// Filename: graphicsEngine.I
// Created by:  drose (24Feb02)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::set_auto_flip
//       Access: Published
//  Description: Set this flag true to indicate the GraphicsEngine
//               should automatically cause windows to sync and flip
//               as soon as they have finished drawing, rather than
//               waiting for all of the windows to finish drawing
//               first so they can flip together.
//
//               This only affects the timing of when the flip occurs.
//               If this is true (the default), the flip occurs before
//               render_frame() returns.  If this is false, the flip
//               occurs whenever flip_frame() is called, or at the
//               beginning of the next call to render_frame(), if
//               flip_frame() is never called.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsEngine::
set_auto_flip(bool auto_flip) {
  // We don't bother with the mutex here.  It's just a bool, after
  // all.
  _auto_flip = auto_flip;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::get_auto_flip
//       Access: Published
//  Description: Returns the current setting for the auto-flip flag.
//               See set_auto_flip.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsEngine::
get_auto_flip() const {
  // We don't bother with the mutex here.  It's just a bool, after
  // all.
  return _auto_flip;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::set_portal_cull
//       Access: Published
//  Description: Set this flag true to indicate the GraphicsEngine
//               should start portal culling
////////////////////////////////////////////////////////////////////
INLINE void GraphicsEngine::
set_portal_cull(bool value) {
  // We don't bother with the mutex here.  It's just a bool, after
  // all.
  _portal_enabled = value;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::get_portal_cull
//       Access: Published
//  Description: Returns the current setting for the portal culling flag.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsEngine::
get_portal_cull() const {
  // We don't bother with the mutex here.  It's just a bool, after
  // all.
  return _portal_enabled;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::set_default_loader
//       Access: Public
//  Description: Sets the Loader object that will be assigned to every
//               GSG created with this GraphicsEngine.  See
//               GraphicsStateGuardian::set_loader().
////////////////////////////////////////////////////////////////////
INLINE void GraphicsEngine::
set_default_loader(Loader *loader) {
  _default_loader = loader;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::get_default_loader
//       Access: Public, Virtual
//  Description: Returns the Loader object that will be assigned to
//               every GSG created with this GraphicsEngine.  See
//               GraphicsStateGuardian::set_loader().
////////////////////////////////////////////////////////////////////
INLINE Loader *GraphicsEngine::
get_default_loader() const {
  return _default_loader;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::close_gsg
//       Access: Published
//  Description: Calls GraphicsPipe::close_gsg() on the indicated pipe
//               and GSG.  This function mainly exists to allow
//               GraphicsEngine::WindowRenderer to call the protected
//               method GraphicsPipe::close_gsg().
////////////////////////////////////////////////////////////////////
INLINE void GraphicsEngine::
close_gsg(GraphicsPipe *pipe, GraphicsStateGuardian *gsg) {
  pipe->close_gsg(gsg);
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::make_buffer
//       Access: Published
//  Description: Syntactic shorthand for make_output.  This is the
//               preferred way to create an offscreen buffer, when you
//               already have an onscreen window or another buffer to
//               start with.  For the first parameter, pass an
//               existing GraphicsOutput object, e.g. the main window;
//               this allows the buffer to adapt itself to that
//               window's framebuffer properties, and allows maximum
//               sharing of resources.
////////////////////////////////////////////////////////////////////
INLINE GraphicsOutput *GraphicsEngine::
make_buffer(GraphicsOutput *host, const string &name,
            int sort, int x_size, int y_size) {
  GraphicsOutput *result = make_output(host->get_pipe(), name, sort,
                                       FrameBufferProperties(), 
                                       WindowProperties::size(x_size, y_size),
                                       GraphicsPipe::BF_refuse_window |
                                       GraphicsPipe::BF_fb_props_optional,
                                       host->get_gsg(), host);
  return result;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::make_buffer
//       Access: Published
//  Description: Syntactic shorthand for make_output.  This flavor
//               accepts a GSG rather than a GraphicsOutput as the
//               first parameter, which is too limiting and disallows
//               the possibility of creating a ParasiteBuffer if the
//               user's graphics hardware prefers that.  It also
//               attempts to request specific framebuffer properties
//               and may therefore do a poorer job of sharing the GSG
//               between the old buffer and the new.
//
//               For these reasons, this variant is a poor choice
//               unless you are creating an offscreen buffer for the
//               first time, without an onscreen window already in
//               existence.  If you already have an onscreen window,
//               you should use the other flavor of make_buffer()
//               instead, which accepts a GraphicsOutput as the first
//               parameter.
////////////////////////////////////////////////////////////////////
INLINE GraphicsOutput *GraphicsEngine::
make_buffer(GraphicsStateGuardian *gsg, const string &name,
            int sort, int x_size, int y_size) {
  FrameBufferProperties fb_props = FrameBufferProperties::get_default();
  fb_props.set_back_buffers(0);
  fb_props.set_stereo(0);
  fb_props.set_accum_bits(0);
  fb_props.set_multisamples(0);
  fb_props.set_force_hardware(0);
  fb_props.set_force_software(0);
  GraphicsOutput *result = make_output(gsg->get_pipe(), name, sort,
                                       fb_props, 
                                       WindowProperties::size(x_size, y_size),
                                       GraphicsPipe::BF_refuse_window |
                                       GraphicsPipe::BF_fb_props_optional,
                                       gsg, NULL);
  return result;
}

////////////////////////////////////////////////////////////////////
//     Function: GraphicsEngine::make_parasite
//       Access: Published
//  Description: Syntactic shorthand for make_buffer.
////////////////////////////////////////////////////////////////////
INLINE GraphicsOutput *GraphicsEngine::
make_parasite(GraphicsOutput *host, const string &name, 
              int sort, int x_size, int y_size) {
  GraphicsOutput *result = make_output(host->get_pipe(), name, sort,
                                       FrameBufferProperties(),
                                       WindowProperties::size(x_size, y_size),
                                       GraphicsPipe::BF_require_parasite |
                                       GraphicsPipe::BF_fb_props_optional,
                                       host->get_gsg(), host);
  return result;
}
