170 lines
6.6 KiB
Plaintext
170 lines
6.6 KiB
Plaintext
// Filename: graphicsEngine.I
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// Created by: drose (24Feb02)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 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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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::set_auto_flip
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// Access: Published
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// Description: Set this flag true to indicate the GraphicsEngine
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// should automatically cause windows to sync and flip
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// as soon as they have finished drawing, rather than
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// waiting for all of the windows to finish drawing
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// first so they can flip together.
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//
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// This only affects the timing of when the flip occurs.
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// If this is true (the default), the flip occurs before
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// render_frame() returns. If this is false, the flip
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// occurs whenever flip_frame() is called, or at the
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// beginning of the next call to render_frame(), if
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// flip_frame() is never called.
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////////////////////////////////////////////////////////////////////
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INLINE void GraphicsEngine::
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set_auto_flip(bool auto_flip) {
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// We don't bother with the mutex here. It's just a bool, after
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// all.
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_auto_flip = auto_flip;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::get_auto_flip
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// Access: Published
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// Description: Returns the current setting for the auto-flip flag.
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// See set_auto_flip.
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////////////////////////////////////////////////////////////////////
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INLINE bool GraphicsEngine::
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get_auto_flip() const {
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// We don't bother with the mutex here. It's just a bool, after
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// all.
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return _auto_flip;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::set_portal_cull
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// Access: Published
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// Description: Set this flag true to indicate the GraphicsEngine
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// should start portal culling
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////////////////////////////////////////////////////////////////////
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INLINE void GraphicsEngine::
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set_portal_cull(bool value) {
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// We don't bother with the mutex here. It's just a bool, after
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// all.
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_portal_enabled = value;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::get_portal_cull
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// Access: Published
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// Description: Returns the current setting for the portal culling flag.
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////////////////////////////////////////////////////////////////////
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INLINE bool GraphicsEngine::
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get_portal_cull() const {
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// We don't bother with the mutex here. It's just a bool, after
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// all.
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return _portal_enabled;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::close_gsg
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// Access: Published
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// Description: Calls GraphicsPipe::close_gsg() on the indicated pipe
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// and GSG. This function mainly exists to allow
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// GraphicsEngine::WindowRenderer to call the protected
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// method GraphicsPipe::close_gsg().
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////////////////////////////////////////////////////////////////////
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INLINE void GraphicsEngine::
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close_gsg(GraphicsPipe *pipe, GraphicsStateGuardian *gsg) {
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pipe->close_gsg(gsg);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::make_buffer
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// Access: Published
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// Description: Syntactic shorthand for make_output
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////////////////////////////////////////////////////////////////////
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INLINE GraphicsOutput *GraphicsEngine::
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make_buffer(GraphicsStateGuardian *gsg, const string &name,
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int sort, int x_size, int y_size) {
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FrameBufferProperties fb_props = FrameBufferProperties::get_default();
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fb_props.set_back_buffers(0);
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fb_props.set_stereo(0);
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fb_props.set_accum_bits(0);
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fb_props.set_multisamples(0);
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fb_props.set_force_hardware(0);
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fb_props.set_force_software(0);
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GraphicsOutput *result = make_output(gsg->get_pipe(), name, sort,
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fb_props,
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WindowProperties::size(x_size, y_size),
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GraphicsPipe::BF_refuse_window |
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GraphicsPipe::BF_fb_props_optional,
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gsg, NULL);
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::make_parasite
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// Access: Published
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// Description: Syntactic shorthand for make_buffer.
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////////////////////////////////////////////////////////////////////
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INLINE GraphicsOutput *GraphicsEngine::
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make_parasite(GraphicsOutput *host, const string &name,
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int sort, int x_size, int y_size) {
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GraphicsOutput *result = make_output(host->get_pipe(), name, sort,
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FrameBufferProperties(),
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WindowProperties::size(x_size, y_size),
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GraphicsPipe::BF_require_parasite |
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GraphicsPipe::BF_fb_props_optional,
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host->get_gsg(), host);
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::Callback::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE GraphicsEngine::Callback::
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Callback(CallbackFunction *func, void *data) :
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_func(func),
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_data(data)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::Callback::operator <
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE bool GraphicsEngine::Callback::
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operator < (const GraphicsEngine::Callback &other) const {
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if (_func != other._func) {
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return _func < other._func;
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}
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return _data < other._data;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsEngine::Callback::do_callback
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void GraphicsEngine::Callback::
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do_callback() const {
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(*_func)(_data);
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}
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