open_toontown_panda3d/panda/src/display/graphicsOutput.cxx

1817 lines
68 KiB
C++

// Filename: graphicsOutput.cxx
// Created by: drose (06Feb04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "graphicsOutput.h"
#include "graphicsPipe.h"
#include "graphicsEngine.h"
#include "graphicsWindow.h"
#include "config_display.h"
#include "lightMutexHolder.h"
#include "renderBuffer.h"
#include "indirectLess.h"
#include "pStatTimer.h"
#include "configVariableBool.h"
#include "camera.h"
#include "displayRegion.h"
#include "lens.h"
#include "perspectiveLens.h"
#include "pointerTo.h"
#include "compassEffect.h"
#include "geom.h"
#include "geomNode.h"
#include "geomTristrips.h"
#include "geomVertexWriter.h"
#include "throw_event.h"
#include "config_gobj.h"
TypeHandle GraphicsOutput::_type_handle;
PStatCollector GraphicsOutput::_make_current_pcollector("Draw:Make current");
PStatCollector GraphicsOutput::_copy_texture_pcollector("Draw:Copy texture");
PStatCollector GraphicsOutput::_cull_pcollector("Cull");
PStatCollector GraphicsOutput::_draw_pcollector("Draw");
struct CubeFaceDef {
CubeFaceDef(const char *name, const LPoint3 &look_at, const LVector3 &up) :
_name(name), _look_at(look_at), _up(up) { }
const char *_name;
LPoint3 _look_at;
LVector3 _up;
};
static CubeFaceDef cube_faces[6] = {
CubeFaceDef("positive_x", LPoint3(1, 0, 0), LVector3(0, -1, 0)),
CubeFaceDef("negative_x", LPoint3(-1, 0, 0), LVector3(0, -1, 0)),
CubeFaceDef("positive_y", LPoint3(0, 1, 0), LVector3(0, 0, 1)),
CubeFaceDef("negative_y", LPoint3(0, -1, 0), LVector3(0, 0, -1)),
CubeFaceDef("positive_z", LPoint3(0, 0, 1), LVector3(0, -1, 0)),
CubeFaceDef("negative_z", LPoint3(0, 0, -1), LVector3(0, -1, 0))
};
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Constructor
// Access: Protected
// Description: Normally, the GraphicsOutput constructor is not
// called directly; these are created instead via the
// GraphicsEngine::make_window() function.
////////////////////////////////////////////////////////////////////
GraphicsOutput::
GraphicsOutput(GraphicsEngine *engine, GraphicsPipe *pipe,
const string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host,
bool default_stereo_flags) :
_lock("GraphicsOutput"),
_cull_window_pcollector(_cull_pcollector, name),
_draw_window_pcollector(_draw_pcollector, name)
{
#ifdef DO_MEMORY_USAGE
MemoryUsage::update_type(this, this);
#endif
_engine = engine;
_pipe = pipe;
_gsg = gsg;
_host = host;
_fb_properties = fb_prop;
_name = name;
_creation_flags = flags;
_x_size = _y_size = 0;
_has_size = win_prop.has_size();
_is_nonzero_size = false;
if (_has_size) {
_x_size = win_prop.get_x_size();
_y_size = win_prop.get_y_size();
_is_nonzero_size = (_x_size > 0 && _y_size > 0);
}
if (_creation_flags & GraphicsPipe::BF_size_track_host) {
// If we're tracking the host size, we assume we'll be nonzero
// eventually.
_is_nonzero_size = true;
}
_is_valid = false;
_flip_ready = false;
_cube_map_index = -1;
_cube_map_dr = NULL;
_sort = 0;
_child_sort = 0;
_got_child_sort = false;
_internal_sort_index = 0;
_inverted = window_inverted;
_swap_eyes = swap_eyes;
_red_blue_stereo = false;
_left_eye_color_mask = 0x0f;
_right_eye_color_mask = 0x0f;
_side_by_side_stereo = false;
_sbs_left_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
_sbs_right_dimensions.set(0.0f, 1.0f, 0.0f, 1.0f);
_delete_flag = false;
_texture_card = 0;
_trigger_copy = false;
if (_fb_properties.is_single_buffered()) {
_draw_buffer_type = RenderBuffer::T_front;
} else {
_draw_buffer_type = RenderBuffer::T_back;
}
if (default_stereo_flags) {
// Check the config variables to see if we should make this a
// "stereo" buffer or window.
_red_blue_stereo = red_blue_stereo && !fb_prop.is_stereo();
if (_red_blue_stereo) {
_left_eye_color_mask = parse_color_mask(red_blue_stereo_colors.get_word(0));
_right_eye_color_mask = parse_color_mask(red_blue_stereo_colors.get_word(1));
}
_side_by_side_stereo = side_by_side_stereo && !fb_prop.is_stereo();
if (_side_by_side_stereo) {
_sbs_left_dimensions.set(sbs_left_dimensions[0], sbs_left_dimensions[1],
sbs_left_dimensions[2], sbs_left_dimensions[3]);
_sbs_right_dimensions.set(sbs_right_dimensions[0], sbs_right_dimensions[1],
sbs_right_dimensions[2], sbs_right_dimensions[3]);
}
}
// We start out with one DisplayRegion that covers the whole window,
// which we may use internally for full-window operations like
// clear() and get_screenshot().
_overlay_display_region = make_mono_display_region(0.0f, 1.0f, 0.0f, 1.0f);
_overlay_display_region->set_active(false);
// Make sure the "active" flag is set true for pipeline stage 0.
{
CDWriter cdata(_cycler, true);
cdata->_active = true;
}
// By default, each new GraphicsOutput is set up to clear color and
// depth.
set_clear_color_active(true);
set_clear_depth_active(true);
set_clear_stencil_active(true);
switch (background_color.get_num_words()) {
case 1:
set_clear_color(LColor(background_color[0], background_color[0], background_color[0], 0.0f));
break;
case 2:
set_clear_color(LColor(background_color[0], background_color[0], background_color[0], background_color[1]));
break;
case 3:
set_clear_color(LColor(background_color[0], background_color[1], background_color[2], 0.0f));
break;
case 4:
set_clear_color(LColor(background_color[0], background_color[1], background_color[2], background_color[3]));
break;
default:
display_cat.warning()
<< "Invalid background-color specification: "
<< background_color.get_string_value() << "\n";
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Copy Constructor
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
GraphicsOutput::
GraphicsOutput(const GraphicsOutput &) :
_cull_window_pcollector(_cull_pcollector, "Invalid"),
_draw_window_pcollector(_draw_pcollector, "Invalid")
{
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Copy Assignment Operator
// Access: Private
// Description:
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
operator = (const GraphicsOutput &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::Destructor
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
GraphicsOutput::
~GraphicsOutput() {
// The window should be closed by the time we destruct.
nassertv(!is_valid());
// We shouldn't have a GraphicsPipe pointer anymore.
nassertv(_pipe == (GraphicsPipe *)NULL);
// We don't have to destruct our child display regions explicitly,
// since they are all reference-counted and will go away when their
// pointers do. However, we do need to zero out their pointers to
// us.
TotalDisplayRegions::iterator dri;
for (dri = _total_display_regions.begin();
dri != _total_display_regions.end();
++dri) {
(*dri)->_window = NULL;
}
_total_display_regions.clear();
_overlay_display_region = NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::clear_render_textures
// Access: Published
// Description: If the GraphicsOutput is currently rendering to
// a texture, then all textures are dissociated from
// the GraphicsOuput.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
clear_render_textures() {
CDWriter cdata(_cycler, true);
cdata->_textures.clear();
++(cdata->_textures_seq);
throw_event("render-texture-targets-changed");
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::add_render_texture
// Access: Published
// Description: Creates a new Texture object, suitable for rendering
// the contents of this buffer into, and appends it to
// the list of render textures.
//
// 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 which case you may call
// get_texture() to retrieve the new texture pointer.
//
// You can specify a bitplane to attach the texture to.
// the legal choices are:
//
// * RTP_depth
// * RTP_depth_stencil
// * RTP_color
// * RTP_aux_rgba_0
// * RTP_aux_rgba_1
// * RTP_aux_rgba_2
// * RTP_aux_rgba_3
//
// If you do not specify a bitplane to attach the
// texture to, this routine will use a default based
// on the texture's format:
//
// * F_depth_component attaches to RTP_depth
// * F_depth_stencil attaches to RTP_depth_stencil
// * all other formats attach to RTP_color.
//
// The texture's format will be changed to match
// the format of the bitplane to which it is attached.
// For example, if you pass in an F_rgba texture and
// order that it be attached to RTP_depth_stencil, it will turn
// into an F_depth_stencil texture.
//
// Also see make_texture_buffer(), which is a
// higher-level interface for preparing
// render-to-a-texture mode.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
add_render_texture(Texture *tex, RenderTextureMode mode,
RenderTexturePlane plane) {
if (mode == RTM_none) {
return;
}
LightMutexHolder holder(_lock);
// Create texture if necessary.
if (tex == (Texture *)NULL) {
tex = new Texture(get_name());
tex->set_wrap_u(Texture::WM_clamp);
tex->set_wrap_v(Texture::WM_clamp);
} else {
tex->clear_ram_image();
}
// Set it to have no compression by default. You can restore
// compression later if you really, really want it; but this freaks
// out some drivers, and presumably it's a mistake if you have
// compression enabled for a rendered texture.
tex->set_compression(Texture::CM_off);
// Choose a default bitplane.
if (plane == RTP_COUNT) {
if (tex->get_format()==Texture::F_depth_stencil) {
plane = RTP_depth_stencil;
} else if (tex->get_format()==Texture::F_depth_component) {
plane = RTP_depth;
} else {
plane = RTP_color;
}
}
// Set the texture's format to match the bitplane.
// (And validate the bitplane, while we're at it).
if (plane == RTP_depth) {
tex->set_format(Texture::F_depth_component);
tex->set_match_framebuffer_format(true);
} else if (plane == RTP_depth_stencil) {
tex->set_format(Texture::F_depth_stencil);
tex->set_match_framebuffer_format(true);
} else if ((plane == RTP_color)||
(plane == RTP_aux_rgba_0)||
(plane == RTP_aux_rgba_1)||
(plane == RTP_aux_rgba_2)||
(plane == RTP_aux_rgba_3)) {
tex->set_format(Texture::F_rgba);
tex->set_match_framebuffer_format(true);
} else if ((plane == RTP_aux_hrgba_0)||
(plane == RTP_aux_hrgba_1)||
(plane == RTP_aux_hrgba_2)||
(plane == RTP_aux_hrgba_3)) {
tex->set_format(Texture::F_rgba16);
tex->set_match_framebuffer_format(true);
} else if ((plane == RTP_aux_float_0)||
(plane == RTP_aux_float_1)||
(plane == RTP_aux_float_2)||
(plane == RTP_aux_float_3)) {
tex->set_format(Texture::F_rgba32);
tex->set_match_framebuffer_format(true);
} else {
display_cat.error() <<
"add_render_texture: invalid bitplane specified.\n";
return;
}
// Go ahead and tell the texture our anticipated size, even if it
// might be inaccurate (particularly if this is a GraphicsWindow,
// which has system-imposed restrictions on size).
tex->set_size_padded(get_x_size(), get_y_size());
if (mode == RTM_bind_or_copy) {
if (!support_render_texture || !get_supports_render_texture()) {
// Binding is not supported or it is disabled, so just fall back
// to copy instead.
mode = RTM_copy_texture;
}
}
if (mode == RTM_bind_or_copy) {
// If we're still planning on binding, indicate it in texture
// properly.
tex->set_render_to_texture(true);
}
CDWriter cdata(_cycler, true);
RenderTexture result;
result._texture = tex;
result._plane = plane;
result._rtm_mode = mode;
cdata->_textures.push_back(result);
++(cdata->_textures_seq);
throw_event("render-texture-targets-changed");
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::setup_render_texture
// Access: Published
// Description: This is a deprecated interface that made sense back
// when GraphicsOutputs could only render into one
// texture at a time. From now on, use
// clear_render_textures and add_render_texture
// instead.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
setup_render_texture(Texture *tex, bool allow_bind, bool to_ram) {
display_cat.warning() <<
"Using deprecated setup_render_texture interface.\n";
clear_render_textures();
if (to_ram) {
add_render_texture(tex, RTM_copy_ram);
} else if (allow_bind) {
add_render_texture(tex, RTM_bind_or_copy);
} else {
add_render_texture(tex, RTM_copy_texture);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_active
// Access: Published
// Description: Sets the active flag associated with the
// GraphicsOutput. If the GraphicsOutput is marked
// inactive, nothing is rendered.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
set_active(bool active) {
CDLockedReader cdata(_cycler);
if (cdata->_active != active) {
CDWriter cdataw(((GraphicsOutput *)this)->_cycler, cdata, true);
cdataw->_active = active;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::is_active
// Access: Published, Virtual
// Description: Returns true if the window is ready to be rendered
// into, false otherwise.
////////////////////////////////////////////////////////////////////
bool GraphicsOutput::
is_active() const {
if (!is_valid()) {
return false;
}
CDReader cdata(_cycler);
if (cdata->_one_shot_frame != -1) {
// If one_shot is in effect, then we are active only for the one
// indicated frame.
if (cdata->_one_shot_frame != ClockObject::get_global_clock()->get_frame_count()) {
return false;
}
}
return cdata->_active;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_one_shot
// Access: Published
// Description: Changes the current setting of the one-shot flag.
// When this is true, the GraphicsOutput will render the
// current frame and then automatically set itself
// inactive. This is particularly useful for buffers
// that are created for the purposes of
// render-to-texture, for static textures that don't
// need to be continually re-rendered once they have
// been rendered the first time.
//
// Setting the buffer inactive is not the same thing as
// destroying it. You are still responsible for passing
// this buffer to GraphicsEngine::remove_window() when
// you no longer need the texture, in order to clean up
// fully. (However, you should not call remove_window()
// on this buffer while the texture is still needed,
// because depending on the render-to-texture mechanism
// in use, this may invalidate the texture contents.)
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
set_one_shot(bool one_shot) {
CDWriter cdata(_cycler, true);
if (one_shot) {
cdata->_one_shot_frame = ClockObject::get_global_clock()->get_frame_count();
} else {
cdata->_one_shot_frame = -1;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_one_shot
// 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 &copy) :
_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 << ")**)";
}