1817 lines
68 KiB
C++
1817 lines
68 KiB
C++
// Filename: graphicsOutput.cxx
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// Created by: drose (06Feb04)
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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) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#include "graphicsOutput.h"
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#include "graphicsPipe.h"
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#include "graphicsEngine.h"
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#include "graphicsWindow.h"
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#include "config_display.h"
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#include "lightMutexHolder.h"
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#include "renderBuffer.h"
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#include "indirectLess.h"
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#include "pStatTimer.h"
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#include "configVariableBool.h"
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#include "camera.h"
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#include "displayRegion.h"
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#include "lens.h"
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#include "perspectiveLens.h"
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#include "pointerTo.h"
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#include "compassEffect.h"
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#include "geom.h"
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#include "geomNode.h"
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#include "geomTristrips.h"
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#include "geomVertexWriter.h"
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#include "throw_event.h"
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#include "config_gobj.h"
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TypeHandle GraphicsOutput::_type_handle;
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PStatCollector GraphicsOutput::_make_current_pcollector("Draw:Make current");
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PStatCollector GraphicsOutput::_copy_texture_pcollector("Draw:Copy texture");
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PStatCollector GraphicsOutput::_cull_pcollector("Cull");
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PStatCollector GraphicsOutput::_draw_pcollector("Draw");
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struct CubeFaceDef {
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CubeFaceDef(const char *name, const LPoint3 &look_at, const LVector3 &up) :
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_name(name), _look_at(look_at), _up(up) { }
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const char *_name;
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LPoint3 _look_at;
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LVector3 _up;
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};
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static CubeFaceDef cube_faces[6] = {
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CubeFaceDef("positive_x", LPoint3(1, 0, 0), LVector3(0, -1, 0)),
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CubeFaceDef("negative_x", LPoint3(-1, 0, 0), LVector3(0, -1, 0)),
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CubeFaceDef("positive_y", LPoint3(0, 1, 0), LVector3(0, 0, 1)),
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CubeFaceDef("negative_y", LPoint3(0, -1, 0), LVector3(0, 0, -1)),
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CubeFaceDef("positive_z", LPoint3(0, 0, 1), LVector3(0, -1, 0)),
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CubeFaceDef("negative_z", LPoint3(0, 0, -1), LVector3(0, -1, 0))
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};
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Constructor
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// Access: Protected
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// Description: Normally, the GraphicsOutput constructor is not
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// called directly; these are created instead via the
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// GraphicsEngine::make_window() function.
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////////////////////////////////////////////////////////////////////
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GraphicsOutput::
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GraphicsOutput(GraphicsEngine *engine, GraphicsPipe *pipe,
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const string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop,
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int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host,
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bool default_stereo_flags) :
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_lock("GraphicsOutput"),
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_cull_window_pcollector(_cull_pcollector, name),
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_draw_window_pcollector(_draw_pcollector, name)
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{
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#ifdef DO_MEMORY_USAGE
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MemoryUsage::update_type(this, this);
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#endif
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_engine = engine;
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_pipe = pipe;
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_gsg = gsg;
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_host = host;
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_fb_properties = fb_prop;
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_name = name;
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_creation_flags = flags;
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_x_size = _y_size = 0;
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_has_size = win_prop.has_size();
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_is_nonzero_size = false;
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if (_has_size) {
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_x_size = win_prop.get_x_size();
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_y_size = win_prop.get_y_size();
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_is_nonzero_size = (_x_size > 0 && _y_size > 0);
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}
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if (_creation_flags & GraphicsPipe::BF_size_track_host) {
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// If we're tracking the host size, we assume we'll be nonzero
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// eventually.
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_is_nonzero_size = true;
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}
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_is_valid = false;
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_flip_ready = false;
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_cube_map_index = -1;
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_cube_map_dr = NULL;
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_sort = 0;
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_child_sort = 0;
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_got_child_sort = false;
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_internal_sort_index = 0;
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_inverted = window_inverted;
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_swap_eyes = swap_eyes;
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_red_blue_stereo = false;
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_left_eye_color_mask = 0x0f;
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_right_eye_color_mask = 0x0f;
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_side_by_side_stereo = false;
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_sbs_left_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
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_sbs_right_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
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_delete_flag = false;
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_texture_card = 0;
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_trigger_copy = false;
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if (_fb_properties.is_single_buffered()) {
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_draw_buffer_type = RenderBuffer::T_front;
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} else {
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_draw_buffer_type = RenderBuffer::T_back;
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}
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if (default_stereo_flags) {
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// Check the config variables to see if we should make this a
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// "stereo" buffer or window.
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_red_blue_stereo = red_blue_stereo && !fb_prop.is_stereo();
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if (_red_blue_stereo) {
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_left_eye_color_mask = parse_color_mask(red_blue_stereo_colors.get_word(0));
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_right_eye_color_mask = parse_color_mask(red_blue_stereo_colors.get_word(1));
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}
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_side_by_side_stereo = side_by_side_stereo && !fb_prop.is_stereo();
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if (_side_by_side_stereo) {
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_sbs_left_dimensions.set(sbs_left_dimensions[0], sbs_left_dimensions[1],
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sbs_left_dimensions[2], sbs_left_dimensions[3]);
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_sbs_right_dimensions.set(sbs_right_dimensions[0], sbs_right_dimensions[1],
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sbs_right_dimensions[2], sbs_right_dimensions[3]);
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}
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}
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// We start out with one DisplayRegion that covers the whole window,
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// which we may use internally for full-window operations like
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// clear() and get_screenshot().
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_overlay_display_region = make_mono_display_region(0.0f, 1.0f, 0.0f, 1.0f);
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_overlay_display_region->set_active(false);
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// Make sure the "active" flag is set true for pipeline stage 0.
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{
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CDWriter cdata(_cycler, true);
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cdata->_active = true;
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}
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// By default, each new GraphicsOutput is set up to clear color and
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// depth.
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set_clear_color_active(true);
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set_clear_depth_active(true);
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set_clear_stencil_active(true);
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switch (background_color.get_num_words()) {
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case 1:
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set_clear_color(LColor(background_color[0], background_color[0], background_color[0], 0.0f));
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break;
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case 2:
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set_clear_color(LColor(background_color[0], background_color[0], background_color[0], background_color[1]));
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break;
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case 3:
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set_clear_color(LColor(background_color[0], background_color[1], background_color[2], 0.0f));
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break;
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case 4:
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set_clear_color(LColor(background_color[0], background_color[1], background_color[2], background_color[3]));
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break;
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default:
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display_cat.warning()
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<< "Invalid background-color specification: "
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<< background_color.get_string_value() << "\n";
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Copy Constructor
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsOutput::
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GraphicsOutput(const GraphicsOutput &) :
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_cull_window_pcollector(_cull_pcollector, "Invalid"),
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_draw_window_pcollector(_draw_pcollector, "Invalid")
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{
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nassertv(false);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Copy Assignment Operator
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// Access: Private
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// Description:
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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operator = (const GraphicsOutput &) {
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nassertv(false);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::Destructor
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// Access: Published, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsOutput::
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~GraphicsOutput() {
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// The window should be closed by the time we destruct.
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nassertv(!is_valid());
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// We shouldn't have a GraphicsPipe pointer anymore.
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nassertv(_pipe == (GraphicsPipe *)NULL);
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// We don't have to destruct our child display regions explicitly,
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// since they are all reference-counted and will go away when their
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// pointers do. However, we do need to zero out their pointers to
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// us.
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TotalDisplayRegions::iterator dri;
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for (dri = _total_display_regions.begin();
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dri != _total_display_regions.end();
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++dri) {
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(*dri)->_window = NULL;
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}
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_total_display_regions.clear();
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_overlay_display_region = NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::clear_render_textures
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// Access: Published
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// Description: If the GraphicsOutput is currently rendering to
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// a texture, then all textures are dissociated from
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// the GraphicsOuput.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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clear_render_textures() {
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CDWriter cdata(_cycler, true);
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cdata->_textures.clear();
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++(cdata->_textures_seq);
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throw_event("render-texture-targets-changed");
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::add_render_texture
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// Access: Published
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// Description: Creates a new Texture object, suitable for rendering
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// the contents of this buffer into, and appends it to
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// the list of render textures.
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//
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// If tex is not NULL, it is the texture that will be
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// set up for rendering into; otherwise, a new Texture
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// object will be created, in which case you may call
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// get_texture() to retrieve the new texture pointer.
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//
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// You can specify a bitplane to attach the texture to.
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// the legal choices are:
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//
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// * RTP_depth
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// * RTP_depth_stencil
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// * RTP_color
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// * RTP_aux_rgba_0
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// * RTP_aux_rgba_1
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// * RTP_aux_rgba_2
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// * RTP_aux_rgba_3
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//
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// If you do not specify a bitplane to attach the
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// texture to, this routine will use a default based
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// on the texture's format:
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//
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// * F_depth_component attaches to RTP_depth
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// * F_depth_stencil attaches to RTP_depth_stencil
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// * all other formats attach to RTP_color.
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//
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// The texture's format will be changed to match
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// the format of the bitplane to which it is attached.
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// For example, if you pass in an F_rgba texture and
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// order that it be attached to RTP_depth_stencil, it will turn
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// into an F_depth_stencil texture.
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//
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// Also see make_texture_buffer(), which is a
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// higher-level interface for preparing
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// render-to-a-texture mode.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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add_render_texture(Texture *tex, RenderTextureMode mode,
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RenderTexturePlane plane) {
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if (mode == RTM_none) {
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return;
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}
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LightMutexHolder holder(_lock);
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// Create texture if necessary.
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if (tex == (Texture *)NULL) {
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tex = new Texture(get_name());
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tex->set_wrap_u(Texture::WM_clamp);
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tex->set_wrap_v(Texture::WM_clamp);
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} else {
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tex->clear_ram_image();
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}
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// Set it to have no compression by default. You can restore
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// compression later if you really, really want it; but this freaks
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// out some drivers, and presumably it's a mistake if you have
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// compression enabled for a rendered texture.
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tex->set_compression(Texture::CM_off);
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// Choose a default bitplane.
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if (plane == RTP_COUNT) {
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if (tex->get_format()==Texture::F_depth_stencil) {
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plane = RTP_depth_stencil;
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} else if (tex->get_format()==Texture::F_depth_component) {
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plane = RTP_depth;
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} else {
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plane = RTP_color;
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}
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}
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// Set the texture's format to match the bitplane.
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// (And validate the bitplane, while we're at it).
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if (plane == RTP_depth) {
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tex->set_format(Texture::F_depth_component);
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tex->set_match_framebuffer_format(true);
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} else if (plane == RTP_depth_stencil) {
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tex->set_format(Texture::F_depth_stencil);
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tex->set_match_framebuffer_format(true);
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} else if ((plane == RTP_color)||
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(plane == RTP_aux_rgba_0)||
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(plane == RTP_aux_rgba_1)||
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(plane == RTP_aux_rgba_2)||
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(plane == RTP_aux_rgba_3)) {
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tex->set_format(Texture::F_rgba);
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tex->set_match_framebuffer_format(true);
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} else if ((plane == RTP_aux_hrgba_0)||
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(plane == RTP_aux_hrgba_1)||
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(plane == RTP_aux_hrgba_2)||
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(plane == RTP_aux_hrgba_3)) {
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tex->set_format(Texture::F_rgba16);
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tex->set_match_framebuffer_format(true);
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} else if ((plane == RTP_aux_float_0)||
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(plane == RTP_aux_float_1)||
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(plane == RTP_aux_float_2)||
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(plane == RTP_aux_float_3)) {
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tex->set_format(Texture::F_rgba32);
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tex->set_match_framebuffer_format(true);
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} else {
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display_cat.error() <<
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"add_render_texture: invalid bitplane specified.\n";
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return;
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}
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// Go ahead and tell the texture our anticipated size, even if it
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// might be inaccurate (particularly if this is a GraphicsWindow,
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// which has system-imposed restrictions on size).
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tex->set_size_padded(get_x_size(), get_y_size());
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if (mode == RTM_bind_or_copy) {
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if (!support_render_texture || !get_supports_render_texture()) {
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// Binding is not supported or it is disabled, so just fall back
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// to copy instead.
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mode = RTM_copy_texture;
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}
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}
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if (mode == RTM_bind_or_copy) {
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// If we're still planning on binding, indicate it in texture
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// properly.
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tex->set_render_to_texture(true);
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}
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CDWriter cdata(_cycler, true);
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RenderTexture result;
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result._texture = tex;
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result._plane = plane;
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result._rtm_mode = mode;
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cdata->_textures.push_back(result);
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++(cdata->_textures_seq);
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throw_event("render-texture-targets-changed");
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::setup_render_texture
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// Access: Published
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// Description: This is a deprecated interface that made sense back
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// when GraphicsOutputs could only render into one
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// texture at a time. From now on, use
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// clear_render_textures and add_render_texture
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// instead.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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setup_render_texture(Texture *tex, bool allow_bind, bool to_ram) {
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display_cat.warning() <<
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"Using deprecated setup_render_texture interface.\n";
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clear_render_textures();
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if (to_ram) {
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add_render_texture(tex, RTM_copy_ram);
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} else if (allow_bind) {
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add_render_texture(tex, RTM_bind_or_copy);
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} else {
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add_render_texture(tex, RTM_copy_texture);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::set_active
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// Access: Published
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// Description: Sets the active flag associated with the
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// GraphicsOutput. If the GraphicsOutput is marked
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// inactive, nothing is rendered.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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set_active(bool active) {
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CDLockedReader cdata(_cycler);
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if (cdata->_active != active) {
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CDWriter cdataw(((GraphicsOutput *)this)->_cycler, cdata, true);
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cdataw->_active = active;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::is_active
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// Access: Published, Virtual
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// Description: Returns true if the window is ready to be rendered
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// into, false otherwise.
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////////////////////////////////////////////////////////////////////
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bool GraphicsOutput::
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is_active() const {
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if (!is_valid()) {
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return false;
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}
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CDReader cdata(_cycler);
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if (cdata->_one_shot_frame != -1) {
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// If one_shot is in effect, then we are active only for the one
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// indicated frame.
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if (cdata->_one_shot_frame != ClockObject::get_global_clock()->get_frame_count()) {
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return false;
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}
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}
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return cdata->_active;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::set_one_shot
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// Access: Published
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// Description: Changes the current setting of the one-shot flag.
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// When this is true, the GraphicsOutput will render the
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// current frame and then automatically set itself
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// inactive. This is particularly useful for buffers
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// that are created for the purposes of
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// render-to-texture, for static textures that don't
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// need to be continually re-rendered once they have
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// been rendered the first time.
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//
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// Setting the buffer inactive is not the same thing as
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// destroying it. You are still responsible for passing
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// this buffer to GraphicsEngine::remove_window() when
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// you no longer need the texture, in order to clean up
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// fully. (However, you should not call remove_window()
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// on this buffer while the texture is still needed,
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// because depending on the render-to-texture mechanism
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// in use, this may invalidate the texture contents.)
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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set_one_shot(bool one_shot) {
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CDWriter cdata(_cycler, true);
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if (one_shot) {
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cdata->_one_shot_frame = ClockObject::get_global_clock()->get_frame_count();
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} else {
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cdata->_one_shot_frame = -1;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_one_shot
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// Access: Published
|
|
// Description: 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());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_inverted
|
|
// Access: Published
|
|
// Description: 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 (_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(_x_size, _y_size);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_side_by_side_stereo
|
|
// Access: Published
|
|
// Description: 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);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_side_by_side_stereo
|
|
// Access: Published
|
|
// Description: 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);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_delete_flag
|
|
// Access: Published
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_sort
|
|
// Access: Published, Virtual
|
|
// Description: Adjusts the sorting order of this particular
|
|
// GraphicsOutput, relative to other GraphicsOutputs.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
set_sort(int sort) {
|
|
if (_sort != sort) {
|
|
if (_gsg != (GraphicsStateGuardian *)NULL &&
|
|
_gsg->get_engine() != (GraphicsEngine *)NULL) {
|
|
_gsg->get_engine()->set_window_sort(this, sort);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::make_display_region
|
|
// Access: Published
|
|
// Description: 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);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::make_mono_display_region
|
|
// Access: Published
|
|
// Description: 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);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::make_stereo_display_region
|
|
// Access: Published
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::remove_display_region
|
|
// Access: Published
|
|
// Description: 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);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::remove_all_display_regions
|
|
// Access: Published
|
|
// Description: 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);
|
|
|
|
CDWriter cdata(_cycler, true);
|
|
cdata->_active_display_regions_stale = true;
|
|
|
|
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 = NULL;
|
|
}
|
|
}
|
|
_total_display_regions.clear();
|
|
_total_display_regions.push_back(_overlay_display_region);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_overlay_display_region
|
|
// Access: Published
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_num_display_regions
|
|
// Access: Published
|
|
// Description: Returns the number of DisplayRegions that have
|
|
// been created within the window, active or otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
int GraphicsOutput::
|
|
get_num_display_regions() const {
|
|
determine_display_regions();
|
|
int result;
|
|
{
|
|
LightMutexHolder holder(_lock);
|
|
result = _total_display_regions.size();
|
|
}
|
|
return result;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_display_region
|
|
// Access: Published
|
|
// Description: 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 = NULL;
|
|
}
|
|
}
|
|
return result;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_num_active_display_regions
|
|
// Access: Published
|
|
// Description: 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();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_active_display_region
|
|
// Access: Published
|
|
// Description: 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 NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::make_texture_buffer
|
|
// Access: Published
|
|
// Description: 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_depth_bits(1);
|
|
|
|
if (fbp == NULL) {
|
|
fbp = &props;
|
|
}
|
|
|
|
int flags = GraphicsPipe::BF_refuse_window;
|
|
if (textures_power_2 != ATS_none) {
|
|
flags |= GraphicsPipe::BF_size_power_2;
|
|
}
|
|
if (tex != (Texture *)NULL &&
|
|
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 != (GraphicsOutput *)NULL) {
|
|
if (buffer->get_gsg() == (GraphicsStateGuardian *)NULL ||
|
|
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 NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::make_cube_map
|
|
// Access: Published
|
|
// Description: 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 NULL;
|
|
}
|
|
if (max_dimension > 0) {
|
|
size = 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(Texture::WM_clamp);
|
|
tex->set_wrap_v(Texture::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;
|
|
lens->set_fov(90.0f);
|
|
|
|
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_cube_map_index(i);
|
|
dr->copy_clear_settings(*this);
|
|
dr->set_camera(camera_np);
|
|
}
|
|
|
|
return buffer;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_texture_card
|
|
// Access: Published
|
|
// Description: 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 == 0) {
|
|
PT(GeomVertexData) vdata = create_texture_card_vdata(_x_size, _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();
|
|
_texture_card = new Geom(vdata);
|
|
_texture_card->add_primitive(strip);
|
|
}
|
|
|
|
PT(GeomNode) gnode = new GeomNode("texture card");
|
|
gnode->add_geom(_texture_card);
|
|
NodePath path(gnode);
|
|
|
|
// 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::share_depth_buffer
|
|
// Access: Published, Virtual
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::unshare_depth_buffer
|
|
// Access: Published, Virtual
|
|
// Description: Discontinue sharing the depth buffer.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
unshare_depth_buffer() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_supports_render_texture
|
|
// Access: Published, Virtual
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::flip_ready
|
|
// Access: Published, Virtual
|
|
// Description: Returns true if a frame has been rendered and needs
|
|
// to be flipped, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsOutput::
|
|
flip_ready() const {
|
|
return _flip_ready;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::get_host
|
|
// Access: Published, Virtual
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::request_open
|
|
// Access: Public, Virtual
|
|
// Description: 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() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::request_close
|
|
// Access: Public, Virtual
|
|
// Description: 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() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_close_now
|
|
// Access: Public, Virtual
|
|
// Description: 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() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::reset_window
|
|
// Access: Protected, Virtual
|
|
// Description: Resets the window framebuffer from its derived
|
|
// children. Does nothing here.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
reset_window(bool swapchain) {
|
|
display_cat.info()
|
|
<< "Resetting " << get_type() << "\n";
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::clear_pipe
|
|
// Access: Protected, Virtual
|
|
// Description: 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 = (GraphicsPipe *)NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::set_size_and_recalc
|
|
// Access: Public
|
|
// Description: 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) {
|
|
_x_size = x;
|
|
_y_size = y;
|
|
_has_size = true;
|
|
|
|
_is_nonzero_size = (_x_size > 0 && _y_size > 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 != 0) {
|
|
_texture_card->set_vertex_data(create_texture_card_vdata(x, y));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::clear
|
|
// Access: Public
|
|
// Description: 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 != (GraphicsStateGuardian *)NULL);
|
|
|
|
DisplayRegionPipelineReader dr_reader(_overlay_display_region, current_thread);
|
|
_gsg->prepare_display_region(&dr_reader);
|
|
_gsg->clear(this);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::begin_frame
|
|
// Access: Public, Virtual
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::end_frame
|
|
// Access: Public, Virtual
|
|
// Description: 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) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::change_scenes
|
|
// Access: Public
|
|
// Description: 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_cube_map_index = new_dr->get_cube_map_index();
|
|
if (new_cube_map_index != -1 &&
|
|
new_cube_map_index != _cube_map_index) {
|
|
int old_cube_map_index = _cube_map_index;
|
|
DisplayRegion *old_cube_map_dr = _cube_map_dr;
|
|
_cube_map_index = new_cube_map_index;
|
|
_cube_map_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;
|
|
Texture *texture = (*ri)._texture;
|
|
if (rtm_mode != RTM_none) {
|
|
if (rtm_mode == RTM_bind_or_copy) {
|
|
// In render-to-texture mode, switch the rendering backend to
|
|
// the new cube map face, so that the subsequent frame will be
|
|
// rendered to the new face.
|
|
|
|
select_cube_map(new_cube_map_index);
|
|
|
|
} else if (old_cube_map_index != -1) {
|
|
// In copy-to-texture mode, copy the just-rendered framebuffer
|
|
// to the old cube map face.
|
|
nassertv(old_cube_map_dr != (DisplayRegion *)NULL);
|
|
if (display_cat.is_debug()) {
|
|
display_cat.debug()
|
|
<< "Copying texture for " << get_name() << " at scene change.\n";
|
|
display_cat.debug()
|
|
<< "cube_map_index = " << old_cube_map_index << "\n";
|
|
}
|
|
RenderBuffer buffer = _gsg->get_render_buffer(get_draw_buffer_type(),
|
|
get_fb_properties());
|
|
if (rtm_mode == RTM_copy_ram) {
|
|
_gsg->framebuffer_copy_to_ram(texture, old_cube_map_index,
|
|
old_cube_map_dr, buffer);
|
|
} else {
|
|
_gsg->framebuffer_copy_to_texture(texture, old_cube_map_index,
|
|
old_cube_map_dr, buffer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::select_cube_map
|
|
// Access: Public, Virtual
|
|
// Description: 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. This should
|
|
// do whatever needs to be done to switch the buffer to
|
|
// the indicated face.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
select_cube_map(int) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::begin_flip
|
|
// Access: Public, Virtual
|
|
// Description: 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() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::ready_flip
|
|
// Access: Public, Virtual
|
|
// Description: 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() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::end_flip
|
|
// Access: Public, Virtual
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::process_events
|
|
// Access: Public, Virtual
|
|
// Description: 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() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::pixel_factor_changed
|
|
// Access: Published, Virtual
|
|
// Description: Called internally when the pixel factor changes.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
pixel_factor_changed() {
|
|
if (_has_size) {
|
|
set_size_and_recalc(_x_size, _y_size);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::prepare_for_deletion
|
|
// Access: Protected
|
|
// Description: 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) {
|
|
_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();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::promote_to_copy_texture
|
|
// Access: Protected
|
|
// Description: If any textures are marked RTM_bind_or_copy, change
|
|
// them to 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::copy_to_textures
|
|
// Access: Protected
|
|
// Description: 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()
|
|
<< "cube_map_index = " << _cube_map_index << "\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;
|
|
if (_cube_map_dr != (DisplayRegion *)NULL) {
|
|
if ((rtm_mode == RTM_copy_ram)||(rtm_mode == RTM_triggered_copy_ram)) {
|
|
copied =
|
|
_gsg->framebuffer_copy_to_ram(texture, _cube_map_index,
|
|
_cube_map_dr, buffer);
|
|
} else {
|
|
copied =
|
|
_gsg->framebuffer_copy_to_texture(texture, _cube_map_index,
|
|
_cube_map_dr, buffer);
|
|
}
|
|
} else {
|
|
if ((rtm_mode == RTM_copy_ram)||(rtm_mode == RTM_triggered_copy_ram)) {
|
|
copied =
|
|
_gsg->framebuffer_copy_to_ram(texture, _cube_map_index,
|
|
_overlay_display_region, buffer);
|
|
} else {
|
|
copied =
|
|
_gsg->framebuffer_copy_to_texture(texture, _cube_map_index,
|
|
_overlay_display_region, buffer);
|
|
}
|
|
}
|
|
if (!copied) {
|
|
okflag = false;
|
|
}
|
|
}
|
|
}
|
|
_trigger_copy = false;
|
|
|
|
return okflag;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOuput::create_texture_card_vdata
|
|
// Access: Private
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::add_display_region
|
|
// Access: Private
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::do_remove_display_region
|
|
// Access: Private
|
|
// Description: 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.
|
|
CDWriter cdata(_cycler, true);
|
|
display_region->cleanup();
|
|
display_region->_window = NULL;
|
|
_total_display_regions.erase(dri);
|
|
|
|
cdata->_active_display_regions_stale = true;
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::do_determine_display_regions
|
|
// Access: Private
|
|
// Description: 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);
|
|
}
|
|
}
|
|
|
|
stable_sort(cdata->_active_display_regions.begin(), cdata->_active_display_regions.end(), IndirectLess<DisplayRegion>());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::parse_color_mask
|
|
// Access: Private, Static
|
|
// Description: 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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::CData::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::CData::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsOutput::CData::
|
|
CData(const GraphicsOutput::CData ©) :
|
|
_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)
|
|
{
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::CData::make_copy
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
CycleData *GraphicsOutput::CData::
|
|
make_copy() const {
|
|
return new CData(*this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::FrameMode output operator
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
ostream &
|
|
operator << (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 << ")**)";
|
|
}
|