_right_dimensions
// Access: Published
// Description: Returns the effective sub-region of the window for
// displaying the right channel, if side-by-side stereo
// mode is in effect for the window. See
// set_side_by_side_stereo().
////////////////////////////////////////////////////////////////////
INLINE const LVecBase4 &GraphicsOutput::
get_sbs_right_dimensions() const {
return _sbs_right_dimensions;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_fb_properties
// Access: Published
// Description: Returns the framebuffer properties of the window.
////////////////////////////////////////////////////////////////////
INLINE const FrameBufferProperties &GraphicsOutput::
get_fb_properties() const {
return _fb_properties;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::is_stereo
// Access: Published
// Description: Returns Returns true if this window can render stereo
// DisplayRegions, either through red-blue stereo (see
// set_red_blue_stereo()) or through true hardware
// stereo rendering.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
is_stereo() const {
return _red_blue_stereo || _side_by_side_stereo || _fb_properties.is_stereo();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::clear_delete_flag
// Access: Published
// Description: Resets the delete flag, so the GraphicsOutput will
// not be automatically deleted before the beginning of
// the next frame.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
clear_delete_flag() {
_delete_flag = false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sort
// Access: Published
// Description: Returns the sorting order of this particular
// GraphicsOutput. The various GraphicsOutputs within a
// particular thread will be rendered in the indicated
// order.
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_sort() const {
return _sort;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_child_sort
// Access: Published
// Description: Specifies the sort value of future offscreen buffers
// created by make_texture_sort().
//
// The purpose of this method is to allow the user to
// limit the sort value chosen for a buffer created via
// make_texture_buffer(). Normally, this buffer will be
// assigned a value of get_sort() - 1, so that it
// will be rendered before this window is rendered; but
// sometimes this isn't sufficiently early, especially
// if other buffers also have a view into the same
// scene.
//
// If you specify a value here, then new buffers created
// via make_texture_buffer() will be given that sort
// value instead of get_sort() - 1.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
set_child_sort(int child_sort) {
_child_sort = child_sort;
_got_child_sort = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::clear_child_sort
// Access: Published
// Description: Resets the sort value of future offscreen buffers
// created by make_texture_sort() to the default value.
// See set_child_sort().
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
clear_child_sort() {
_got_child_sort = false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_child_sort
// Access: Published
// Description: Returns the sort value of future offscreen buffers
// created by make_texture_sort(). See set_child_sort().
////////////////////////////////////////////////////////////////////
INLINE int GraphicsOutput::
get_child_sort() const {
if (_got_child_sort) {
return _child_sort;
} else {
return get_sort() - 1;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::trigger_copy
// Access: Published
// Description: When the GraphicsOutput is in triggered copy mode,
// this function triggers the copy (at the end of the
// next frame).
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
trigger_copy() {
_trigger_copy = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_display_region
// Access: Published
// Description: Creates a new DisplayRegion that covers the entire
// window.
//
// If is_stereo() is true for this window, and
// default-stereo-camera is configured true, this
// actually makes a StereoDisplayRegion. Call
// make_mono_display_region() or
// make_stereo_display_region() if you want to insist on
// one or the other.
////////////////////////////////////////////////////////////////////
INLINE DisplayRegion *GraphicsOutput::
make_display_region() {
return make_display_region(0.0f, 1.0f, 0.0f, 1.0f);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_display_region
// Access: Published
// Description: Creates a new DisplayRegion that covers the indicated
// sub-rectangle within the window. The range on all
// parameters is 0..1.
//
// If is_stereo() is true for this window, and
// default-stereo-camera is configured true, this
// actually makes a StereoDisplayRegion. Call
// make_mono_display_region() or
// make_stereo_display_region() if you want to insist on
// one or the other.
////////////////////////////////////////////////////////////////////
DisplayRegion *GraphicsOutput::
make_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t) {
return make_display_region(LVecBase4(l, r, b, t));
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_mono_display_region
// Access: Published
// Description: Creates a new DisplayRegion that covers the entire
// window.
//
// This generally returns a mono DisplayRegion, even if
// is_stereo() is true. However, if side-by-side stereo
// is enabled, this will return a StereoDisplayRegion
// whose two eyes are both set to SC_mono. (This is
// necessary because in side-by-side stereo mode, it is
// necessary to draw even mono DisplayRegions twice).
////////////////////////////////////////////////////////////////////
INLINE DisplayRegion *GraphicsOutput::
make_mono_display_region() {
return make_mono_display_region(0.0f, 1.0f, 0.0f, 1.0f);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_mono_display_region
// Access: Published
// Description: Creates a new DisplayRegion that covers the entire
// window.
//
// This generally returns a mono DisplayRegion, even if
// is_stereo() is true. However, if side-by-side stereo
// is enabled, this will return a StereoDisplayRegion
// whose two eyes are both set to SC_mono. (This is
// necessary because in side-by-side stereo mode, it is
// necessary to draw even mono DisplayRegions twice).
////////////////////////////////////////////////////////////////////
INLINE DisplayRegion *GraphicsOutput::
make_mono_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t) {
return make_mono_display_region(LVecBase4(l, r, b, t));
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_stereo_display_region
// Access: Published
// Description: Creates a new DisplayRegion that covers the entire
// window.
//
// This always returns a stereo DisplayRegion, even if
// is_stereo() is false.
////////////////////////////////////////////////////////////////////
INLINE StereoDisplayRegion *GraphicsOutput::
make_stereo_display_region() {
return make_stereo_display_region(0.0f, 1.0f, 0.0f, 1.0f);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_stereo_display_region
// Access: Published
// Description: Creates a new DisplayRegion that covers the entire
// window.
//
// This always returns a stereo DisplayRegion, even if
// is_stereo() is false.
////////////////////////////////////////////////////////////////////
INLINE StereoDisplayRegion *GraphicsOutput::
make_stereo_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t) {
return make_stereo_display_region(LVecBase4(l, r, b, t));
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_overlay_display_region
// Access: Published
// Description: Returns the special "overlay" DisplayRegion that is
// created for each window or buffer. This
// DisplayRegion covers the entire window, but cannot be
// used for rendering. It is a placeholder only, to
// indicate the dimensions of the window, and is usually
// used internally for purposes such as clearing the
// window, or grabbing a screenshot of the window.
//
// There are very few applications that require access
// to this DisplayRegion. Normally, you should create
// your own DisplayRegion that covers the window, if you
// want to render to the window.
////////////////////////////////////////////////////////////////////
INLINE DisplayRegion *GraphicsOutput::
get_overlay_display_region() const {
return _overlay_display_region;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::make_screenshot_filename
// Access: Published, Static
// Description: Saves a screenshot of the region to a default
// filename, and returns the filename, or empty string
// if the screenshot failed. The default filename is
// generated from the supplied prefix and from the
// Config variable screenshot-filename, which contains
// the following strings:
//
// %~p - the supplied prefix
// %~f - the frame count
// %~e - the value of screenshot-extension
// All other % strings in strftime().
////////////////////////////////////////////////////////////////////
INLINE Filename GraphicsOutput::
make_screenshot_filename(const string &prefix) {
return DisplayRegion::make_screenshot_filename(prefix);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::save_screenshot_default
// Access: Published
// Description: Saves a screenshot of the region to a default
// filename, and returns the filename, or empty string
// if the screenshot failed. The filename is generated
// by make_screenshot_filename().
////////////////////////////////////////////////////////////////////
INLINE Filename GraphicsOutput::
save_screenshot_default(const string &prefix) {
return _overlay_display_region->save_screenshot_default(prefix);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::save_screenshot
// Access: Published
// Description: Saves a screenshot of the region to the indicated
// filename. The image comment is an optional user
// readable string that will be saved with the header
// of the image (if the file format supports embedded
// data; for example jpg allows comments). Returns
// true on success, false on failure.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
save_screenshot(const Filename &filename, const string &image_comment) {
return _overlay_display_region->save_screenshot(filename, image_comment);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_screenshot
// Access: Published
// Description: Captures the most-recently rendered image from the
// framebuffer into the indicated PNMImage. Returns
// true on success, false on failure.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
get_screenshot(PNMImage &image) {
return _overlay_display_region->get_screenshot(image);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_screenshot
// Access: Published
// Description: Captures the most-recently rendered image from the
// framebuffer and returns it as Texture, or NULL on
// failure.
////////////////////////////////////////////////////////////////////
INLINE PT(Texture) GraphicsOutput::
get_screenshot() {
return _overlay_display_region->get_screenshot();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::operator <
// Access: Public
// Description: The sorting operator is used to order the
// GraphicsOutput object in order by their sort number,
// so that they will render in the correct order in the
// GraphicsEngine.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
operator < (const GraphicsOutput &other) const {
if (_sort != other._sort) {
return _sort < other._sort;
}
return _internal_sort_index < other._internal_sort_index;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::determine_display_regions
// Access: Private
// Description: Recomputes the list of active DisplayRegions within
// the window, if they have changed recently.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
determine_display_regions() const {
// This function isn't strictly speaking const, but we pretend it is
// because it only updates a transparent cache value.
CDLockedReader cdata(_cycler);
if (cdata->_active_display_regions_stale) {
CDWriter cdataw(((GraphicsOutput *)this)->_cycler, cdata, false);
((GraphicsOutput *)this)->do_determine_display_regions(cdataw);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::win_display_regions_changed
// Access: Private
// Description: Intended to be called when the active state on a
// nested display region changes, forcing the window to
// recompute its list of active display regions.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
win_display_regions_changed() {
CDWriter cdata(_cycler, true);
cdata->_active_display_regions_stale = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_cull_window_pcollector
// Access: Public
// Description: Returns a PStatCollector for timing the cull
// operation for just this GraphicsOutput.
////////////////////////////////////////////////////////////////////
INLINE PStatCollector &GraphicsOutput::
get_cull_window_pcollector() {
return _cull_window_pcollector;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_draw_window_pcollector
// Access: Public
// Description: Returns a PStatCollector for timing the draw
// operation for just this GraphicsOutput.
////////////////////////////////////////////////////////////////////
INLINE PStatCollector &GraphicsOutput::
get_draw_window_pcollector() {
return _draw_window_pcollector;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::begin_frame_spam
// Access: Public
// Description: Display the spam message associated with begin_frame
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
begin_frame_spam(FrameMode mode) {
if (display_cat.is_spam()) {
display_cat.spam()
<< "begin_frame(" << mode << "): " << get_type() << " "
<< get_name() << " " << (void *)this << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::end_frame_spam
// Access: Public
// Description: Display the spam message associated with end_frame
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
end_frame_spam(FrameMode mode) {
if (display_cat.is_spam()) {
display_cat.spam()
<< "end_frame(" << mode << "): " << get_type() << " "
<< get_name() << " " << (void *)this << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::clear_cube_map_selection
// Access: Public
// Description: Clear the variables that select a cube-map face (or
// other multipage texture face).
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
clear_cube_map_selection() {
_target_tex_page = -1;
_prev_page_dr = NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::trigger_flip
// Access: Protected
// Description: To be called at the end of the frame, after the
// window has successfully been drawn and is ready to be
// flipped (if appropriate).
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
trigger_flip() {
if (!_fb_properties.is_single_buffered()) {
_flip_ready = true;
}
}