759 lines
27 KiB
C++
759 lines
27 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) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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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 "config_display.h"
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#include "mutexHolder.h"
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#include "hardwareChannel.h"
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#include "renderBuffer.h"
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#include "pStatTimer.h"
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TypeHandle GraphicsOutput::_type_handle;
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#ifndef CPPPARSER
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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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#endif // CPPPARSER
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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(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
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const string &name) {
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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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_pipe = pipe;
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_gsg = gsg;
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_name = name;
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_x_size = 0;
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_y_size = 0;
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_has_size = false;
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_is_valid = false;
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_copy_texture = false;
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_flip_ready = false;
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_needs_context = true;
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_sort = 0;
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int mode = gsg->get_properties().get_frame_buffer_mode();
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if ((mode & FrameBufferProperties::FM_buffer) == FrameBufferProperties::FM_single_buffer) {
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// Single buffered; we must draw into the front buffer.
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_draw_buffer_type = RenderBuffer::T_front;
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}
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_display_regions_stale = false;
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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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}
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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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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 channels explicitly, since
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// 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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Channels::iterator ci;
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for (ci = _channels.begin(); ci != _channels.end(); ++ci) {
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(*ci)->_window = NULL;
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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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return is_valid();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::set_sort
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// Access: Published
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// Description: Adjusts the sorting order of this particular
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// GraphicsOutput, relative to other GraphicsOutputs.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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set_sort(int sort) {
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if (_sort != sort) {
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if (_gsg != (GraphicsStateGuardian *)NULL &&
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_gsg->get_engine() != (GraphicsEngine *)NULL) {
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_gsg->get_engine()->set_window_sort(this, sort);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_channel
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// Access: Public
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// Description: Returns a GraphicsChannel pointer that can be used to
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// access the indicated channel number. All windows
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// have at least one channel, channel 0, which
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// corresponds to the entire window. If the hardware
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// supports it, some kinds of windows may also have a
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// number of hardware channels available at indices
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// 1..n, which will correspond to a subregion of the
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// window.
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//
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// This function returns a GraphicsChannel pointer if a
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// channel is available, or NULL if it is not. If
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// called twice with the same index number, it will
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// return the same pointer.
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////////////////////////////////////////////////////////////////////
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GraphicsChannel *GraphicsOutput::
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get_channel(int index) {
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MutexHolder holder(_lock);
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nassertr(index >= 0, NULL);
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if (index < (int)_channels.size()) {
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if (_channels[index] != (GraphicsChannel *)NULL) {
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return _channels[index];
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}
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}
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// This channel has never been requested before; define it.
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PT(GraphicsChannel) chan;
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if (index == 0) {
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// Channel 0 is the default channel: the entire screen.
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chan = new GraphicsChannel(this);
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} else {
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// Any other channel is some hardware-specific channel.
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GraphicsPipe *pipe = _pipe;
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if (pipe != (GraphicsPipe *)NULL) {
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chan = _pipe->get_hw_channel(this, index);
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if (chan == (GraphicsChannel *)NULL) {
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display_cat.error()
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<< "GraphicsOutput::get_channel() - got a NULL channel" << endl;
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} else {
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if (chan->get_window() != this) {
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chan = NULL;
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}
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}
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}
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}
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if (chan != (GraphicsChannel *)NULL) {
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declare_channel(index, chan);
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}
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return chan;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::remove_channel
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// Access: Public
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// Description: Deletes a GraphicsChannel that was previously created
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// via a call to get_channel(). Note that the channel
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// is not actually deleted until all pointers to it are
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// cleared.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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remove_channel(int index) {
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MutexHolder holder(_lock);
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if (index >= 0 && index < (int)_channels.size()) {
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_channels[index].clear();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_max_channel_index
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// Access: Public
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// Description: Returns the largest channel index number yet created,
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// plus 1. All channels associated with this window
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// will have an index number in the range [0,
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// get_max_channel_index()). This function, in
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// conjunction with is_channel_defined(), below, may be
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// used to determine the complete set of channels
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// associated with the window.
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////////////////////////////////////////////////////////////////////
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int GraphicsOutput::
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get_max_channel_index() const {
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int result;
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{
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MutexHolder holder(_lock);
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result = _channels.size();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::is_channel_defined
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// Access: Public
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// Description: Returns true if the channel with the given index
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// number has already been defined, false if it hasn't.
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// If this returns true, calling get_channel() on the
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// given index number will return the channel pointer.
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// If it returns false, calling get_channel() will
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// create and return a new channel pointer.
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////////////////////////////////////////////////////////////////////
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bool GraphicsOutput::
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is_channel_defined(int index) const {
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bool result;
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{
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MutexHolder holder(_lock);
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if (index < 0 || index >= (int)_channels.size()) {
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result = false;
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} else {
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result = (_channels[index] != (GraphicsChannel *)NULL);
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}
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_num_display_regions
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// Access: Published
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// Description: Returns the number of active DisplayRegions that have
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// been created within the various layers and channels
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// of the window.
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////////////////////////////////////////////////////////////////////
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int GraphicsOutput::
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get_num_display_regions() const {
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determine_display_regions();
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int result;
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{
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MutexHolder holder(_lock);
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result = _display_regions.size();
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_display_region
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// Access: Published
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// Description: Returns the nth active DisplayRegion of those that
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// have been created within the various layers and
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// channels of the window. This may return NULL if n is
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// out of bounds; particularly likely if the number of
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// display regions has changed since the last call to
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// get_num_display_regions().
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////////////////////////////////////////////////////////////////////
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DisplayRegion *GraphicsOutput::
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get_display_region(int n) const {
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determine_display_regions();
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DisplayRegion *result;
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{
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MutexHolder holder(_lock);
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if (n >= 0 && n < (int)_display_regions.size()) {
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result = _display_regions[n];
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} else {
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result = NULL;
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}
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}
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return result;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::make_texture_buffer
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// Access: Published
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// Description: Creates and returns an offscreen buffer for rendering
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// into, the result of which will be a texture suitable
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// for applying to geometry within the scene rendered
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// into this window.
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//
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// This will attempt to be smart about maximizing render
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// performance while minimizing framebuffer waste. It
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// might return a GraphicsBuffer set to render directly
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// into a texture, if possible; or it might return a
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// ParasiteBuffer that renders into this window. The
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// return value is NULL if the buffer could not be
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// created for some reason.
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//
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// Assuming the return value is not NULL, the texture
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// that is represents the scene rendered to the new
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// buffer can be accessed by buffer->get_texture().
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// When you are done using the buffer, you should remove
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// it with a call to GraphicsEngine::remove_window().
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////////////////////////////////////////////////////////////////////
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GraphicsOutput *GraphicsOutput::
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make_texture_buffer(const string &name, int x_size, int y_size) {
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GraphicsStateGuardian *gsg = get_gsg();
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GraphicsEngine *engine = gsg->get_engine();
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GraphicsOutput *host = get_host();
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// The new buffer should be drawn before this buffer is drawn. If
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// the user requires more control than this, he can set the sort
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// value himself.
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int sort = get_sort() - 1;
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if (show_buffers) {
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// If show_buffers is true, just go ahead and call make_buffer(),
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// since it all amounts to the same thing anyway--this will
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// actually create a new GraphicsWindow.
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return engine->make_buffer(gsg, name, sort, x_size, y_size, true);
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}
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GraphicsOutput *buffer = NULL;
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// If the user so indicated in the Configrc file, try to create a
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// parasite buffer first. We can only do this if the requested size
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// fits within the available framebuffer size.
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if (prefer_parasite_buffer &&
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(x_size <= host->get_x_size() && y_size <= host->get_y_size())) {
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buffer = engine->make_parasite(host, name, sort, x_size, y_size);
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if (buffer != (GraphicsOutput *)NULL) {
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return buffer;
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}
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}
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// Attempt to create a single-buffered offscreen buffer.
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if (prefer_single_buffer) {
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FrameBufferProperties sb_props = gsg->get_properties();
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int orig_mode = sb_props.get_frame_buffer_mode();
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int sb_mode = (orig_mode & ~FrameBufferProperties::FM_buffer) | FrameBufferProperties::FM_single_buffer;
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sb_props.set_frame_buffer_mode(sb_mode);
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if (sb_mode != orig_mode) {
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PT(GraphicsStateGuardian) sb_gsg =
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engine->make_gsg(gsg->get_pipe(), sb_props, gsg);
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if (sb_gsg != (GraphicsStateGuardian *)NULL) {
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buffer = engine->make_buffer(sb_gsg, name, sort, x_size, y_size, true);
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if (buffer != (GraphicsOutput *)NULL) {
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// Check the buffer for goodness.
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engine->open_windows();
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if (buffer->is_valid()) {
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return buffer;
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}
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// No good; delete the buffer and keep trying.
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bool removed = engine->remove_window(buffer);
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nassertr(removed, NULL);
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buffer = (GraphicsOutput *)NULL;
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}
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}
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}
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}
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// All right, attempt to create an offscreen buffer, using the same
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// GSG. This will be a double-buffered offscreen buffer, if the
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// source window is double-buffered.
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buffer = engine->make_buffer(gsg, name, sort, x_size, y_size, true);
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if (buffer != (GraphicsOutput *)NULL) {
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engine->open_windows();
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if (buffer->is_valid()) {
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return buffer;
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}
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bool removed = engine->remove_window(buffer);
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nassertr(removed, NULL);
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buffer = (GraphicsOutput *)NULL;
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}
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// Looks like we have to settle for a parasite buffer.
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if (x_size <= host->get_x_size() && y_size <= host->get_y_size()) {
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return engine->make_parasite(host, name, sort, x_size, y_size);
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}
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return NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::make_scratch_display_region
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// Access: Public
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// Description: Allocates and returns a temporary DisplayRegion that
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// may be used to render offscreen into. This
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// DisplayRegion is not associated with any layer.
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//
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// To allocate a normal DisplayRegion for rendering, use
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// the interface provided in GraphicsLayer.
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////////////////////////////////////////////////////////////////////
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PT(DisplayRegion) GraphicsOutput::
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make_scratch_display_region(int x_size, int y_size) {
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#ifndef NDEBUG
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if (x_size > _x_size || y_size > _y_size) {
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display_cat.error()
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<< "make_scratch_display_region(): requested region of size "
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<< x_size << ", " << y_size << " is larger than window of size "
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<< _x_size << ", " << _y_size << ".\n";
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x_size = min(x_size, _x_size);
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y_size = min(y_size, _y_size);
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}
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#endif
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PT(DisplayRegion) region = new DisplayRegion(this, x_size, y_size);
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region->copy_clear_settings(*this);
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return region;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::get_host
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// Access: Public, Virtual
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// Description: This is normally called only from within
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// make_texture_buffer(). When called on a
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// ParasiteBuffer, it returns the host of that buffer;
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// but when called on some other buffer, it returns the
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// buffer itself.
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////////////////////////////////////////////////////////////////////
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GraphicsOutput *GraphicsOutput::
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get_host() {
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return this;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::request_open
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// Access: Public, Virtual
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// Description: This is called by the GraphicsEngine to request that
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// the window (or whatever) open itself or, in general,
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// make itself valid, at the next call to
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// process_events().
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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request_open() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::request_close
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// Access: Public, Virtual
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// Description: This is called by the GraphicsEngine to request that
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// the window (or whatever) close itself or, in general,
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// make itself invalid, at the next call to
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// process_events(). By that time we promise the gsg
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// pointer will be cleared.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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request_close() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::set_close_now
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// Access: Public, Virtual
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// Description: This is called by the GraphicsEngine to insist that
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// the output be closed immediately. This is only
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// called from the window thread.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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set_close_now() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::reset_window
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// Access: Protected, Virtual
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// Description: resets the window framebuffer from its derived
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// children. Does nothing here.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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reset_window(bool swapchain) {
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display_cat.info()
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<< "Resetting " << get_type() << "\n";
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::begin_frame
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// Access: Public, Virtual
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// Description: This function will be called within the draw thread
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// before beginning rendering for a given frame. It
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// should do whatever setup is required, and return true
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// if the frame should be rendered, or false if it
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// should be skipped.
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////////////////////////////////////////////////////////////////////
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bool GraphicsOutput::
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begin_frame() {
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if (_gsg == (GraphicsStateGuardian *)NULL) {
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return false;
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}
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if (needs_context()) {
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if (!make_context()) {
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return false;
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}
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}
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// Okay, we already have a GSG, so activate it.
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make_current();
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return _gsg->begin_frame();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsOutput::clear
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// Access: Public
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// Description: Clears the entire framebuffer before rendering,
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// according to the settings of get_color_clear_active()
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// and get_depth_clear_active() (inherited from
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// DrawableRegion).
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//
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// This function is called only within the draw thread.
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////////////////////////////////////////////////////////////////////
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void GraphicsOutput::
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clear() {
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if (is_any_clear_active()) {
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nassertv(_gsg != (GraphicsStateGuardian *)NULL);
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PT(DisplayRegion) win_dr =
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make_scratch_display_region(_x_size, _y_size);
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DisplayRegionStack old_dr = _gsg->push_display_region(win_dr);
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_gsg->clear(this);
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_gsg->pop_display_region(old_dr);
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}
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}
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|
////////////////////////////////////////////////////////////////////
|
|
// 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() {
|
|
nassertv(_gsg != (GraphicsStateGuardian *)NULL);
|
|
_gsg->end_frame();
|
|
|
|
// By default, we copy the framebuffer to the texture at the end of
|
|
// the frame. GraphicsBuffer objects that are set up to render
|
|
// directly into texture memory don't need to do this; they will set
|
|
// _copy_texture to false.
|
|
if (_copy_texture) {
|
|
PStatTimer timer(_copy_texture_pcollector);
|
|
nassertv(has_texture());
|
|
DisplayRegion dr(this, _x_size, _y_size);
|
|
RenderBuffer buffer = _gsg->get_render_buffer(get_draw_buffer_type());
|
|
_gsg->copy_texture(get_texture(), &dr, buffer);
|
|
}
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|
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// If we're not single-buffered, we're now ready to flip.
|
|
if (!_gsg->get_properties().is_single_buffered()) {
|
|
_flip_ready = true;
|
|
}
|
|
}
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|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::make_context
|
|
// Access: Public, Virtual
|
|
// Description: If _needs_context is true, this will be called
|
|
// in the draw thread prior to rendering into the
|
|
// window. It should attempt to create a graphics
|
|
// context, and return true if successful, false
|
|
// otherwise. If it returns false the window will be
|
|
// considered failed.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsOutput::
|
|
make_context() {
|
|
_needs_context = false;
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::make_current
|
|
// Access: Public, Virtual
|
|
// Description: This function will be called within the draw thread
|
|
// during begin_frame() to ensure the graphics context
|
|
// is ready for drawing.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
make_current() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::release_gsg
|
|
// Access: Public
|
|
// Description: Releases the current GSG pointer, if it is currently
|
|
// held, and resets the GSG to NULL. The window will be
|
|
// permanently unable to render; this is normally called
|
|
// only just before destroying the window. This should
|
|
// only be called from within the draw thread.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
release_gsg() {
|
|
_gsg.clear();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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::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::declare_channel
|
|
// Access: Protected
|
|
// Description: An internal function to add the indicated
|
|
// newly-created channel to the list at the indicated
|
|
// channel number.
|
|
//
|
|
// The caller must grab and hold _lock before making
|
|
// this call.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
declare_channel(int index, GraphicsChannel *chan) {
|
|
nassertv(index >= 0);
|
|
if (index >= (int)_channels.size()) {
|
|
_channels.reserve(index);
|
|
while (index >= (int)_channels.size()) {
|
|
_channels.push_back(NULL);
|
|
}
|
|
}
|
|
|
|
nassertv(index < (int)_channels.size());
|
|
_channels[index] = chan;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::setup_copy_texture
|
|
// Access: Protected
|
|
// Description: Creates a new Texture object, suitable for copying
|
|
// the contents of this buffer into, and stores it in
|
|
// _texture.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
setup_copy_texture(const string &name) {
|
|
_texture = new Texture();
|
|
_texture->set_name(name);
|
|
_texture->set_wrapu(Texture::WM_clamp);
|
|
_texture->set_wrapv(Texture::WM_clamp);
|
|
|
|
// We should match the texture format up with the framebuffer
|
|
// format. Easier said than done!
|
|
if (_gsg != (GraphicsStateGuardian *)NULL) {
|
|
int mode = _gsg->get_properties().get_frame_buffer_mode();
|
|
PixelBuffer *pb = _texture->_pbuffer;
|
|
|
|
if (mode & FrameBufferProperties::FM_alpha) {
|
|
pb->set_format(PixelBuffer::F_rgba8);
|
|
pb->set_num_components(4);
|
|
pb->set_component_width(1);
|
|
pb->set_image_type(PixelBuffer::T_unsigned_byte);
|
|
|
|
} else {
|
|
pb->set_format(PixelBuffer::F_rgb8);
|
|
pb->set_num_components(3);
|
|
pb->set_component_width(1);
|
|
pb->set_image_type(PixelBuffer::T_unsigned_byte);
|
|
}
|
|
}
|
|
|
|
_copy_texture = true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsOutput::do_determine_display_regions
|
|
// Access: Private
|
|
// Description: Recomputes the list of active DisplayRegions within
|
|
// the window.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsOutput::
|
|
do_determine_display_regions() {
|
|
MutexHolder holder(_lock);
|
|
_display_regions_stale = false;
|
|
_display_regions.clear();
|
|
Channels::const_iterator ci;
|
|
for (ci = _channels.begin(); ci != _channels.end(); ++ci) {
|
|
GraphicsChannel *chan = (*ci);
|
|
if (chan->is_active()) {
|
|
GraphicsChannel::GraphicsLayers::const_iterator li;
|
|
for (li = chan->_layers.begin(); li != chan->_layers.end(); ++li) {
|
|
GraphicsLayer *layer = (*li);
|
|
if (layer->is_active()) {
|
|
GraphicsLayer::DisplayRegions::const_iterator dri;
|
|
for (dri = layer->_display_regions.begin();
|
|
dri != layer->_display_regions.end();
|
|
++dri) {
|
|
DisplayRegion *dr = (*dri);
|
|
if (dr->is_active()) {
|
|
_display_regions.push_back(dr);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|