These are just placeholder files
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// Filename: glGraphicsBuffer_src.I
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// Created by: jyelon (15Jan06)
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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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// Filename: glGraphicsBuffer_src.cxx
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// Created by: jyelon (15Jan06)
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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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TypeHandle CLP(GraphicsBuffer)::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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glGraphicsBuffer::
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glGraphicsBuffer(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
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const string &name,
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int x_size, int y_size) :
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GraphicsBuffer(pipe, gsg, name, x_size, y_size)
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{
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_pbuffer = (HPBUFFERARB)0;
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_pbuffer_dc = (HDC)0;
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// Since the pbuffer never gets flipped, we get screenshots from the
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// same buffer we draw into.
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_screenshot_buffer_type = _draw_buffer_type;
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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glGraphicsBuffer::
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~glGraphicsBuffer() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::begin_frame
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// Access: Public, Virtual
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// Description: This function will be called within the draw thread
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// before beginning rendering for a given frame. It
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// should do whatever setup is required, and return true
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// if the frame should be rendered, or false if it
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// should be skipped.
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////////////////////////////////////////////////////////////////////
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bool glGraphicsBuffer::
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begin_frame() {
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if (_gsg == (GraphicsStateGuardian *)NULL) {
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return false;
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}
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_R(glgsg, _gsg, false);
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if (_pbuffer_dc) {
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int flag = 0;
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glgsg->_glQueryPbufferARB(_pbuffer, GL_PBUFFER_LOST_ARB, &flag);
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if (flag != 0) {
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// The pbuffer was lost, due to a mode change or something
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// silly like that. We must therefore recreate the pbuffer.
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close_buffer();
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if (!open_buffer()) {
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return false;
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}
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}
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}
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return GraphicsBuffer::begin_frame();
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsStateGuardian::begin_render_texture
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// Access: Public, Virtual
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// Description: If the GraphicsOutput supports direct render-to-texture,
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// and if any setup needs to be done during begin_frame,
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// then the setup code should go here. Any textures that
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// can not be rendered to directly should be reflagged
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// as RTM_copy_texture.
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////////////////////////////////////////////////////////////////////
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void glGraphicsBuffer::
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begin_render_texture() {
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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if (_gsg->get_properties().is_single_buffered()) {
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glgsg->_glReleaseTexImageARB(_pbuffer, GL_FRONT_LEFT_ARB);
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} else {
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glgsg->_glReleaseTexImageARB(_pbuffer, GL_BACK_LEFT_ARB);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::end_render_texture
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// Access: Public, Virtual
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// Description: If the GraphicsOutput supports direct render-to-texture,
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// and if any setup needs to be done during end_frame,
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// then the setup code should go here. Any textures that
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// could not be rendered to directly should be reflagged
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// as RTM_copy_texture.
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////////////////////////////////////////////////////////////////////
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void glGraphicsBuffer::
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end_render_texture() {
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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// Find the color texture, if there is one. That one can be bound to
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// the framebuffer. All others must be marked RTM_copy_to_texture.
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int tex_index = -1;
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for (int i=0; i<count_textures(); i++) {
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if (get_rtm_mode(i) == RTM_bind_or_copy) {
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if ((get_texture(i)->get_format() != Texture::F_depth_component)&&
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(get_texture(i)->get_format() != Texture::F_stencil_index)&&
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(tex_index < 0)) {
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tex_index = i;
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} else {
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_textures[i]._rtm_mode = RTM_copy_texture;
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}
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}
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}
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if (tex_index >= 0) {
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Texture *tex = get_texture(tex_index);
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TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
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nassertv(tc != (TextureContext *)NULL);
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CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
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GLenum target = glgsg->get_texture_target(tex->get_texture_type());
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if (target == GL_NONE) {
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_textures[tex_index]._rtm_mode = RTM_copy_texture;
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return;
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}
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GLP(BindTexture)(target, gtc->_index);
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if (_gsg->get_properties().is_single_buffered()) {
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glgsg->_glBindTexImageARB(_pbuffer, GL_FRONT_LEFT_ARB);
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} else {
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glgsg->_glBindTexImageARB(_pbuffer, GL_BACK_LEFT_ARB);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::select_cube_map
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// Access: Public, Virtual
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// Description: Called internally when the window is in
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// render-to-a-texture mode and we are in the process of
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// rendering the six faces of a cube map. This should
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// do whatever needs to be done to switch the buffer to
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// the indicated face.
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////////////////////////////////////////////////////////////////////
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void glGraphicsBuffer::
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select_cube_map(int cube_map_index) {
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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nassertv(glgsg->_glSetPbufferAttribARB != NULL);
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static const int max_attrib_list = 64;
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int iattrib_list[max_attrib_list];
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int ni = 0;
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iattrib_list[ni++] = GL_CUBE_MAP_FACE_ARB;
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iattrib_list[ni++] = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cube_map_index;
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// Terminate the list.
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nassertv(ni <= max_attrib_list);
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iattrib_list[ni] = 0;
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glgsg->_glSetPbufferAttribARB(_pbuffer, iattrib_list);
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::make_current
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// Access: Public, Virtual
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// Description: This function will be called within the draw thread
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// during begin_frame() to ensure the graphics context
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// is ready for drawing.
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////////////////////////////////////////////////////////////////////
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void glGraphicsBuffer::
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make_current() {
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PStatTimer timer(_make_current_pcollector);
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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glMakeCurrent(_pbuffer_dc, glgsg->get_context(_pbuffer_dc));
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::release_gsg
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// Access: Public, Virtual
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// Description: Releases the current GSG pointer, if it is currently
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// held, and resets the GSG to NULL. The window will be
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// permanently unable to render; this is normally called
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// only just before destroying the window. This should
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// only be called from within the draw thread.
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////////////////////////////////////////////////////////////////////
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void glGraphicsBuffer::
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release_gsg() {
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GraphicsBuffer::release_gsg();
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::process_events
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// Access: Public, Virtual
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// Description: Do whatever processing is necessary to ensure that
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// the window responds to user events. Also, honor any
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// requests recently made via request_properties()
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//
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// This function is called only within the window
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// thread.
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////////////////////////////////////////////////////////////////////
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void glGraphicsBuffer::
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process_events() {
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GraphicsBuffer::process_events();
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MSG msg;
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// Handle all the messages on the queue in a row. Some of these
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// might be for another window, but they will get dispatched
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// appropriately.
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while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) {
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process_1_event();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::close_buffer
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// Access: Protected, Virtual
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// Description: Closes the buffer right now. Called from the window
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// thread.
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////////////////////////////////////////////////////////////////////
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void glGraphicsBuffer::
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close_buffer() {
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if (_gsg != (GraphicsStateGuardian *)NULL) {
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_V(glgsg, _gsg);
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if (_pbuffer_dc) {
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glgsg->_glReleasePbufferDCARB(_pbuffer, _pbuffer_dc);
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}
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if (_pbuffer) {
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glgsg->_glDestroyPbufferARB(_pbuffer);
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}
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}
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_pbuffer_dc = 0;
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_pbuffer = 0;
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_is_valid = false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::open_buffer
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// Access: Protected, Virtual
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// Description: Opens the window right now. Called from the window
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// thread. Returns true if the window is successfully
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// opened, or false if there was a problem.
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////////////////////////////////////////////////////////////////////
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bool glGraphicsBuffer::
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open_buffer() {
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_R(glgsg, _gsg, false);
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HDC twindow_dc = glgsg->get_twindow_dc();
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if (twindow_dc == 0) {
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// If we couldn't make a window, we can't get a GL context.
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return false;
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}
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glMakeCurrent(twindow_dc, glgsg->get_context(twindow_dc));
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glgsg->reset_if_new();
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_needs_context = false;
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// Now that we have fully made a window and used that window to
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// create a rendering context, we can attempt to create a pbuffer.
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// This might fail if the pbuffer extensions are not supported.
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if (!make_pbuffer(twindow_dc)) {
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glMakeCurrent(0, 0);
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return false;
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}
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_pbuffer_dc = glgsg->_glGetPbufferDCARB(_pbuffer);
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glMakeCurrent(_pbuffer_dc, glgsg->get_context(_pbuffer_dc));
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glgsg->report_my_gl_errors();
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_is_valid = true;
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::make_pbuffer
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// Access: Private
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// Description: Once the GL context has been fully realized, attempts
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// to create an offscreen pbuffer if the graphics API
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// supports it. Returns true if successful, false on
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// failure.
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////////////////////////////////////////////////////////////////////
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bool glGraphicsBuffer::
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make_pbuffer(HDC twindow_dc) {
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glGraphicsStateGuardian *glgsg;
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DCAST_INTO_R(glgsg, _gsg, false);
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if (!glgsg->_supports_pbuffer) {
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gldisplay_cat.info()
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<< "PBuffers not supported by GL implementation.\n";
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return false;
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}
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int pbformat = glgsg->get_pfnum();
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if (glgsg->_supports_pixel_format) {
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bool got_pbuffer_format = false;
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bool any_binds = false;
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for (int i=0; i<count_textures(); i++) {
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if (get_rtm_mode(i) == RTM_bind_or_copy) {
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any_binds = true;
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}
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}
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if (any_binds && glgsg->_supports_render_texture) {
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// First, try to get a pbuffer format that supports
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// render-to-texture.
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int new_pbformat = choose_pbuffer_format(twindow_dc, true);
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if (new_pbformat != 0) {
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pbformat = new_pbformat;
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got_pbuffer_format = true;
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}
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}
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if (!got_pbuffer_format) {
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// Failing that, just get a matching pbuffer format,
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// and disable RTM_bind_or_copy.
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for (int i=0; i<count_textures(); i++) {
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if (get_rtm_mode(i) == RTM_bind_or_copy) {
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_textures[i]._rtm_mode = RTM_copy_texture;
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}
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}
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int new_pbformat = choose_pbuffer_format(twindow_dc, false);
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if (new_pbformat != 0) {
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pbformat = new_pbformat;
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got_pbuffer_format = true;
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}
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}
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if (gldisplay_cat.is_debug()) {
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FrameBufferProperties properties;
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glGraphicsPipe::get_properties_advanced(properties, glgsg,
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twindow_dc, pbformat);
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gldisplay_cat.debug()
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<< "Chose pixfmt #" << pbformat << " for pbuffer = "
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<< properties << "\n";
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}
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}
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static const int max_attrib_list = 64;
|
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int iattrib_list[max_attrib_list];
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int ni = 0;
|
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// Find the texture to bind to the color buffer.
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Texture *bindtexture = NULL;
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for (int i=0; i<count_textures(); i++) {
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if ((get_rtm_mode(i) == RTM_bind_or_copy)&&
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(get_texture(i)->get_format() != Texture::F_depth_component)&&
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(get_texture(i)->get_format() != Texture::F_stencil_index)) {
|
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bindtexture = get_texture(i);
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break;
|
||||
}
|
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}
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|
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if (bindtexture != 0) {
|
||||
|
||||
if (_gsg->get_properties().get_frame_buffer_mode() & FrameBufferProperties::FM_alpha) {
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iattrib_list[ni++] = GL_TEXTURE_FORMAT_ARB;
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iattrib_list[ni++] = GL_TEXTURE_RGBA_ARB;
|
||||
} else {
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||||
iattrib_list[ni++] = GL_TEXTURE_FORMAT_ARB;
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iattrib_list[ni++] = GL_TEXTURE_RGB_ARB;
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||||
}
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||||
|
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if (bindtexture->uses_mipmaps()) {
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iattrib_list[ni++] = GL_MIPMAP_TEXTURE_ARB;
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iattrib_list[ni++] = 1;
|
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}
|
||||
|
||||
switch (bindtexture->get_texture_type()) {
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case Texture::TT_cube_map:
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iattrib_list[ni++] = GL_TEXTURE_TARGET_ARB;
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iattrib_list[ni++] = GL_TEXTURE_CUBE_MAP_ARB;
|
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break;
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case Texture::TT_1d_texture:
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iattrib_list[ni++] = GL_TEXTURE_TARGET_ARB;
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iattrib_list[ni++] = GL_TEXTURE_1D_ARB;
|
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break;
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||||
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default:
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iattrib_list[ni++] = GL_TEXTURE_TARGET_ARB;
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||||
iattrib_list[ni++] = GL_TEXTURE_2D_ARB;
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||||
}
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||||
}
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||||
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||||
// Terminate the list.
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nassertr(ni <= max_attrib_list, false);
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iattrib_list[ni] = 0;
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_pbuffer = glgsg->_glCreatePbufferARB(twindow_dc, pbformat,
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_x_size, _y_size, iattrib_list);
|
||||
|
||||
if (_pbuffer == 0) {
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gldisplay_cat.info()
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<< "Attempt to create pbuffer failed.\n";
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||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
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// Function: glGraphicsBuffer::choose_pbuffer_format
|
||||
// Access: Private
|
||||
// Description: Select a suitable pixel format that matches the GSG's
|
||||
// existing format, and also is appropriate for a pixel
|
||||
// buffer. Returns the selected pfnum if successful, or
|
||||
// 0 on failure.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
int glGraphicsBuffer::
|
||||
choose_pbuffer_format(HDC twindow_dc, bool draw_to_texture) {
|
||||
if (gldisplay_cat.is_debug()) {
|
||||
gldisplay_cat.debug()
|
||||
<< "choose_pbuffer_format(twindow_dc, draw_to_texture = "
|
||||
<< draw_to_texture << ")\n";
|
||||
}
|
||||
|
||||
glGraphicsStateGuardian *glgsg;
|
||||
DCAST_INTO_R(glgsg, _gsg, false);
|
||||
|
||||
int pbformat = glgsg->get_pfnum();
|
||||
|
||||
static const int max_attrib_list = 64;
|
||||
int iattrib_list[max_attrib_list];
|
||||
int ivalue_list[max_attrib_list];
|
||||
int ni = 0;
|
||||
|
||||
int acceleration_i, pixel_type_i, double_buffer_i, stereo_i,
|
||||
red_bits_i, green_bits_i, blue_bits_i, alpha_bits_i,
|
||||
accum_red_bits_i, accum_green_bits_i, accum_blue_bits_i,
|
||||
accum_alpha_bits_i, depth_bits_i,
|
||||
stencil_bits_i, sample_buffers_i, multisamples_i;
|
||||
|
||||
iattrib_list[acceleration_i = ni++] = GL_ACCELERATION_ARB;
|
||||
iattrib_list[pixel_type_i = ni++] = GL_PIXEL_TYPE_ARB;
|
||||
iattrib_list[double_buffer_i = ni++] = GL_DOUBLE_BUFFER_ARB;
|
||||
iattrib_list[stereo_i = ni++] = GL_STEREO_ARB;
|
||||
iattrib_list[red_bits_i = ni++] = GL_RED_BITS_ARB;
|
||||
iattrib_list[green_bits_i = ni++] = GL_GREEN_BITS_ARB;
|
||||
iattrib_list[blue_bits_i = ni++] = GL_BLUE_BITS_ARB;
|
||||
iattrib_list[alpha_bits_i = ni++] = GL_ALPHA_BITS_ARB;
|
||||
iattrib_list[accum_red_bits_i = ni++] = GL_ACCUM_RED_BITS_ARB;
|
||||
iattrib_list[accum_green_bits_i = ni++] = GL_ACCUM_GREEN_BITS_ARB;
|
||||
iattrib_list[accum_blue_bits_i = ni++] = GL_ACCUM_BLUE_BITS_ARB;
|
||||
iattrib_list[accum_alpha_bits_i = ni++] = GL_ACCUM_ALPHA_BITS_ARB;
|
||||
iattrib_list[depth_bits_i = ni++] = GL_DEPTH_BITS_ARB;
|
||||
iattrib_list[stencil_bits_i = ni++] = GL_STENCIL_BITS_ARB;
|
||||
|
||||
if (glgsg->_supports_gl_multisample) {
|
||||
iattrib_list[sample_buffers_i = ni++] = GL_SAMPLE_BUFFERS_ARB;
|
||||
iattrib_list[multisamples_i = ni++] = GL_SAMPLES_ARB;
|
||||
}
|
||||
|
||||
// Terminate the list.
|
||||
nassertr(ni <= max_attrib_list, false);
|
||||
|
||||
if (!glgsg->_glGetPixelFormatAttribivARB(twindow_dc, pbformat, 0,
|
||||
ni, iattrib_list, ivalue_list)) {
|
||||
if (gldisplay_cat.is_debug()) {
|
||||
gldisplay_cat.debug()
|
||||
<< "Could not query old format " << pbformat << ".\n";
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
ni = 0;
|
||||
float fattrib_list[max_attrib_list];
|
||||
int nf = 0;
|
||||
|
||||
// Since we are trying to create a pbuffer, the pixel format we
|
||||
// request (and subsequently use) must be "pbuffer capable".
|
||||
iattrib_list[ni++] = GL_DRAW_TO_PBUFFER_ARB;
|
||||
iattrib_list[ni++] = true;
|
||||
iattrib_list[ni++] = GL_SUPPORT_OPENGL_ARB;
|
||||
iattrib_list[ni++] = true;
|
||||
|
||||
if (draw_to_texture) {
|
||||
// If we want to be able to render-to-texture, request that.
|
||||
if (_gsg->get_properties().get_frame_buffer_mode() & FrameBufferProperties::FM_alpha) {
|
||||
iattrib_list[ni++] = GL_BIND_TO_TEXTURE_RGBA_ARB;
|
||||
iattrib_list[ni++] = true;
|
||||
} else {
|
||||
iattrib_list[ni++] = GL_BIND_TO_TEXTURE_RGB_ARB;
|
||||
iattrib_list[ni++] = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Match up the framebuffer bits.
|
||||
iattrib_list[ni++] = GL_RED_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[red_bits_i];
|
||||
iattrib_list[ni++] = GL_GREEN_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[green_bits_i];
|
||||
iattrib_list[ni++] = GL_BLUE_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[blue_bits_i];
|
||||
iattrib_list[ni++] = GL_ALPHA_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[alpha_bits_i];
|
||||
|
||||
iattrib_list[ni++] = GL_ACCUM_RED_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[accum_red_bits_i];
|
||||
iattrib_list[ni++] = GL_ACCUM_GREEN_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[accum_green_bits_i];
|
||||
iattrib_list[ni++] = GL_ACCUM_BLUE_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[accum_blue_bits_i];
|
||||
iattrib_list[ni++] = GL_ACCUM_ALPHA_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[accum_alpha_bits_i];
|
||||
|
||||
iattrib_list[ni++] = GL_DEPTH_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[depth_bits_i];
|
||||
|
||||
iattrib_list[ni++] = GL_STENCIL_BITS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[stencil_bits_i];
|
||||
|
||||
if (glgsg->_supports_gl_multisample) {
|
||||
iattrib_list[ni++] = GL_SAMPLE_BUFFERS_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[sample_buffers_i];
|
||||
iattrib_list[ni++] = GL_SAMPLES_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[multisamples_i];
|
||||
}
|
||||
|
||||
// Match up properties.
|
||||
iattrib_list[ni++] = GL_DOUBLE_BUFFER_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[double_buffer_i];
|
||||
iattrib_list[ni++] = GL_STEREO_ARB;
|
||||
iattrib_list[ni++] = ivalue_list[stereo_i];
|
||||
|
||||
// Terminate the lists.
|
||||
nassertr(ni < max_attrib_list && nf < max_attrib_list, NULL);
|
||||
iattrib_list[ni] = 0;
|
||||
fattrib_list[nf] = 0;
|
||||
|
||||
// Now obtain a list of pixel formats that meet these minimum
|
||||
// requirements.
|
||||
static const unsigned int max_pformats = 32;
|
||||
int pformat[max_pformats];
|
||||
memset(pformat, 0, sizeof(pformat));
|
||||
unsigned int nformats = 0;
|
||||
if (!glgsg->_glChoosePixelFormatARB(twindow_dc, iattrib_list, fattrib_list,
|
||||
max_pformats, pformat, &nformats)
|
||||
|| nformats == 0) {
|
||||
if (gldisplay_cat.is_debug()) {
|
||||
gldisplay_cat.debug()
|
||||
<< "No formats meet the criteria.\n";
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
nformats = min(nformats, max_pformats);
|
||||
|
||||
if (gldisplay_cat.is_debug()) {
|
||||
gldisplay_cat.debug()
|
||||
<< "Found " << nformats << " pbuffer formats: [";
|
||||
for (unsigned int i = 0; i < nformats; i++) {
|
||||
gldisplay_cat.debug(false)
|
||||
<< " " << pformat[i];
|
||||
}
|
||||
gldisplay_cat.debug(false)
|
||||
<< " ]\n";
|
||||
}
|
||||
|
||||
// If one of the options is the original pixfmt, keep it.
|
||||
bool found_pbformat = false;
|
||||
for (unsigned int i = 0; i < nformats && !found_pbformat; i++) {
|
||||
if (pformat[i] == pbformat) {
|
||||
found_pbformat = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!found_pbformat) {
|
||||
// Otherwise, pick any of them.
|
||||
pbformat = pformat[0];
|
||||
}
|
||||
|
||||
return pbformat;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: glGraphicsBuffer::process_1_event
|
||||
// Access: Private, Static
|
||||
// Description: Handles one event from the message queue.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void glGraphicsBuffer::
|
||||
process_1_event() {
|
||||
MSG msg;
|
||||
|
||||
if (!GetMessage(&msg, NULL, 0, 0)) {
|
||||
// WM_QUIT received. We need a cleaner way to deal with this.
|
||||
// DestroyAllWindows(false);
|
||||
exit(msg.wParam); // this will invoke AtExitFn
|
||||
}
|
||||
|
||||
// Translate virtual key messages
|
||||
TranslateMessage(&msg);
|
||||
// Call window_proc
|
||||
DispatchMessage(&msg);
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -0,0 +1,93 @@
|
|||
// Filename: glGraphicsBuffer_src.h
|
||||
// Created by: jyelon (15Jan06)
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
//
|
||||
// PANDA 3D SOFTWARE
|
||||
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
|
||||
//
|
||||
// All use of this software is subject to the terms of the Panda 3d
|
||||
// Software license. You should have received a copy of this license
|
||||
// along with this source code; you will also find a current copy of
|
||||
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
|
||||
//
|
||||
// To contact the maintainers of this program write to
|
||||
// panda3d-general@lists.sourceforge.net .
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
#include "pandabase.h"
|
||||
#include "graphicsBuffer.h"
|
||||
#include "glgsg.h"
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Class : glGraphicsBuffer
|
||||
// Description : An offscreen render buffer. This is implemented
|
||||
// using the following OpenGL extensions:
|
||||
//
|
||||
// EXT_framebuffer_object
|
||||
// ARB_draw_buffers
|
||||
// ARB_texture_non_power_of_two
|
||||
//
|
||||
// If any of these extensions is missing, then
|
||||
// glGraphicsBuffer is not available (although it may
|
||||
// still be possible to create a wglGraphicsBuffer or
|
||||
// glxGraphicsBuffer).
|
||||
//
|
||||
// The glGraphicsBuffer can export its color buffer as a
|
||||
// texture. It can also export its depth buffer as a depth
|
||||
// texture and its stencil buffer as a stencil texture.
|
||||
// Finally, it can have auxiliary buffers (additional
|
||||
// bitplanes above and beyond the usual set), which can
|
||||
// also be exported as textures.
|
||||
//
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
class EXPCL_GL CLP(GraphicsBuffer) : public GraphicsBuffer {
|
||||
public:
|
||||
CLP(GraphicsBuffer)(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
|
||||
const string &name,
|
||||
int x_size, int y_size);
|
||||
virtual ~CLP(GraphicsBuffer)();
|
||||
|
||||
virtual bool begin_frame();
|
||||
virtual void select_cube_map(int cube_map_index);
|
||||
|
||||
virtual void make_current();
|
||||
virtual void release_gsg();
|
||||
|
||||
virtual void begin_render_texture();
|
||||
virtual void end_render_texture();
|
||||
|
||||
virtual void process_events();
|
||||
|
||||
protected:
|
||||
virtual void close_buffer();
|
||||
virtual bool open_buffer();
|
||||
|
||||
private:
|
||||
// HPBUFFERARB _pbuffer;
|
||||
// HDC _pbuffer_dc;
|
||||
|
||||
public:
|
||||
static TypeHandle get_class_type() {
|
||||
return _type_handle;
|
||||
}
|
||||
static void init_type() {
|
||||
GraphicsBuffer::init_type();
|
||||
register_type(_type_handle, CLASSPREFIX_QUOTED "GraphicsBuffer",
|
||||
GraphicsBuffer::get_class_type());
|
||||
}
|
||||
virtual TypeHandle get_type() const {
|
||||
return get_class_type();
|
||||
}
|
||||
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
|
||||
|
||||
private:
|
||||
static TypeHandle _type_handle;
|
||||
|
||||
friend class CLP(GraphicsStateGuardian);
|
||||
};
|
||||
|
||||
#include "glGraphicsBuffer_src.I"
|
||||
|
||||
Loading…
Reference in New Issue