open_toontown_panda3d/panda/src/tinydisplay/tinyGraphicsBuffer.cxx

154 lines
3.6 KiB
C++

/**
* 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."
*
* @file tinyGraphicsBuffer.cxx
* @author drose
* @date 2008-08-08
*/
#include "pandabase.h"
#include "tinyGraphicsBuffer.h"
#include "config_tinydisplay.h"
#include "tinyGraphicsStateGuardian.h"
#include "pStatTimer.h"
TypeHandle TinyGraphicsBuffer::_type_handle;
/**
*
*/
TinyGraphicsBuffer::
TinyGraphicsBuffer(GraphicsEngine *engine, GraphicsPipe *pipe,
const std::string &name,
const FrameBufferProperties &fb_prop,
const WindowProperties &win_prop,
int flags,
GraphicsStateGuardian *gsg,
GraphicsOutput *host) :
GraphicsBuffer(engine, pipe, name, fb_prop, win_prop, flags, gsg, host)
{
_frame_buffer = nullptr;
}
/**
*
*/
TinyGraphicsBuffer::
~TinyGraphicsBuffer() {
}
/**
* 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 TinyGraphicsBuffer::
begin_frame(FrameMode mode, Thread *current_thread) {
begin_frame_spam(mode);
if (_gsg == nullptr) {
return false;
}
TinyGraphicsStateGuardian *tinygsg;
DCAST_INTO_R(tinygsg, _gsg, false);
tinygsg->_current_frame_buffer = _frame_buffer;
tinygsg->reset_if_new();
_gsg->set_current_properties(&get_fb_properties());
return _gsg->begin_frame(current_thread);
}
/**
* 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 TinyGraphicsBuffer::
end_frame(FrameMode mode, Thread *current_thread) {
end_frame_spam(mode);
nassertv(_gsg != nullptr);
if (mode == FM_render) {
// end_render_texture();
copy_to_textures();
}
_gsg->end_frame(current_thread);
if (mode == FM_render) {
trigger_flip();
clear_cube_map_selection();
}
}
/**
* Closes the buffer right now. Called from the buffer thread.
*/
void TinyGraphicsBuffer::
close_buffer() {
if (_gsg != nullptr) {
TinyGraphicsStateGuardian *tinygsg;
DCAST_INTO_V(tinygsg, _gsg);
tinygsg->_current_frame_buffer = nullptr;
_gsg.clear();
}
_is_valid = false;
}
/**
* Opens the buffer right now. Called from the buffer thread. Returns true
* if the buffer is successfully opened, or false if there was a problem.
*/
bool TinyGraphicsBuffer::
open_buffer() {
// GSG CreationInitialization
TinyGraphicsStateGuardian *tinygsg;
if (_gsg == 0) {
// There is no old gsg. Create a new one.
tinygsg = new TinyGraphicsStateGuardian(_engine, _pipe, nullptr);
_gsg = tinygsg;
} else {
DCAST_INTO_R(tinygsg, _gsg, false);
}
create_frame_buffer();
if (_frame_buffer == nullptr) {
tinydisplay_cat.error()
<< "Could not create frame buffer.\n";
return false;
}
tinygsg->_current_frame_buffer = _frame_buffer;
tinygsg->reset_if_new();
if (!tinygsg->is_valid()) {
close_buffer();
return false;
}
_is_valid = true;
return true;
}
/**
* Creates a suitable frame buffer for the current window size.
*/
void TinyGraphicsBuffer::
create_frame_buffer() {
if (_frame_buffer != nullptr) {
ZB_close(_frame_buffer);
_frame_buffer = nullptr;
}
_frame_buffer = ZB_open(get_fb_x_size(), get_fb_y_size(), ZB_MODE_RGBA, 0, 0, 0, 0);
}