panda3d/panda/src/display/graphicsOutput.cxx
rdb d902ea5ce4 display: don't render window if all its DRs are inactive
This is an optimization, which will skip begin_frame/end_frame for a buffer that isn't going to have anything rendered to it.  Affects the RenderPipeline.
2018-11-20 00:39:44 +01:00

1671 lines
53 KiB
C++

/**
* 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."
*
* @file graphicsOutput.cxx
* @author drose
* @date 2004-02-06
*/
#include "graphicsOutput.h"
#include "graphicsPipe.h"
#include "graphicsEngine.h"
#include "graphicsWindow.h"
#include "config_display.h"
#include "lightMutexHolder.h"
#include "renderBuffer.h"
#include "indirectLess.h"
#include "pStatTimer.h"
#include "configVariableBool.h"
#include "camera.h"
#include "displayRegion.h"
#include "lens.h"
#include "perspectiveLens.h"
#include "pointerTo.h"
#include "compassEffect.h"
#include "geom.h"
#include "geomNode.h"
#include "geomTristrips.h"
#include "geomVertexWriter.h"
#include "throw_event.h"
#include "config_gobj.h"
using std::string;
TypeHandle GraphicsOutput::_type_handle;
PStatCollector GraphicsOutput::_make_current_pcollector("Draw:Make current");
PStatCollector GraphicsOutput::_copy_texture_pcollector("Draw:Copy texture");
PStatCollector GraphicsOutput::_cull_pcollector("Cull");
PStatCollector GraphicsOutput::_draw_pcollector("Draw");
struct CubeFaceDef {
CubeFaceDef(const char *name, const LPoint3 &look_at, const LVector3 &up) :
_name(name), _look_at(look_at), _up(up) { }
const char *_name;
LPoint3 _look_at;
LVector3 _up;
};
static CubeFaceDef cube_faces[6] = {
CubeFaceDef("positive_x", LPoint3(1, 0, 0), LVector3(0, -1, 0)),
CubeFaceDef("negative_x", LPoint3(-1, 0, 0), LVector3(0, -1, 0)),
CubeFaceDef("positive_y", LPoint3(0, 1, 0), LVector3(0, 0, 1)),
CubeFaceDef("negative_y", LPoint3(0, -1, 0), LVector3(0, 0, -1)),
CubeFaceDef("positive_z", LPoint3(0, 0, 1), LVector3(0, -1, 0)),
CubeFaceDef("negative_z", LPoint3(0, 0, -1), LVector3(0, -1, 0))
};
/**
* Normally, the GraphicsOutput constructor is not called directly; these are
* created instead via the GraphicsEngine::make_window() function.
*/
GraphicsOutput::
GraphicsOutput(GraphicsEngine *engine, GraphicsPipe *pipe,
const string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host,
bool default_stereo_flags) :
_lock("GraphicsOutput"),
_cull_window_pcollector(_cull_pcollector, name),
_draw_window_pcollector(_draw_pcollector, name),
_clear_window_pcollector(_draw_window_pcollector, "Clear"),
_size(0, 0)
{
#ifdef DO_MEMORY_USAGE
MemoryUsage::update_type(this, this);
#endif
_engine = engine;
_pipe = pipe;
_gsg = gsg;
_host = host;
_fb_properties = fb_prop;
_name = name;
_creation_flags = flags;
_has_size = win_prop.has_size();
_is_nonzero_size = false;
if (_has_size) {
_size = win_prop.get_size();
_is_nonzero_size = (_size[0] > 0 && _size[1] > 0);
}
if (_creation_flags & GraphicsPipe::BF_size_track_host) {
// If we're tracking the host size, we assume we'll be nonzero eventually.
_is_nonzero_size = true;
}
_is_valid = false;
_flip_ready = false;
_target_tex_page = -1;
_prev_page_dr = nullptr;
_sort = 0;
_child_sort = 0;
_got_child_sort = false;
_internal_sort_index = 0;
_inverted = window_inverted;
_swap_eyes = swap_eyes;
_red_blue_stereo = false;
_left_eye_color_mask = 0x0f;
_right_eye_color_mask = 0x0f;
_side_by_side_stereo = false;
_sbs_left_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
_sbs_right_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
_delete_flag = false;
if (_fb_properties.is_single_buffered()) {
_draw_buffer_type = RenderBuffer::T_front;
} else {
_draw_buffer_type = RenderBuffer::T_back;
}
if (default_stereo_flags) {
// Check the config variables to see if we should make this a "stereo"
// buffer or window.
_red_blue_stereo = red_blue_stereo && !fb_prop.is_stereo();
if (_red_blue_stereo) {
_left_eye_color_mask = parse_color_mask(red_blue_stereo_colors.get_word(0));
_right_eye_color_mask = parse_color_mask(red_blue_stereo_colors.get_word(1));
}
_side_by_side_stereo = side_by_side_stereo && !fb_prop.is_stereo();
if (_side_by_side_stereo) {
_sbs_left_dimensions.set(sbs_left_dimensions[0], sbs_left_dimensions[1],
sbs_left_dimensions[2], sbs_left_dimensions[3]);
_sbs_right_dimensions.set(sbs_right_dimensions[0], sbs_right_dimensions[1],
sbs_right_dimensions[2], sbs_right_dimensions[3]);
}
}
// We start out with one DisplayRegion that covers the whole window, which
// we may use internally for full-window operations like clear() and
// get_screenshot().
_overlay_display_region = make_mono_display_region(0.0f, 1.0f, 0.0f, 1.0f);
_overlay_display_region->set_active(false);
_overlay_display_region->set_scissor_enabled(false);
// Make sure the "active" flag is set true for pipeline stage 0.
{
CDWriter cdata(_cycler, true);
cdata->_active = true;
}
// By default, each new GraphicsOutput is set up to clear color and depth.
set_clear_color_active(true);
set_clear_depth_active(true);
set_clear_stencil_active(true);
set_clear_color(background_color.get_value());
}
/**
*
*/
GraphicsOutput::
~GraphicsOutput() {
// The window should be closed by the time we destruct.
nassertv(!is_valid());
// We shouldn't have a GraphicsPipe pointer anymore.
nassertv(_pipe == nullptr);
// We don't have to destruct our child display regions explicitly, since
// they are all reference-counted and will go away when their pointers do.
// However, we do need to zero out their pointers to us.
TotalDisplayRegions::iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
(*dri)->_window = nullptr;
}
_total_display_regions.clear();
_overlay_display_region = nullptr;
}
/**
* If the GraphicsOutput is currently rendering to a texture, then all
* textures are dissociated from the GraphicsOuput.
*/
void GraphicsOutput::
clear_render_textures() {
CDWriter cdata(_cycler, true);
cdata->_textures.clear();
++(cdata->_textures_seq);
throw_event("render-texture-targets-changed");
}
/**
* Creates a new Texture object, suitable for rendering the contents of this
* buffer into, and appends it to the list of render textures.
*
* If tex is not NULL, it is the texture that will be set up for rendering
* into; otherwise, a new Texture object will be created, in which case you
* may call get_texture() to retrieve the new texture pointer.
*
* You can specify a bitplane to attach the texture to. the legal choices
* are:
*
* - RTP_depth
* - RTP_depth_stencil
* - RTP_color
* - RTP_aux_rgba_0
* - RTP_aux_rgba_1
* - RTP_aux_rgba_2
* - RTP_aux_rgba_3
*
* If you do not specify a bitplane to attach the texture to, this routine
* will use a default based on the texture's format:
*
* - F_depth_component attaches to RTP_depth
* - F_depth_stencil attaches to RTP_depth_stencil
* - all other formats attach to RTP_color.
*
* The texture's format will be changed to match the format of the bitplane to
* which it is attached. For example, if you pass in an F_rgba texture and
* order that it be attached to RTP_depth_stencil, it will turn into an
* F_depth_stencil texture.
*
* Also see make_texture_buffer(), which is a higher-level interface for
* preparing render-to-a-texture mode.
*/
void GraphicsOutput::
add_render_texture(Texture *tex, RenderTextureMode mode,
RenderTexturePlane plane) {
if (mode == RTM_none) {
return;
}
LightMutexHolder holder(_lock);
// Create texture if necessary.
if (tex == nullptr) {
tex = new Texture(get_name());
tex->set_wrap_u(SamplerState::WM_clamp);
tex->set_wrap_v(SamplerState::WM_clamp);
} else {
tex->clear_ram_image();
}
// Set it to have no compression by default. You can restore compression
// later if you really, really want it; but this freaks out some drivers,
// and presumably it's a mistake if you have compression enabled for a
// rendered texture.
tex->set_compression(Texture::CM_off);
// Choose a default bitplane.
if (plane == RTP_COUNT) {
switch (tex->get_format()) {
case Texture::F_depth_stencil:
plane = RTP_depth_stencil;
break;
case Texture::F_depth_component:
case Texture::F_depth_component16:
case Texture::F_depth_component24:
case Texture::F_depth_component32:
plane = RTP_depth;
break;
default:
plane = RTP_color;
break;
}
}
// Set the texture's format to match the bitplane. (And validate the
// bitplane, while we're at it).
if (plane == RTP_depth) {
_fb_properties.setup_depth_texture(tex);
tex->set_match_framebuffer_format(true);
} else if (plane == RTP_depth_stencil) {
tex->set_format(Texture::F_depth_stencil);
if (_fb_properties.get_float_depth()) {
tex->set_component_type(Texture::T_float);
} else {
tex->set_component_type(Texture::T_unsigned_int_24_8);
}
tex->set_match_framebuffer_format(true);
} else if (plane == RTP_color ||
plane == RTP_aux_rgba_0 ||
plane == RTP_aux_rgba_1 ||
plane == RTP_aux_rgba_2 ||
plane == RTP_aux_rgba_3) {
_fb_properties.setup_color_texture(tex);
tex->set_match_framebuffer_format(true);
} else if (plane == RTP_aux_hrgba_0 ||
plane == RTP_aux_hrgba_1 ||
plane == RTP_aux_hrgba_2 ||
plane == RTP_aux_hrgba_3) {
tex->set_format(Texture::F_rgba16);
tex->set_match_framebuffer_format(true);
} else if (plane == RTP_aux_float_0 ||
plane == RTP_aux_float_1 ||
plane == RTP_aux_float_2 ||
plane == RTP_aux_float_3) {
tex->set_format(Texture::F_rgba32);
tex->set_component_type(Texture::T_float);
tex->set_match_framebuffer_format(true);
} else {
display_cat.error() <<
"add_render_texture: invalid bitplane specified.\n";
return;
}
// Go ahead and tell the texture our anticipated size, even if it might be
// inaccurate (particularly if this is a GraphicsWindow, which has system-
// imposed restrictions on size).
tex->set_size_padded(get_x_size(), get_y_size(), tex->get_z_size());
if (_fb_properties.is_stereo() && plane == RTP_color) {
if (tex->get_num_views() < 2) {
tex->set_num_views(2);
}
}
if (!support_render_texture || !get_supports_render_texture()) {
// Binding is not supported or it is disabled, so just fall back to copy
// instead.
if (mode == RTM_bind_or_copy) {
mode = RTM_copy_texture;
} else if (mode == RTM_bind_layered) {
// We can't fallback to copy, because that doesn't work for layered
// textures. The best thing we can do is raise an error message.
display_cat.error() <<
"add_render_texture: RTM_bind_layered was requested but "
"render-to-texture is not supported or has been disabled!\n";
}
}
if (mode == RTM_bind_layered && _gsg != nullptr && !_gsg->get_supports_geometry_shaders()) {
// Layered FBOs require a geometry shader to write to any but the first
// layer.
display_cat.warning() <<
"add_render_texture: RTM_bind_layered was requested but "
"geometry shaders are not supported!\n";
}
if (mode == RTM_bind_or_copy || mode == RTM_bind_layered) {
// If we're still planning on binding, indicate it in texture properly.
tex->set_render_to_texture(true);
}
CDWriter cdata(_cycler, true);
RenderTexture result;
result._texture = tex;
result._plane = plane;
result._rtm_mode = mode;
cdata->_textures.push_back(result);
++(cdata->_textures_seq);
throw_event("render-texture-targets-changed");
}
/**
* This is a deprecated interface that made sense back when GraphicsOutputs
* could only render into one texture at a time. From now on, use
* clear_render_textures and add_render_texture instead.
*/
void GraphicsOutput::
setup_render_texture(Texture *tex, bool allow_bind, bool to_ram) {
display_cat.warning() <<
"Using deprecated setup_render_texture interface.\n";
clear_render_textures();
if (to_ram) {
add_render_texture(tex, RTM_copy_ram);
} else if (allow_bind) {
add_render_texture(tex, RTM_bind_or_copy);
} else {
add_render_texture(tex, RTM_copy_texture);
}
}
/**
* Sets the active flag associated with the GraphicsOutput. If the
* GraphicsOutput is marked inactive, nothing is rendered.
*/
void GraphicsOutput::
set_active(bool active) {
CDLockedReader cdata(_cycler);
if (cdata->_active != active) {
CDWriter cdataw(((GraphicsOutput *)this)->_cycler, cdata, true);
cdataw->_active = active;
}
}
/**
* Returns true if the window is ready to be rendered into, false otherwise.
*/
bool GraphicsOutput::
is_active() const {
if (!is_valid()) {
return false;
}
CDLockedReader cdata(_cycler);
if (!cdata->_active) {
return false;
}
if (cdata->_one_shot_frame != -1) {
// If one_shot is in effect, then we are active only for the one indicated
// frame.
if (cdata->_one_shot_frame != ClockObject::get_global_clock()->get_frame_count()) {
return false;
} else {
return true;
}
}
// If the window has a clear value set, it is active.
if (is_any_clear_active()) {
return true;
}
// If we triggered a copy operation, it is also active.
if (_trigger_copy) {
return true;
}
// The window is active if at least one display region is active.
if (cdata->_active_display_regions_stale) {
CDWriter cdataw(((GraphicsOutput *)this)->_cycler, cdata, false);
((GraphicsOutput *)this)->do_determine_display_regions(cdataw);
}
return !cdata->_active_display_regions.empty();
}
/**
* Changes the current setting of the one-shot flag. When this is true, the
* GraphicsOutput will render the current frame and then automatically set
* itself inactive. This is particularly useful for buffers that are created
* for the purposes of render-to-texture, for static textures that don't need
* to be continually re-rendered once they have been rendered the first time.
*
* Setting the buffer inactive is not the same thing as destroying it. You
* are still responsible for passing this buffer to
* GraphicsEngine::remove_window() when you no longer need the texture, in
* order to clean up fully. (However, you should not call remove_window() on
* this buffer while the texture is still needed, because depending on the
* render-to-texture mechanism in use, this may invalidate the texture
* contents.)
*/
void GraphicsOutput::
set_one_shot(bool one_shot) {
CDWriter cdata(_cycler, true);
if (one_shot) {
cdata->_one_shot_frame = ClockObject::get_global_clock()->get_frame_count();
} else {
cdata->_one_shot_frame = -1;
}
}
/**
* Returns the current setting of the one-shot flag. When this is true, the
* GraphicsOutput will automatically set itself inactive after the next frame.
*/
bool GraphicsOutput::
get_one_shot() const {
CDReader cdata(_cycler);
return (cdata->_one_shot_frame == ClockObject::get_global_clock()->get_frame_count());
}
/**
* Changes the current setting of the inverted flag. When this is true, the
* scene is rendered into the window upside-down and backwards, that is,
* inverted as if viewed through a mirror placed on the floor.
*
* This is primarily intended to support DirectX (and a few buggy OpenGL
* graphics drivers) that perform a framebuffer-to-texture copy upside-down
* from the usual OpenGL (and Panda) convention. Panda will automatically set
* this flag for offscreen buffers on hardware that is known to do this, to
* compensate when rendering offscreen into a texture.
*/
void GraphicsOutput::
set_inverted(bool inverted) {
if (_inverted != inverted) {
_inverted = inverted;
if (get_y_size() != 0) {
// All of our DisplayRegions need to recompute their pixel positions
// now.
TotalDisplayRegions::iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
(*dri)->compute_pixels(get_x_size(), get_y_size());
}
}
}
}
/**
* Enables side-by-side stereo mode on this particular window. When side-by-
* side stereo mode is in effect, DisplayRegions that have the "left" channel
* set will render on the part of the window specified by sbs_left_dimensions
* (typically the left half: (0, 0.5, 0, 1)), while DisplayRegions that have
* the "right" channel set will render on the part of the window specified by
* sbs_right_dimensions (typically the right half: (0.5, 1, 0, 1)).
*
* This is commonly used in a dual-monitor mode, where a window is opened that
* spans two monitors, and each monitor represents a different eye.
*/
void GraphicsOutput::
set_side_by_side_stereo(bool side_by_side_stereo) {
LVecBase4 left, right;
left.set(sbs_left_dimensions[0], sbs_left_dimensions[1],
sbs_left_dimensions[2], sbs_left_dimensions[3]);
right.set(sbs_right_dimensions[0], sbs_right_dimensions[1],
sbs_right_dimensions[2], sbs_right_dimensions[3]);
set_side_by_side_stereo(side_by_side_stereo, left, right);
}
/**
* Enables side-by-side stereo mode on this particular window. When side-by-
* side stereo mode is in effect, DisplayRegions that have the "left" channel
* set will render on the part of the window specified by sbs_left_dimensions
* (typically the left half: (0, 0.5, 0, 1)), while DisplayRegions that have
* the "right" channel set will render on the part of the window specified by
* sbs_right_dimensions (typically the right half: (0.5, 1, 0, 1)).
*
* This is commonly used in a dual-monitor mode, where a window is opened that
* spans two monitors, and each monitor represents a different eye.
*/
void GraphicsOutput::
set_side_by_side_stereo(bool side_by_side_stereo,
const LVecBase4 &sbs_left_dimensions,
const LVecBase4 &sbs_right_dimensions) {
_side_by_side_stereo = side_by_side_stereo;
if (_side_by_side_stereo) {
_sbs_left_dimensions = sbs_left_dimensions;
_sbs_right_dimensions = sbs_right_dimensions;
} else {
_sbs_left_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
_sbs_right_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
}
}
/**
* Returns the current setting of the delete flag. When this is true, the
* GraphicsOutput will automatically be removed before the beginning of the
* next frame by the GraphicsEngine.
*/
bool GraphicsOutput::
get_delete_flag() const {
// We only delete the window or buffer automatically when it is no longer
// associated with a texture.
for (int i = 0; i < (int)_hold_textures.size(); i++) {
if (_hold_textures[i].is_valid_pointer()) {
return false;
}
}
return _delete_flag;
}
/**
* Adjusts the sorting order of this particular GraphicsOutput, relative to
* other GraphicsOutputs.
*/
void GraphicsOutput::
set_sort(int sort) {
if (_sort != sort) {
if (_gsg != nullptr &&
_gsg->get_engine() != nullptr) {
_gsg->get_engine()->set_window_sort(this, sort);
}
}
}
/**
* 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(const LVecBase4 &dimensions) {
if (is_stereo() && default_stereo_camera) {
return make_stereo_display_region(dimensions);
} else {
return make_mono_display_region(dimensions);
}
}
/**
* Creates a new DisplayRegion that covers the indicated sub-rectangle within
* the window. The range on all parameters is 0..1.
*
* 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).
*/
DisplayRegion *GraphicsOutput::
make_mono_display_region(const LVecBase4 &dimensions) {
if (_side_by_side_stereo) {
StereoDisplayRegion *dr = make_stereo_display_region(dimensions);
dr->get_left_eye()->set_stereo_channel(Lens::SC_mono);
dr->get_right_eye()->set_stereo_channel(Lens::SC_mono);
return dr;
}
return new DisplayRegion(this, dimensions);
}
/**
* Creates a new DisplayRegion that covers the indicated sub-rectangle within
* the window. The range on all parameters is 0..1.
*
* This always returns a stereo DisplayRegion, even if is_stereo() is false.
*/
StereoDisplayRegion *GraphicsOutput::
make_stereo_display_region(const LVecBase4 &dimensions) {
PT(DisplayRegion) left, right;
if (_side_by_side_stereo) {
// On a side-by-side stereo window, each eye gets the corresponding
// dimensions of its own sub-region.
PN_stdfloat left_l = _sbs_left_dimensions[0];
PN_stdfloat left_b = _sbs_left_dimensions[2];
PN_stdfloat left_w = _sbs_left_dimensions[1] - _sbs_left_dimensions[0];
PN_stdfloat left_h = _sbs_left_dimensions[3] - _sbs_left_dimensions[2];
LVecBase4 left_dimensions(dimensions[0] * left_w + left_l,
dimensions[1] * left_w + left_l,
dimensions[2] * left_h + left_b,
dimensions[3] * left_h + left_b);
left = new DisplayRegion(this, left_dimensions);
PN_stdfloat right_l = _sbs_right_dimensions[0];
PN_stdfloat right_b = _sbs_right_dimensions[2];
PN_stdfloat right_w = _sbs_right_dimensions[1] - _sbs_right_dimensions[0];
PN_stdfloat right_h = _sbs_right_dimensions[3] - _sbs_right_dimensions[2];
LVecBase4 right_dimensions(dimensions[0] * right_w + right_l,
dimensions[1] * right_w + right_l,
dimensions[2] * right_h + right_b,
dimensions[3] * right_h + right_b);
right = new DisplayRegion(this, right_dimensions);
if (_swap_eyes) {
DisplayRegion *t = left;
left = right;
right = t;
}
} else {
// Not a side-by-side stereo window; thus, both the left and right eyes
// are the same region: the region specified.
left = new DisplayRegion(this, dimensions);
right = new DisplayRegion(this, dimensions);
// In this case, we assume that the two eyes will share the same depth
// buffer, which means the right eye should clear the depth buffer by
// default.
if (get_clear_depth_active()) {
right->set_clear_depth_active(true);
}
if (get_clear_stencil_active()) {
right->set_clear_stencil_active(true);
}
}
PT(StereoDisplayRegion) stereo = new StereoDisplayRegion(this, dimensions,
left, right);
return stereo;
}
/**
* Removes the indicated DisplayRegion from the window, and destructs it if
* there are no other references.
*
* Returns true if the DisplayRegion is found and removed, false if it was not
* a part of the window.
*/
bool GraphicsOutput::
remove_display_region(DisplayRegion *display_region) {
LightMutexHolder holder(_lock);
nassertr(display_region != _overlay_display_region, false);
if (display_region->is_stereo()) {
StereoDisplayRegion *sdr;
DCAST_INTO_R(sdr, display_region, false);
do_remove_display_region(sdr->get_left_eye());
do_remove_display_region(sdr->get_right_eye());
}
return do_remove_display_region(display_region);
}
/**
* Removes all display regions from the window, except the default one that is
* created with the window.
*/
void GraphicsOutput::
remove_all_display_regions() {
LightMutexHolder holder(_lock);
TotalDisplayRegions::iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
DisplayRegion *display_region = (*dri);
if (display_region != _overlay_display_region) {
// Let's aggressively clean up the display region too.
display_region->cleanup();
display_region->_window = nullptr;
}
}
_total_display_regions.clear();
_total_display_regions.push_back(_overlay_display_region);
OPEN_ITERATE_ALL_STAGES(_cycler) {
CDStageWriter cdata(_cycler, pipeline_stage);
cdata->_active_display_regions_stale = true;
}
CLOSE_ITERATE_ALL_STAGES(_cycler);
}
/**
* Replaces the special "overlay" DisplayRegion that is created for each
* window or buffer. See get_overlay_display_region(). This must be a new
* DisplayRegion that has already been created for this window, for instance
* via a call to make_mono_display_region(). You are responsible for ensuring
* that the new DisplayRegion covers the entire window. The previous overlay
* display region is not automatically removed; you must explicitly call
* remove_display_region() on it after replacing it with this method, if you
* wish it to be removed.
*
* Normally, there is no reason to change the overlay DisplayRegion, so this
* method should be used only in very unusual circumstances.
*/
void GraphicsOutput::
set_overlay_display_region(DisplayRegion *display_region) {
nassertv(display_region->get_window() == this);
_overlay_display_region = display_region;
}
/**
* Returns the number of DisplayRegions that have been created within the
* window, active or otherwise.
*/
int GraphicsOutput::
get_num_display_regions() const {
LightMutexHolder holder(_lock);
return _total_display_regions.size();
}
/**
* Returns the nth DisplayRegion of those that have been created within the
* window. This may return NULL if n is out of bounds; particularly likely if
* the number of display regions has changed since the last call to
* get_num_display_regions().
*/
PT(DisplayRegion) GraphicsOutput::
get_display_region(int n) const {
determine_display_regions();
PT(DisplayRegion) result;
{
LightMutexHolder holder(_lock);
if (n >= 0 && n < (int)_total_display_regions.size()) {
result = _total_display_regions[n];
} else {
result = nullptr;
}
}
return result;
}
/**
* Returns the number of active DisplayRegions that have been created within
* the window.
*/
int GraphicsOutput::
get_num_active_display_regions() const {
determine_display_regions();
CDReader cdata(_cycler);
return cdata->_active_display_regions.size();
}
/**
* Returns the nth active DisplayRegion of those that have been created within
* the window. This may return NULL if n is out of bounds; particularly
* likely if the number of display regions has changed since the last call to
* get_num_active_display_regions().
*/
PT(DisplayRegion) GraphicsOutput::
get_active_display_region(int n) const {
determine_display_regions();
CDReader cdata(_cycler);
if (n >= 0 && n < (int)cdata->_active_display_regions.size()) {
return cdata->_active_display_regions[n];
}
return nullptr;
}
/**
* 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().
*/
GraphicsOutput *GraphicsOutput::
make_texture_buffer(const string &name, int x_size, int y_size,
Texture *tex, bool to_ram, FrameBufferProperties *fbp) {
FrameBufferProperties props;
props.set_rgb_color(1);
props.set_color_bits(1);
props.set_alpha_bits(1);
props.set_depth_bits(1);
if (fbp == nullptr) {
fbp = &props;
}
int flags = GraphicsPipe::BF_refuse_window;
if (textures_power_2 != ATS_none) {
flags |= GraphicsPipe::BF_size_power_2;
}
if (tex != nullptr &&
tex->get_texture_type() == Texture::TT_cube_map) {
flags |= GraphicsPipe::BF_size_square;
}
GraphicsOutput *buffer = get_gsg()->get_engine()->
make_output(get_gsg()->get_pipe(),
name, get_child_sort(),
*fbp, WindowProperties::size(x_size, y_size),
flags, get_gsg(), get_host());
if (buffer != nullptr) {
if (buffer->get_gsg() == nullptr ||
buffer->get_gsg()->get_prepared_objects() != get_gsg()->get_prepared_objects()) {
// If the newly-created buffer doesn't share texture objects with the
// current GSG, then we will have to force the texture copy to go
// through RAM.
to_ram = true;
}
buffer->add_render_texture(tex, to_ram ? RTM_copy_ram : RTM_bind_or_copy);
return buffer;
}
return nullptr;
}
/**
* 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, FrameBufferProperties *fbp) {
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 nullptr;
}
if (max_dimension > 0) {
size = std::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(SamplerState::WM_clamp);
tex->set_wrap_v(SamplerState::WM_clamp);
GraphicsOutput *buffer;
buffer = make_texture_buffer(name, size, size, tex, to_ram, fbp);
// 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);
buffer->set_clear_stencil_active(false);
PT(Lens) lens = new PerspectiveLens(90, 90);
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;
dr = buffer->make_display_region();
dr->set_target_tex_page(i);
dr->copy_clear_settings(*this);
dr->set_camera(camera_np);
}
return buffer;
}
/**
* 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 == nullptr) {
PT(GeomVertexData) vdata = create_texture_card_vdata(get_x_size(), get_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();
PT(Geom) geom = new Geom(vdata);
geom->add_primitive(strip);
_texture_card = new GeomNode("texture card");
_texture_card->add_geom(geom);
}
NodePath path("texture card");
path.node()->add_child(_texture_card);
// 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.
CDReader cdata(_cycler);
RenderTextures::const_iterator ri;
for (ri = cdata->_textures.begin(); ri != cdata->_textures.end(); ++ri) {
Texture *texture = (*ri)._texture;
if ((texture->get_format() != Texture::F_depth_stencil)) {
path.set_texture(texture, 0);
break;
}
}
return path;
}
/**
* Will attempt to use the depth buffer of the input graphics_output. The
* buffer sizes must be exactly the same.
*/
bool GraphicsOutput::
share_depth_buffer(GraphicsOutput *graphics_output) {
return false;
}
/**
* Discontinue sharing the depth buffer.
*/
void GraphicsOutput::
unshare_depth_buffer() {
}
/**
* Returns true if this particular GraphicsOutput can render directly into a
* texture, or false if it must always copy-to-texture at the end of each
* frame to achieve this effect.
*/
bool GraphicsOutput::
get_supports_render_texture() const {
return false;
}
/**
* Returns true if a frame has been rendered and needs to be flipped, false
* otherwise.
*/
bool GraphicsOutput::
flip_ready() const {
return _flip_ready;
}
/**
* 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;
}
/**
* 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() {
}
/**
* 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() {
}
/**
* 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() {
}
/**
* Resets the window framebuffer from its derived children. Does nothing
* here.
*/
void GraphicsOutput::
reset_window(bool swapchain) {
display_cat.info()
<< "Resetting " << get_type() << "\n";
}
/**
* Sets the window's _pipe pointer to NULL; this is generally called only as a
* precursor to deleting the window.
*/
void GraphicsOutput::
clear_pipe() {
_pipe = nullptr;
}
/**
* 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) {
_size.set(x, y);
_has_size = true;
_is_nonzero_size = (x > 0 && y > 0);
int fb_x_size = get_fb_x_size();
int fb_y_size = get_fb_y_size();
TotalDisplayRegions::iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
(*dri)->compute_pixels_all_stages(fb_x_size, fb_y_size);
}
if (_texture_card != nullptr && _texture_card->get_num_geoms() > 0) {
_texture_card->modify_geom(0)->set_vertex_data(create_texture_card_vdata(x, y));
}
}
/**
* 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(Thread *current_thread) {
if (is_any_clear_active()) {
if (display_cat.is_spam()) {
display_cat.spam()
<< "clear(): " << get_type() << " "
<< get_name() << " " << (void *)this << "\n";
}
nassertv(_gsg != nullptr);
DisplayRegionPipelineReader dr_reader(_overlay_display_region, current_thread);
_gsg->prepare_display_region(&dr_reader);
_gsg->clear(this);
}
}
/**
* 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, Thread *current_thread) {
return false;
}
/**
* 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, Thread *current_thread) {
}
/**
* 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(DisplayRegionPipelineReader *new_dr) {
int new_target_tex_page = new_dr->get_target_tex_page();
if (new_target_tex_page != -1 && new_target_tex_page != _target_tex_page) {
if (new_target_tex_page == -1) {
new_target_tex_page = 0;
}
int old_target_tex_page = _target_tex_page;
DisplayRegion *old_page_dr = _prev_page_dr;
_target_tex_page = new_target_tex_page;
_prev_page_dr = new_dr->get_object();
CDReader cdata(_cycler);
RenderTextures::const_iterator ri;
for (ri = cdata->_textures.begin(); ri != cdata->_textures.end(); ++ri) {
RenderTextureMode rtm_mode = (*ri)._rtm_mode;
RenderTexturePlane plane = (*ri)._plane;
Texture *texture = (*ri)._texture;
if (rtm_mode != RTM_none) {
if (rtm_mode == RTM_bind_or_copy || rtm_mode == RTM_bind_layered) {
// In render-to-texture mode, switch the rendering backend to the
// new page, so that the subsequent frame will be rendered to the
// correct page.
select_target_tex_page(_target_tex_page);
} else if (old_target_tex_page != -1) {
// In copy-to-texture mode, copy the just-rendered framebuffer to
// the old texture page.
nassertv(old_page_dr != nullptr);
if (display_cat.is_debug()) {
display_cat.debug()
<< "Copying texture for " << get_name() << " at scene change.\n";
display_cat.debug()
<< "target_tex_page = " << old_target_tex_page << "\n";
}
RenderBuffer buffer = _gsg->get_render_buffer(get_draw_buffer_type(),
get_fb_properties());
if (plane == RTP_color && _fb_properties.is_stereo()) {
// We've got two texture views to copy.
RenderBuffer left(_gsg, buffer._buffer_type & ~RenderBuffer::T_right);
RenderBuffer right(_gsg, buffer._buffer_type & ~RenderBuffer::T_left);
if (rtm_mode == RTM_copy_ram) {
_gsg->framebuffer_copy_to_ram(texture, 0, old_target_tex_page,
old_page_dr, left);
_gsg->framebuffer_copy_to_ram(texture, 1, old_target_tex_page,
old_page_dr, right);
} else {
_gsg->framebuffer_copy_to_texture(texture, 0, old_target_tex_page,
old_page_dr, left);
_gsg->framebuffer_copy_to_texture(texture, 1, old_target_tex_page,
old_page_dr, right);
}
} else {
if (rtm_mode == RTM_copy_ram) {
_gsg->framebuffer_copy_to_ram(texture, 0, old_target_tex_page,
old_page_dr, buffer);
} else {
_gsg->framebuffer_copy_to_texture(texture, 0, old_target_tex_page,
old_page_dr, buffer);
}
}
}
}
}
}
}
/**
* 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, or any other
* multi-page texture. This should do whatever needs to be done to switch the
* buffer to the indicated page.
*/
void GraphicsOutput::
select_target_tex_page(int) {
}
/**
* 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() {
}
/**
* 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 when it is command
* but not actually flip
*
*/
void GraphicsOutput::
ready_flip() {
}
/**
* 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;
}
/**
* 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() {
}
/**
* Called internally when the pixel factor changes.
*/
void GraphicsOutput::
pixel_factor_changed() {
if (_has_size) {
set_size_and_recalc(get_x_size(), get_y_size());
}
}
/**
* Set the delete flag, and do the usual cleanup activities associated with
* that.
*/
void GraphicsOutput::
prepare_for_deletion() {
CDWriter cdata(_cycler, true);
cdata->_active = false;
// If we were rendering directly to texture, we can't delete the buffer
// until all the textures are gone too.
RenderTextures::iterator ri;
for (ri = cdata->_textures.begin(); ri != cdata->_textures.end(); ++ri) {
if ((*ri)._rtm_mode == RTM_bind_or_copy || (*ri)._rtm_mode == RTM_bind_layered) {
_hold_textures.push_back((*ri)._texture);
}
}
cdata->_textures.clear();
_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 any textures are marked RTM_bind_or_copy, change them to
* RTM_copy_texture. This does not change textures that are set to
* RTM_bind_layered, as layered framebuffers aren't supported with
* RTM_copy_texture.
*/
void GraphicsOutput::
promote_to_copy_texture() {
CDLockedReader cdata(_cycler);
RenderTextures::const_iterator ri;
bool any_bind = false;
for (ri = cdata->_textures.begin(); ri != cdata->_textures.end(); ++ri) {
if ((*ri)._rtm_mode == RTM_bind_or_copy) {
any_bind = true;
break;
}
}
if (any_bind) {
CDWriter cdataw(((GraphicsOutput *)this)->_cycler, cdata, true);
RenderTextures::iterator ri;
for (ri = cdataw->_textures.begin(); ri != cdataw->_textures.end(); ++ri) {
if ((*ri)._rtm_mode == RTM_bind_or_copy) {
(*ri)._rtm_mode = RTM_copy_texture;
}
}
}
}
/**
* For all textures marked RTM_copy_texture, RTM_copy_ram,
* RTM_triggered_copy_texture, or RTM_triggered_copy_ram, do the necessary
* copies.
*
* Returns true if all copies are successful, false otherwise.
*/
bool GraphicsOutput::
copy_to_textures() {
bool okflag = true;
CDReader cdata(_cycler);
RenderTextures::const_iterator ri;
for (ri = cdata->_textures.begin(); ri != cdata->_textures.end(); ++ri) {
RenderTextureMode rtm_mode = (*ri)._rtm_mode;
if ((rtm_mode == RTM_none) || (rtm_mode == RTM_bind_or_copy)) {
continue;
}
Texture *texture = (*ri)._texture;
PStatTimer timer(_copy_texture_pcollector);
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()
<< "target_tex_page = " << _target_tex_page << "\n";
}
RenderTexturePlane plane = (*ri)._plane;
RenderBuffer buffer(_gsg, DrawableRegion::get_renderbuffer_type(plane));
if (plane == RTP_color) {
buffer = _gsg->get_render_buffer(get_draw_buffer_type(),
get_fb_properties());
}
bool copied = false;
DisplayRegion *dr = _overlay_display_region;
if (_prev_page_dr != nullptr) {
dr = _prev_page_dr;
}
if (plane == RTP_color && _fb_properties.is_stereo()) {
// We've got two texture views to copy.
RenderBuffer left(_gsg, buffer._buffer_type & ~RenderBuffer::T_right);
RenderBuffer right(_gsg, buffer._buffer_type & ~RenderBuffer::T_left);
if ((rtm_mode == RTM_copy_ram)||(rtm_mode == RTM_triggered_copy_ram)) {
copied = _gsg->framebuffer_copy_to_ram(texture, 0, _target_tex_page,
dr, left);
copied = _gsg->framebuffer_copy_to_ram(texture, 1, _target_tex_page,
dr, right) && copied;
} else {
copied = _gsg->framebuffer_copy_to_texture(texture, 0, _target_tex_page,
dr, left);
copied = _gsg->framebuffer_copy_to_texture(texture, 1, _target_tex_page,
dr, right) && copied;
}
} else {
if ((rtm_mode == RTM_copy_ram)||(rtm_mode == RTM_triggered_copy_ram)) {
copied = _gsg->framebuffer_copy_to_ram(texture, 0, _target_tex_page,
dr, buffer);
} else {
copied = _gsg->framebuffer_copy_to_texture(texture, 0, _target_tex_page,
dr, buffer);
}
}
if (!copied) {
okflag = false;
}
}
}
if (_trigger_copy != nullptr) {
_trigger_copy->set_result(nullptr);
_trigger_copy = nullptr;
}
return okflag;
}
/**
* Generates a GeomVertexData for a texture card.
*/
PT(GeomVertexData) GraphicsOutput::
create_texture_card_vdata(int x, int y) {
PN_stdfloat xhi = 1.0;
PN_stdfloat yhi = 1.0;
if (Texture::get_textures_power_2() != ATS_none) {
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_data3(LVertex::rfu(-1.0f, 0.0f, 1.0f));
vertex.add_data3(LVertex::rfu(-1.0f, 0.0f, -1.0f));
vertex.add_data3(LVertex::rfu( 1.0f, 0.0f, 1.0f));
vertex.add_data3(LVertex::rfu( 1.0f, 0.0f, -1.0f));
texcoord.add_data2( 0.0f, yhi);
texcoord.add_data2( 0.0f, 0.0f);
texcoord.add_data2( xhi, yhi);
texcoord.add_data2( xhi, 0.0f);
normal.add_data3(LVector3::back());
normal.add_data3(LVector3::back());
normal.add_data3(LVector3::back());
normal.add_data3(LVector3::back());
return vdata;
}
/**
* Called by the DisplayRegion constructor to add the new DisplayRegion to the
* list.
*/
DisplayRegion *GraphicsOutput::
add_display_region(DisplayRegion *display_region) {
LightMutexHolder holder(_lock);
CDWriter cdata(_cycler, true);
cdata->_active_display_regions_stale = true;
_total_display_regions.push_back(display_region);
return display_region;
}
/**
* Internal implementation of remove_display_region. Assumes the lock is
* already held.
*/
bool GraphicsOutput::
do_remove_display_region(DisplayRegion *display_region) {
nassertr(display_region != _overlay_display_region, false);
PT(DisplayRegion) drp = display_region;
TotalDisplayRegions::iterator dri =
find(_total_display_regions.begin(), _total_display_regions.end(), drp);
if (dri != _total_display_regions.end()) {
// Let's aggressively clean up the display region too.
display_region->cleanup();
display_region->_window = nullptr;
_total_display_regions.erase(dri);
OPEN_ITERATE_ALL_STAGES(_cycler) {
CDStageWriter cdata(_cycler, pipeline_stage);
cdata->_active_display_regions_stale = true;
}
CLOSE_ITERATE_ALL_STAGES(_cycler);
return true;
}
return false;
}
/**
* Re-sorts the list of active DisplayRegions within the window.
*/
void GraphicsOutput::
do_determine_display_regions(GraphicsOutput::CData *cdata) {
cdata->_active_display_regions_stale = false;
cdata->_active_display_regions.clear();
cdata->_active_display_regions.reserve(_total_display_regions.size());
int index = 0;
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()) {
cdata->_active_display_regions.push_back(display_region);
display_region->set_active_index(index);
++index;
} else {
display_region->set_active_index(-1);
}
}
std::stable_sort(cdata->_active_display_regions.begin(),
cdata->_active_display_regions.end(),
IndirectLess<DisplayRegion>());
}
/**
* Parses one of the keywords in the red-blue-stereo-colors Config.prc
* variable, and returns the corresponding bitmask.
*
* These bitmask values are taken from ColorWriteAttrib.
*/
unsigned int GraphicsOutput::
parse_color_mask(const string &word) {
unsigned int result = 0;
vector_string components;
tokenize(word, components, "|");
vector_string::const_iterator ci;
for (ci = components.begin(); ci != components.end(); ++ci) {
string w = downcase(*ci);
if (w == "red" || w == "r") {
result |= 0x001;
} else if (w == "green" || w == "g") {
result |= 0x002;
} else if (w == "blue" || w == "b") {
result |= 0x004;
} else if (w == "yellow" || w == "y") {
result |= 0x003;
} else if (w == "magenta" || w == "m") {
result |= 0x005;
} else if (w == "cyan" || w == "c") {
result |= 0x006;
} else if (w == "alpha" || w == "a") {
result |= 0x008;
} else if (w == "off") {
} else {
display_cat.warning()
<< "Invalid color in red-blue-stereo-colors: " << (*ci) << "\n";
}
}
return result;
}
/**
*
*/
GraphicsOutput::CData::
CData() {
// The default is *not* active, so the entire pipeline stage is initially
// populated with inactive outputs. Pipeline stage 0 is set to active in
// the constructor.
_active = false;
_one_shot_frame = -1;
_active_display_regions_stale = false;
}
/**
*
*/
GraphicsOutput::CData::
CData(const GraphicsOutput::CData &copy) :
_textures(copy._textures),
_active(copy._active),
_one_shot_frame(copy._one_shot_frame),
_active_display_regions(copy._active_display_regions),
_active_display_regions_stale(copy._active_display_regions_stale)
{
}
/**
*
*/
CycleData *GraphicsOutput::CData::
make_copy() const {
return new CData(*this);
}
/**
*
*/
std::ostream &
operator << (std::ostream &out, GraphicsOutput::FrameMode fm) {
switch (fm) {
case GraphicsOutput::FM_render:
return out << "render";
case GraphicsOutput::FM_parasite:
return out << "parasite";
case GraphicsOutput::FM_refresh:
return out << "refresh";
}
return out << "(**invalid GraphicsOutput::FrameMode(" << (int)fm << ")**)";
}