open_toontown_panda3d/panda/src/awesomium/WebBrowserTexture.cxx

195 lines
6.0 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 WebBrowserTexture.cxx
* @author bei yang
* @date 2010-03
*/
#include "config_awesomium.h"
#include "WebBrowserTexture.h"
TypeHandle WebBrowserTexture::_type_handle;
/**
* Copy constructor for web browser texture. The behavior of copying a
* webtexture is that will be the same as a standard texture copy. However,
* the content will remain the system until set_web_view is called.
*/
WebBrowserTexture::WebBrowserTexture(const WebBrowserTexture &copy):
Texture(copy)
{
// this kind of assumes that the previous texture was initialized properly
_aw_web_view = copy._aw_web_view;
_update_active = copy._update_active;
_flip_texture_active = copy._flip_texture_active;
}
/**
* This initializes a web browser texture with the given AwWebView class.
*/
WebBrowserTexture::WebBrowserTexture(const string &name, AwWebView* aw_web_view):
Texture(name),
_update_active(true),
_flip_texture_active(false)
{
set_web_view(aw_web_view);
set_minfilter(FT_linear);
set_magfilter(FT_linear);
}
/**
* Standard destructor... doesn't do anything. All destructing happens in
* parent texture class.
*/
WebBrowserTexture::~WebBrowserTexture()
{
// do nothing
}
/**
* Standard destructor... doesn't do anything. All destructing happens in
* parent texture class.
*/
bool WebBrowserTexture::get_keep_ram_image() const {
return true;
}
/**
* A WebBrowserTexture must always keep its ram image. This is essentially a
* sub.
*/
void WebBrowserTexture::do_reload_ram_image() {
// A MovieTexture should never dump its RAM image. Therefore, this is not
// needed.
}
/**
* Should be overridden by derived classes to return true if cull_callback()
* has been defined. Otherwise, returns false to indicate cull_callback()
* does not need to be called for this node during the cull traversal.
*
* This one returns true because it uses the cull traverser method to do the
* texture udpate.
*/
bool WebBrowserTexture::has_cull_callback() const {
return true;
}
/**
* Sets the internal AwWebView of this texture. After calling this, the
* texture will automatically set it's width and height to match the AwWebView
* at the next time it is culled and rendered.
*/
void WebBrowserTexture::set_web_view(AwWebView* aw_web_view){
_aw_web_view = aw_web_view;
}
/**
* Gets the current internal AwWebView of this texture.
*/
AwWebView* WebBrowserTexture::get_web_view() const{
return _aw_web_view;
}
/**
* Gives the ability to toggle updating this texture or not. This can be
* disabled to improve performance so that only the one that needs to be
* active is active.
*/
void WebBrowserTexture::set_update_active(bool active_flag){
_update_active = active_flag;
}
/**
* Gets whether or not this texture is updating itself every time it is
* rendered.
*/
bool WebBrowserTexture::get_update_active() const{
return _update_active;
}
/**
* This toggles on/off automatic flipping of the of the texture at a source
* level. Awesomium renders things that are flipped vertically. This enables
* automatic flipping of that.
*
* Since it is doing byte manipulation, this can get rather slow. Turning
* this on should be avoided. Instead, flipping should be taken care of via
* UV coordinates or shaders.
*/
void WebBrowserTexture::set_flip_texture_active(bool active_flag){
_flip_texture_active = active_flag;
}
/**
* Returns whether automatic texture flipping is enabled.
*/
bool WebBrowserTexture::get_flip_texture_active() const {
return _flip_texture_active;
}
/**
* This function will be called during the cull traversal to update the
* WebBrowserTexture. This method calls the render method of AwWebView but
* does not call the update method of AwWebCore.
*/
bool WebBrowserTexture::cull_callback(CullTraverser *trav, const CullTraverserData &data) const{
// see if we are in a state where udpates can happen. else just return
if( !_update_active ) return true;
if( _aw_web_view == NULL ) return true;
// do we even need to update?
if( !_aw_web_view->is_dirty() ) return true;
// see if we're the same size, if not we need to make sure this texture
// matches the webview
if( _aw_web_view->get_width() != get_x_size() || _aw_web_view->get_height() != get_y_size() || get_texture_type() != TT_2d_texture){
// these casts are so dirty especially when the method itself is
// labled as const. Really Texture::cull_callback should be not const
// first clean up
((WebBrowserTexture*)this)->clear_ram_mipmap_images();
((WebBrowserTexture*)this)->clear_ram_image();
// now set up the texture again
((WebBrowserTexture*)this)->setup_2d_texture( _aw_web_view->get_width(), _aw_web_view->get_height(), T_unsigned_byte, F_rgba );
// should be good to go at this point
}
// get the pointer
PTA_uchar ram_image = ((WebBrowserTexture*)this)->modify_ram_image();
unsigned char* cp_data = ram_image.p();
// render it
_aw_web_view->render((void*)cp_data, get_x_size()*4, 4);
if(_flip_texture_active){
// flips the texture around... this is super slow. Really this should
// never be enabled. However beginners might find this useful
size_t width = get_x_size();
size_t height = get_y_size();
for(size_t i=0; i < height/2; i++){
for(size_t j=0; j < width; j++){
unsigned char tmp[4];
size_t a_pos = j+width*i;
size_t b_pos = j + width*(height-i-1);
memcpy(tmp,&cp_data[4*a_pos], 4); //tmp = a
memcpy(&cp_data[4*a_pos], &cp_data[4*b_pos], 4); //a = b
memcpy(&cp_data[4*b_pos], tmp, 4); //b = tmp
}
}
}
// success
return true;
}