open_toontown_panda3d/panda/src/display/graphicsEngine.cxx

726 lines
24 KiB
C++

// Filename: graphicsEngine.cxx
// Created by: drose (24Feb02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, 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://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#include "graphicsEngine.h"
#include "config_display.h"
#include "pipeline.h"
#include "drawCullHandler.h"
#include "binCullHandler.h"
#include "cullResult.h"
#include "cullTraverser.h"
#include "clockObject.h"
#include "pStatTimer.h"
#include "pStatClient.h"
#include "mutexHolder.h"
#include "string_utils.h"
#ifndef CPPPARSER
PStatCollector GraphicsEngine::_cull_pcollector("Cull");
PStatCollector GraphicsEngine::_draw_pcollector("Draw");
#endif // CPPPARSER
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::Constructor
// Access: Published
// Description: Creates a new GraphicsEngine object. The Pipeline is
// normally left to default to NULL, which indicates the
// global render pipeline, but it may be any Pipeline
// you choose.
////////////////////////////////////////////////////////////////////
GraphicsEngine::
GraphicsEngine(Pipeline *pipeline) :
_pipeline(pipeline)
{
if (_pipeline == (Pipeline *)NULL) {
_pipeline = Pipeline::get_render_pipeline();
}
ThreadingModel tm = string_threading_model(threading_model);
if (tm == TM_invalid) {
display_cat.warning()
<< "Invalid threading model: " << threading_model << "\n";
set_threading_model(TM_appculldraw);
} else {
set_threading_model(tm);
}
if (tm != TM_appculldraw) {
display_cat.info()
<< "Using threading model " << get_threading_model() << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::Destructor
// Access: Published
// Description: Gracefully cleans up the graphics engine and its
// related threads. Does not delete the associated
// windows.
////////////////////////////////////////////////////////////////////
GraphicsEngine::
~GraphicsEngine() {
terminate_threads();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::add_window
// Access: Published
// Description: Adds a new window to the set of windows that will be
// processed when render_frame() is called. This also
// increments the reference count to the window.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
add_window(GraphicsWindow *window) {
_windows.insert(window);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::remove_window
// Access: Published
// Description: Removes the indicated window from the set of windows
// that will be processed when render_frame() is called.
// This also decrements the reference count to the
// window, allowing the window to be destructed if there
// are no other references to it.
//
// The return value is true if the window was removed,
// false if it was not found.
////////////////////////////////////////////////////////////////////
bool GraphicsEngine::
remove_window(GraphicsWindow *window) {
size_t count = _windows.erase(window);
return (count != 0);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::render_frame
// Access: Published
// Description: Renders the next frame in all the registered windows,
// and flips all of the frame buffers.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
render_frame() {
if (_cull_thread == (Thread *)NULL) {
// Nonthreaded cull: perform cull within the app thread. This
// corresponds to either TM_appculldraw, TM_appcull_draw, or
// TM_appcdraw.
start_cull();
} else {
// Threaded cull: perform cull within its own thread. Here we
// simply signal the thread and then let it go about its business
// while we return.
MutexHolder holder(_cull_thread->_cv_mutex);
if (_cull_thread->_thread_state == TS_wait) {
_cull_thread->_thread_state = TS_do_frame;
_cull_thread->_cv.signal();
}
}
// **** This doesn't belong here; it really belongs in the Pipeline,
// but here it is for now.
ClockObject::get_global_clock()->tick();
PStatClient::main_tick();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::render_subframe
// Access: Published
// Description: Performs a complete cull and draw pass for one
// particular display region. This is normally useful
// only for special effects, like shaders, that require
// a complete offscreen render pass before they can
// complete.
//
// This always executes completely within the calling
// thread, regardless of the threading model in use.
// Thus, it may be an error to call this from the app
// thread if the threading model is not TM_appculldraw;
// similarly, it is an error to call it from cull if the
// threading model is TM_appcull_draw or
// TM_app_cull_draw.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
render_subframe(GraphicsStateGuardian *gsg, DisplayRegion *dr) {
if (_cull_sorting) {
cull_bin_draw(gsg, dr);
} else {
cull_and_draw_together(gsg, dr);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::set_threading_model
// Access: Published
// Description: Changes the way the app, cull, and draw steps are
// divided among threads. The allowable settings are:
//
// TM_appculldraw: single-threaded. All steps are
// performed by the calling thread; render_frame()
// does not return until the frame has been fully
// rendered.
//
// TM_appcull_draw: app and cull are performed
// together, while draw is performed in a separate
// thread. render_frame() will return after cull has
// been completed; draw will have started in the
// sub-thread.
//
// TM_app_culldraw: app is separate, while cull and
// draw are performed in sequence within a separate
// thread. render_frame() will return almost
// immediately (after waiting for cull to start in
// the sub-thread).
//
// TM_app_cull_draw: all stages of the pipeline are in
// separate threads. render_frame() returns almost
// immediately, after waiting for cull to start in
// its sub-thread; when cull finishes, it passes the
// frame off to a separate thread for draw and then
// begins working on culling the next frame.
//
// TM_appcdraw: single-threaded, like TM_appculldraw,
// but cull and draw are performed simultaneously,
// rather than sequentially. This means that the
// scene will always be rendered in scene graph
// order; binning, state-sorting and back-to-front
// sorting cannot be achieved.
//
// TM_app_cdraw: similar to TM_appcdraw, but the
// cull&draw step is performed in a separate thread.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
set_threading_model(ThreadingModel threading_model) {
bool spawn_cull_thread;
bool spawn_draw_thread;
bool cull_sorting;
switch (threading_model) {
case TM_appculldraw:
spawn_cull_thread = false;
spawn_draw_thread = false;
cull_sorting = true;
break;
case TM_appcull_draw:
spawn_cull_thread = false;
spawn_draw_thread = true;
cull_sorting = true;
break;
case TM_app_culldraw:
spawn_cull_thread = true;
spawn_draw_thread = false;
cull_sorting = true;
break;
case TM_app_cull_draw:
spawn_cull_thread = true;
spawn_draw_thread = true;
cull_sorting = true;
break;
case TM_appcdraw:
spawn_cull_thread = false;
spawn_draw_thread = false;
cull_sorting = false;
break;
case TM_app_cdraw:
spawn_cull_thread = true;
spawn_draw_thread = false;
cull_sorting = false;
break;
default:
display_cat.error()
<< "Invalid threading model: " << (int)threading_model << "\n";
return;
}
if ((spawn_cull_thread || spawn_draw_thread) &&
!Thread::is_threading_supported()) {
display_cat.warning()
<< "Threading model " << threading_model
<< " requested but threading not supported.\n";
threading_model = (cull_sorting) ? TM_appculldraw : TM_appcdraw;
spawn_cull_thread = false;
spawn_draw_thread = false;
}
if (_threading_model != threading_model || _cull_sorting != cull_sorting) {
terminate_threads();
_threading_model = threading_model;
_cull_sorting = cull_sorting;
if (spawn_cull_thread) {
const char *thread_name;
if (spawn_draw_thread) {
thread_name = "cull";
} else if (cull_sorting) {
thread_name = "culldraw";
} else {
thread_name = "cdraw";
}
_cull_thread = new CullThread(thread_name, this);
MutexHolder holder(_cull_thread->_cv_mutex);
if (!_cull_thread->start(TP_normal, false, true)) {
display_cat.error()
<< "Unable to start cull thread.\n";
_cull_thread = (CullThread *)NULL;
}
}
if (spawn_draw_thread) {
_draw_thread = new DrawThread("draw", this);
MutexHolder holder(_draw_thread->_cv_mutex);
if (!_draw_thread->start(TP_normal, true, true)) {
display_cat.error()
<< "Unable to start draw thread.\n";
_draw_thread = (DrawThread *)NULL;
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::string_threading_model
// Access: Public, Static
// Description: Returns the ThreadingModel value corresponding to the
// indicated string, or TM_invalid if the threading
// model is invalid.
////////////////////////////////////////////////////////////////////
GraphicsEngine::ThreadingModel GraphicsEngine::
string_threading_model(const string &string) {
if (cmp_nocase_uh(string, "appculldraw") == 0) {
return TM_appculldraw;
} else if (cmp_nocase_uh(string, "appcull_draw") == 0) {
return TM_appcull_draw;
} else if (cmp_nocase_uh(string, "app_culldraw") == 0) {
return TM_app_culldraw;
} else if (cmp_nocase_uh(string, "app_cull_draw") == 0) {
return TM_app_cull_draw;
} else if (cmp_nocase_uh(string, "appcdraw") == 0) {
return TM_appcdraw;
} else if (cmp_nocase_uh(string, "app_cdraw") == 0) {
return TM_app_cdraw;
} else {
return TM_invalid;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::cull_and_draw_together
// Access: Private
// Description: An implementation of render_frame() that renders the
// frame with a DrawCullHandler, to cull and draw all
// windows in the same pass.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
cull_and_draw_together() {
Windows::iterator wi;
for (wi = _windows.begin(); wi != _windows.end(); ++wi) {
GraphicsWindow *win = (*wi);
if (win->get_window_active()) {
win->begin_frame();
win->clear();
int num_display_regions = win->get_num_display_regions();
for (int i = 0; i < num_display_regions; i++) {
DisplayRegion *dr = win->get_display_region(i);
cull_and_draw_together(win->get_gsg(), dr);
}
win->end_frame();
}
win->process_events();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::cull_and_draw_together
// Access: Private
// Description: An implementation of render_frame() that renders the
// frame with a DrawCullHandler, to cull and draw all
// windows in the same pass.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
cull_and_draw_together(GraphicsStateGuardian *gsg, DisplayRegion *dr) {
nassertv(gsg != (GraphicsStateGuardian *)NULL);
PT(SceneSetup) scene_setup = setup_scene(dr->get_camera(), gsg);
if (setup_gsg(gsg, scene_setup)) {
DisplayRegionStack old_dr = gsg->push_display_region(dr);
gsg->prepare_display_region();
if (dr->is_any_clear_active()) {
gsg->clear(dr);
}
DrawCullHandler cull_handler(gsg);
do_cull(&cull_handler, scene_setup, gsg);
gsg->pop_display_region(old_dr);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::cull_bin_draw
// Access: Private
// Description: An implementation of render_frame() that renders the
// frame with a BinCullHandler, to cull into bins and
// then draw the bins. This is the normal method.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
cull_bin_draw() {
Windows::iterator wi;
for (wi = _windows.begin(); wi != _windows.end(); ++wi) {
GraphicsWindow *win = (*wi);
if (win->get_window_active()) {
win->begin_frame();
win->clear();
int num_display_regions = win->get_num_display_regions();
for (int i = 0; i < num_display_regions; i++) {
DisplayRegion *dr = win->get_display_region(i);
cull_bin_draw(win->get_gsg(), dr);
}
win->end_frame();
}
win->process_events();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::cull_bin_draw
// Access: Private
// Description: An implementation of render_frame() that renders the
// frame with a BinCullHandler, to cull into bins and
// then draw the bins. This is the normal method.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
cull_bin_draw(GraphicsStateGuardian *gsg, DisplayRegion *dr) {
nassertv(gsg != (GraphicsStateGuardian *)NULL);
PT(CullResult) cull_result = dr->_cull_result;
if (cull_result == (CullResult *)NULL) {
cull_result = new CullResult(gsg);
}
PT(SceneSetup) scene_setup = setup_scene(dr->get_camera(), gsg);
if (scene_setup != (SceneSetup *)NULL) {
BinCullHandler cull_handler(cull_result);
do_cull(&cull_handler, scene_setup, gsg);
cull_result->finish_cull();
// Save the results for next frame.
dr->_cull_result = cull_result->make_next();
// Now draw.
do_draw(cull_result, scene_setup, gsg, dr);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::setup_scene
// Access: Private
// Description: Returns a new SceneSetup object appropriate for
// rendering the scene from the indicated camera, or
// NULL if the scene should not be rendered for some
// reason.
////////////////////////////////////////////////////////////////////
PT(SceneSetup) GraphicsEngine::
setup_scene(const NodePath &camera, GraphicsStateGuardian *gsg) {
if (camera.is_empty()) {
// No camera, no draw.
return NULL;
}
Camera *camera_node;
DCAST_INTO_R(camera_node, camera.node(), NULL);
if (!camera_node->is_active()) {
// Camera inactive, no draw.
return NULL;
}
Lens *lens = camera_node->get_lens();
if (lens == (Lens *)NULL) {
// No lens, no draw.
return NULL;
}
NodePath scene_root = camera_node->get_scene();
if (scene_root.is_empty()) {
// No scene, no draw.
return NULL;
}
PT(SceneSetup) scene_setup = new SceneSetup;
// We will need both the camera transform (the net transform to the
// camera from the scene) and the world transform (the camera
// transform inverse, or the net transform to the scene from the
// camera).
CPT(TransformState) camera_transform = camera.get_transform(scene_root);
CPT(TransformState) world_transform = scene_root.get_transform(camera);
// The render transform is the same as the world transform, except
// it is converted into the GSG's internal coordinate system. This
// is the transform that the GSG will apply to all of its vertices.
CPT(TransformState) cs_transform = TransformState::make_identity();
CoordinateSystem external_cs = gsg->get_coordinate_system();
CoordinateSystem internal_cs = gsg->get_internal_coordinate_system();
if (internal_cs != CS_default && internal_cs != external_cs) {
cs_transform =
TransformState::make_mat(LMatrix4f::convert_mat(external_cs, internal_cs));
}
scene_setup->set_scene_root(scene_root);
scene_setup->set_camera_path(camera);
scene_setup->set_camera_node(camera_node);
scene_setup->set_lens(lens);
scene_setup->set_camera_transform(camera_transform);
scene_setup->set_world_transform(world_transform);
scene_setup->set_cs_transform(cs_transform);
return scene_setup;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::do_cull
// Access: Private
// Description: Fires off a cull traversal using the indicated camera.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
do_cull(CullHandler *cull_handler, SceneSetup *scene_setup,
GraphicsStateGuardian *gsg) {
// Statistics
PStatTimer timer(_cull_pcollector);
CullTraverser trav;
trav.set_cull_handler(cull_handler);
trav.set_depth_offset_decals(gsg->depth_offset_decals());
trav.set_scene(scene_setup);
trav.set_camera_mask(scene_setup->get_camera_node()->get_camera_mask());
if (view_frustum_cull) {
// If we're to be performing view-frustum culling, determine the
// bounding volume associated with the current viewing frustum.
// First, we have to get the current viewing frustum, which comes
// from the lens.
PT(BoundingVolume) bv = scene_setup->get_lens()->make_bounds();
if (bv != (BoundingVolume *)NULL &&
bv->is_of_type(GeometricBoundingVolume::get_class_type())) {
// Transform it into the appropriate coordinate space.
PT(GeometricBoundingVolume) local_frustum;
local_frustum = DCAST(GeometricBoundingVolume, bv->make_copy());
local_frustum->xform(scene_setup->get_camera_transform()->get_mat());
trav.set_view_frustum(local_frustum);
}
}
trav.traverse(scene_setup->get_scene_root());
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::do_draw
// Access: Private
// Description: Draws the previously-culled scene.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
do_draw(CullResult *cull_result, SceneSetup *scene_setup,
GraphicsStateGuardian *gsg, DisplayRegion *dr) {
// Statistics
PStatTimer timer(_draw_pcollector);
if (setup_gsg(gsg, scene_setup)) {
DisplayRegionStack old_dr = gsg->push_display_region(dr);
gsg->prepare_display_region();
if (dr->is_any_clear_active()) {
gsg->clear(dr);
}
cull_result->draw();
gsg->pop_display_region(old_dr);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::setup_gsg
// Access: Private
// Description: Sets up the GSG to draw the indicated scene. Returns
// true if the scene (and its lens) is acceptable, false
// otherwise.
////////////////////////////////////////////////////////////////////
bool GraphicsEngine::
setup_gsg(GraphicsStateGuardian *gsg, SceneSetup *scene_setup) {
if (scene_setup == (SceneSetup *)NULL) {
// No scene, no draw.
return false;
}
const Lens *lens = scene_setup->get_lens();
if (lens == (const Lens *)NULL) {
// No lens, no draw.
return false;
}
if (!gsg->set_lens(lens)) {
// The lens is inappropriate somehow.
display_cat.error()
<< gsg->get_type() << " cannot render with " << lens->get_type()
<< "\n";
return false;
}
gsg->set_scene(scene_setup);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::terminate_threads
// Access: Private
// Description: Signals our child threads to terminate and waits for
// them to clean up.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::
terminate_threads() {
if (_cull_thread != (Thread *)NULL) {
MutexHolder holder(_cull_thread->_cv_mutex);
_cull_thread->_thread_state = TS_terminate;
_cull_thread->_cv.signal();
}
if (_draw_thread != (Thread *)NULL) {
MutexHolder holder(_draw_thread->_cv_mutex);
_draw_thread->_thread_state = TS_terminate;
_draw_thread->_cv.signal();
}
if (_cull_thread != (Thread *)NULL) {
_cull_thread->join();
_cull_thread = (CullThread *)NULL;
}
if (_draw_thread != (Thread *)NULL) {
_draw_thread->join();
_draw_thread = (DrawThread *)NULL;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::CullThread::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
GraphicsEngine::CullThread::
CullThread(const string &name, GraphicsEngine *engine) :
Thread(name),
_engine(engine),
_cv(_cv_mutex)
{
_thread_state = TS_wait;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::CullThread::thread_main
// Access: Public, Virtual
// Description: Runs the cull thread.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::CullThread::
thread_main() {
MutexHolder holder(_cv_mutex);
while (_thread_state != TS_terminate) {
_cv.wait();
if (_thread_state == TS_do_frame) {
_engine->start_cull();
_thread_state = TS_wait;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::DrawThread::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
GraphicsEngine::DrawThread::
DrawThread(const string &name, GraphicsEngine *engine) :
Thread(name),
_engine(engine),
_cv(_cv_mutex)
{
_thread_state = TS_wait;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::DrawThread::thread_main
// Access: Public, Virtual
// Description: Runs the draw thread.
////////////////////////////////////////////////////////////////////
void GraphicsEngine::DrawThread::
thread_main() {
MutexHolder holder(_cv_mutex);
while (_thread_state != TS_terminate) {
_cv.wait();
if (_thread_state == TS_do_frame) {
// _engine->start_draw();
_thread_state = TS_wait;
}
}
}
ostream &
operator << (ostream &out, GraphicsEngine::ThreadingModel threading_model) {
switch (threading_model) {
case GraphicsEngine::TM_invalid:
return out << "invalid";
case GraphicsEngine::TM_appculldraw:
return out << "appculldraw";
case GraphicsEngine::TM_appcull_draw:
return out << "appcull_draw";
case GraphicsEngine::TM_app_culldraw:
return out << "app_culldraw";
case GraphicsEngine::TM_app_cull_draw:
return out << "app_cull_draw";
case GraphicsEngine::TM_appcdraw:
return out << "appcdraw";
case GraphicsEngine::TM_app_cdraw:
return out << "app_cdraw";
default:
return out << "**invalid threading model (" << (int)threading_model
<< ")**";
}
}