open_toontown_panda3d/panda/src/display/displayRegion.h

146 lines
4.1 KiB
C++

// Filename: displayRegion.h
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef DISPLAYREGION_H
#define DISPLAYREGION_H
#include "pandabase.h"
#include "drawableRegion.h"
#include "referenceCount.h"
#include "nodePath.h"
#include "cullResult.h"
#include "pointerTo.h"
#include "pmutex.h"
#include "config_display.h"
#include "plist.h"
class GraphicsOutput;
class GraphicsPipe;
class CullHandler;
class Camera;
class PNMImage;
////////////////////////////////////////////////////////////////////
// Class : DisplayRegion
// Description : A rectangular subregion within a window for rendering
// into. Typically, there is one DisplayRegion that
// covers the whole window, but you may also create
// smaller DisplayRegions for having different regions
// within the window that represent different scenes.
// You may also stack up DisplayRegions like panes of
// glass, usually for layering 2-d interfaces on top of
// a 3-d scene.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA DisplayRegion : public ReferenceCount, public DrawableRegion {
protected:
DisplayRegion(GraphicsOutput *window);
DisplayRegion(GraphicsOutput *window,
const float l, const float r,
const float b, const float t);
private:
DisplayRegion(const DisplayRegion &copy);
void operator = (const DisplayRegion &copy);
public:
~DisplayRegion();
void cleanup();
INLINE bool operator < (const DisplayRegion &other) const;
PUBLISHED:
void get_dimensions(float &l, float &r, float &b, float &t) const;
float get_left() const;
float get_right() const;
float get_bottom() const;
float get_top() const;
void set_dimensions(float l, float r, float b, float t);
GraphicsOutput *get_window() const;
GraphicsPipe *get_pipe() const;
void set_camera(const NodePath &camera);
NodePath get_camera() const;
void set_active(bool active);
INLINE bool is_active() const;
void set_sort(int sort);
INLINE int get_sort() const;
INLINE void set_cube_map_index(int cube_map_index);
INLINE int get_cube_map_index() const;
void compute_pixels();
void compute_pixels(int x_size, int y_size);
void get_pixels(int &pl, int &pr, int &pb, int &pt) const;
void get_region_pixels(int &xo, int &yo, int &w, int &h) const;
void get_region_pixels_i(int &xo, int &yo, int &w, int &h) const;
int get_pixel_width() const;
int get_pixel_height() const;
void output(ostream &out) const;
Filename save_screenshot_default(const string &prefix = "screenshot");
bool save_screenshot(const Filename &filename);
bool get_screenshot(PNMImage &image);
private:
void win_display_regions_changed();
void do_compute_pixels(int x_size, int y_size);
Mutex _lock;
float _l;
float _r;
float _b;
float _t;
int _pl;
int _pr;
int _pb;
int _pt;
int _pbi;
int _pti;
GraphicsOutput *_window;
NodePath _camera;
// This needs to be a PT(Camera) so we prevent the Camera node from
// destructing while we hold its pointer.
PT(Camera) _camera_node;
bool _active;
int _sort;
int _cube_map_index;
// This is used to cache the culling result from last frame's
// drawing into this display region. It should only be accessed or
// modified by the GraphicsEngine, during the cull traversal.
PT(CullResult) _cull_result;
friend class GraphicsEngine;
friend class GraphicsOutput;
};
INLINE ostream &operator << (ostream &out, const DisplayRegion &dr);
#include "displayRegion.I"
#endif /* DISPLAYREGION_H */