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@@ -0,0 +1,627 @@
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+// Filename: glGraphicsBuffer_src.cxx
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+// Created by: jyelon (15Jan06)
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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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+// [email protected] .
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+//
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+
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+TypeHandle CLP(GraphicsBuffer)::_type_handle;
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+
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::Constructor
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+// Access: Public
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+glGraphicsBuffer::
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+glGraphicsBuffer(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
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+ const string &name,
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+ int x_size, int y_size) :
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+ GraphicsBuffer(pipe, gsg, name, x_size, y_size)
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+{
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+ _pbuffer = (HPBUFFERARB)0;
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+ _pbuffer_dc = (HDC)0;
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+
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+ // Since the pbuffer never gets flipped, we get screenshots from the
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+ // same buffer we draw into.
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+ _screenshot_buffer_type = _draw_buffer_type;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::Destructor
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+// Access: Public, Virtual
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+glGraphicsBuffer::
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+~glGraphicsBuffer() {
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::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 glGraphicsBuffer::
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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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+
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_R(glgsg, _gsg, false);
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+
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+ if (_pbuffer_dc) {
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+ int flag = 0;
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+ glgsg->_glQueryPbufferARB(_pbuffer, GL_PBUFFER_LOST_ARB, &flag);
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+ if (flag != 0) {
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+ // The pbuffer was lost, due to a mode change or something
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+ // silly like that. We must therefore recreate the pbuffer.
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+ close_buffer();
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+ if (!open_buffer()) {
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+ return false;
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+ }
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+ }
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+ }
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+
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+ return GraphicsBuffer::begin_frame();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsStateGuardian::begin_render_texture
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+// Access: Public, Virtual
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+// Description: If the GraphicsOutput supports direct render-to-texture,
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+// and if any setup needs to be done during begin_frame,
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+// then the setup code should go here. Any textures that
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+// can not be rendered to directly should be reflagged
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+// as RTM_copy_texture.
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+////////////////////////////////////////////////////////////////////
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+void glGraphicsBuffer::
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+begin_render_texture() {
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_V(glgsg, _gsg);
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+
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+ if (_gsg->get_properties().is_single_buffered()) {
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+ glgsg->_glReleaseTexImageARB(_pbuffer, GL_FRONT_LEFT_ARB);
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+ } else {
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+ glgsg->_glReleaseTexImageARB(_pbuffer, GL_BACK_LEFT_ARB);
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+ }
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: GraphicsOutput::end_render_texture
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+// Access: Public, Virtual
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+// Description: If the GraphicsOutput supports direct render-to-texture,
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+// and if any setup needs to be done during end_frame,
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+// then the setup code should go here. Any textures that
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+// could not be rendered to directly should be reflagged
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+// as RTM_copy_texture.
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+////////////////////////////////////////////////////////////////////
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+void glGraphicsBuffer::
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+end_render_texture() {
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_V(glgsg, _gsg);
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+
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+ // Find the color texture, if there is one. That one can be bound to
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+ // the framebuffer. All others must be marked RTM_copy_to_texture.
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+ int tex_index = -1;
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+ for (int i=0; i<count_textures(); i++) {
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+ if (get_rtm_mode(i) == RTM_bind_or_copy) {
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+ if ((get_texture(i)->get_format() != Texture::F_depth_component)&&
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+ (get_texture(i)->get_format() != Texture::F_stencil_index)&&
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+ (tex_index < 0)) {
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+ tex_index = i;
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+ } else {
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+ _textures[i]._rtm_mode = RTM_copy_texture;
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+ }
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+ }
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+ }
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+
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+ if (tex_index >= 0) {
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+ Texture *tex = get_texture(tex_index);
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+ TextureContext *tc = tex->prepare_now(_gsg->get_prepared_objects(), _gsg);
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+ nassertv(tc != (TextureContext *)NULL);
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+ CLP(TextureContext) *gtc = DCAST(CLP(TextureContext), tc);
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+ GLenum target = glgsg->get_texture_target(tex->get_texture_type());
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+ if (target == GL_NONE) {
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+ _textures[tex_index]._rtm_mode = RTM_copy_texture;
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+ return;
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+ }
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+ GLP(BindTexture)(target, gtc->_index);
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+ if (_gsg->get_properties().is_single_buffered()) {
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+ glgsg->_glBindTexImageARB(_pbuffer, GL_FRONT_LEFT_ARB);
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+ } else {
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+ glgsg->_glBindTexImageARB(_pbuffer, GL_BACK_LEFT_ARB);
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+ }
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+ }
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::select_cube_map
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+// Access: Public, Virtual
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+// Description: Called internally when the window is in
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+// render-to-a-texture mode and we are in the process of
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+// rendering the six faces of a cube map. This should
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+// do whatever needs to be done to switch the buffer to
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+// the indicated face.
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+////////////////////////////////////////////////////////////////////
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+void glGraphicsBuffer::
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+select_cube_map(int cube_map_index) {
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_V(glgsg, _gsg);
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+
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+ nassertv(glgsg->_glSetPbufferAttribARB != NULL);
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+
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+ static const int max_attrib_list = 64;
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+ int iattrib_list[max_attrib_list];
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+ int ni = 0;
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+
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+ iattrib_list[ni++] = GL_CUBE_MAP_FACE_ARB;
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+ iattrib_list[ni++] = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + cube_map_index;
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+
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+ // Terminate the list.
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+ nassertv(ni <= max_attrib_list);
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+ iattrib_list[ni] = 0;
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+
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+ glgsg->_glSetPbufferAttribARB(_pbuffer, iattrib_list);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::make_current
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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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+// during begin_frame() to ensure the graphics context
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+// is ready for drawing.
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+////////////////////////////////////////////////////////////////////
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+void glGraphicsBuffer::
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+make_current() {
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+ PStatTimer timer(_make_current_pcollector);
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+
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_V(glgsg, _gsg);
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+
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+ glMakeCurrent(_pbuffer_dc, glgsg->get_context(_pbuffer_dc));
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::release_gsg
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+// Access: Public, Virtual
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+// Description: Releases the current GSG pointer, if it is currently
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+// held, and resets the GSG to NULL. The window will be
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+// permanently unable to render; this is normally called
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+// only just before destroying the window. This should
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+// only be called from within the draw thread.
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+////////////////////////////////////////////////////////////////////
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+void glGraphicsBuffer::
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+release_gsg() {
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+ GraphicsBuffer::release_gsg();
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::process_events
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+// Access: Public, Virtual
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+// Description: Do whatever processing is necessary to ensure that
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+// the window responds to user events. Also, honor any
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+// requests recently made via request_properties()
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+//
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+// This function is called only within the window
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+// thread.
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+////////////////////////////////////////////////////////////////////
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+void glGraphicsBuffer::
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+process_events() {
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+ GraphicsBuffer::process_events();
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+
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+ MSG msg;
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+
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+ // Handle all the messages on the queue in a row. Some of these
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+ // might be for another window, but they will get dispatched
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+ // appropriately.
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+ while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE)) {
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+ process_1_event();
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+ }
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::close_buffer
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+// Access: Protected, Virtual
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+// Description: Closes the buffer right now. Called from the window
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+// thread.
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+////////////////////////////////////////////////////////////////////
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+void glGraphicsBuffer::
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+close_buffer() {
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+ if (_gsg != (GraphicsStateGuardian *)NULL) {
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_V(glgsg, _gsg);
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+
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+ if (_pbuffer_dc) {
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+ glgsg->_glReleasePbufferDCARB(_pbuffer, _pbuffer_dc);
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+ }
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+ if (_pbuffer) {
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+ glgsg->_glDestroyPbufferARB(_pbuffer);
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+ }
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+ }
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+ _pbuffer_dc = 0;
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+ _pbuffer = 0;
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+
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+ _is_valid = false;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::open_buffer
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+// Access: Protected, Virtual
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+// Description: Opens the window right now. Called from the window
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+// thread. Returns true if the window is successfully
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+// opened, or false if there was a problem.
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+////////////////////////////////////////////////////////////////////
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+bool glGraphicsBuffer::
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+open_buffer() {
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_R(glgsg, _gsg, false);
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+
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+ HDC twindow_dc = glgsg->get_twindow_dc();
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+ if (twindow_dc == 0) {
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+ // If we couldn't make a window, we can't get a GL context.
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+ return false;
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+ }
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+
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+ glMakeCurrent(twindow_dc, glgsg->get_context(twindow_dc));
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+ glgsg->reset_if_new();
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+ _needs_context = false;
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+
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+ // Now that we have fully made a window and used that window to
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+ // create a rendering context, we can attempt to create a pbuffer.
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+ // This might fail if the pbuffer extensions are not supported.
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+
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+ if (!make_pbuffer(twindow_dc)) {
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+ glMakeCurrent(0, 0);
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+ return false;
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+ }
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+
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+ _pbuffer_dc = glgsg->_glGetPbufferDCARB(_pbuffer);
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+
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+ glMakeCurrent(_pbuffer_dc, glgsg->get_context(_pbuffer_dc));
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+ glgsg->report_my_gl_errors();
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+
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+ _is_valid = true;
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+
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+ return true;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: glGraphicsBuffer::make_pbuffer
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+// Access: Private
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+// Description: Once the GL context has been fully realized, attempts
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+// to create an offscreen pbuffer if the graphics API
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+// supports it. Returns true if successful, false on
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+// failure.
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+////////////////////////////////////////////////////////////////////
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+bool glGraphicsBuffer::
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+make_pbuffer(HDC twindow_dc) {
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+ glGraphicsStateGuardian *glgsg;
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+ DCAST_INTO_R(glgsg, _gsg, false);
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+
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+ if (!glgsg->_supports_pbuffer) {
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+ gldisplay_cat.info()
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+ << "PBuffers not supported by GL implementation.\n";
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+ return false;
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+ }
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+
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+ int pbformat = glgsg->get_pfnum();
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+
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+ if (glgsg->_supports_pixel_format) {
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+ bool got_pbuffer_format = false;
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+ bool any_binds = false;
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+
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+ for (int i=0; i<count_textures(); i++) {
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+ if (get_rtm_mode(i) == RTM_bind_or_copy) {
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+ any_binds = true;
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+ }
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+ }
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+
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+ if (any_binds && glgsg->_supports_render_texture) {
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+ // First, try to get a pbuffer format that supports
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+ // render-to-texture.
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+ int new_pbformat = choose_pbuffer_format(twindow_dc, true);
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+ if (new_pbformat != 0) {
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+ pbformat = new_pbformat;
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+ got_pbuffer_format = true;
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+ }
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+ }
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+
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+ if (!got_pbuffer_format) {
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+ // Failing that, just get a matching pbuffer format,
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+ // and disable RTM_bind_or_copy.
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+ for (int i=0; i<count_textures(); i++) {
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+ if (get_rtm_mode(i) == RTM_bind_or_copy) {
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+ _textures[i]._rtm_mode = RTM_copy_texture;
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+ }
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+ }
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+ int new_pbformat = choose_pbuffer_format(twindow_dc, false);
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+ if (new_pbformat != 0) {
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+ pbformat = new_pbformat;
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+ got_pbuffer_format = true;
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+ }
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+ }
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+
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+ if (gldisplay_cat.is_debug()) {
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+ FrameBufferProperties properties;
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+ glGraphicsPipe::get_properties_advanced(properties, glgsg,
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+ twindow_dc, pbformat);
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+ gldisplay_cat.debug()
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+ << "Chose pixfmt #" << pbformat << " for pbuffer = "
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+ << properties << "\n";
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+ }
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+ }
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+
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+ static const int max_attrib_list = 64;
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+ int iattrib_list[max_attrib_list];
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+ int ni = 0;
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+
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+ // Find the texture to bind to the color buffer.
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+ Texture *bindtexture = NULL;
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+ for (int i=0; i<count_textures(); i++) {
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+ if ((get_rtm_mode(i) == RTM_bind_or_copy)&&
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+ (get_texture(i)->get_format() != Texture::F_depth_component)&&
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+ (get_texture(i)->get_format() != Texture::F_stencil_index)) {
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+ bindtexture = get_texture(i);
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+ break;
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+ }
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+ }
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+
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+ if (bindtexture != 0) {
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+
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+ if (_gsg->get_properties().get_frame_buffer_mode() & FrameBufferProperties::FM_alpha) {
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+ iattrib_list[ni++] = GL_TEXTURE_FORMAT_ARB;
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+ iattrib_list[ni++] = GL_TEXTURE_RGBA_ARB;
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+ } else {
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+ iattrib_list[ni++] = GL_TEXTURE_FORMAT_ARB;
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+ iattrib_list[ni++] = GL_TEXTURE_RGB_ARB;
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+ }
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+
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+ if (bindtexture->uses_mipmaps()) {
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+ iattrib_list[ni++] = GL_MIPMAP_TEXTURE_ARB;
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+ iattrib_list[ni++] = 1;
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+ }
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+
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+ switch (bindtexture->get_texture_type()) {
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+ case Texture::TT_cube_map:
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+ iattrib_list[ni++] = GL_TEXTURE_TARGET_ARB;
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+ iattrib_list[ni++] = GL_TEXTURE_CUBE_MAP_ARB;
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+ break;
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+
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+ case Texture::TT_1d_texture:
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+ iattrib_list[ni++] = GL_TEXTURE_TARGET_ARB;
|
|
|
+ iattrib_list[ni++] = GL_TEXTURE_1D_ARB;
|
|
|
+ break;
|
|
|
+
|
|
|
+ default:
|
|
|
+ iattrib_list[ni++] = GL_TEXTURE_TARGET_ARB;
|
|
|
+ iattrib_list[ni++] = GL_TEXTURE_2D_ARB;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Terminate the list.
|
|
|
+ nassertr(ni <= max_attrib_list, false);
|
|
|
+ iattrib_list[ni] = 0;
|
|
|
+
|
|
|
+ _pbuffer = glgsg->_glCreatePbufferARB(twindow_dc, pbformat,
|
|
|
+ _x_size, _y_size, iattrib_list);
|
|
|
+
|
|
|
+ if (_pbuffer == 0) {
|
|
|
+ gldisplay_cat.info()
|
|
|
+ << "Attempt to create pbuffer failed.\n";
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: glGraphicsBuffer::choose_pbuffer_format
|
|
|
+// Access: Private
|
|
|
+// Description: Select a suitable pixel format that matches the GSG's
|
|
|
+// existing format, and also is appropriate for a pixel
|
|
|
+// buffer. Returns the selected pfnum if successful, or
|
|
|
+// 0 on failure.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+int glGraphicsBuffer::
|
|
|
+choose_pbuffer_format(HDC twindow_dc, bool draw_to_texture) {
|
|
|
+ if (gldisplay_cat.is_debug()) {
|
|
|
+ gldisplay_cat.debug()
|
|
|
+ << "choose_pbuffer_format(twindow_dc, draw_to_texture = "
|
|
|
+ << draw_to_texture << ")\n";
|
|
|
+ }
|
|
|
+
|
|
|
+ glGraphicsStateGuardian *glgsg;
|
|
|
+ DCAST_INTO_R(glgsg, _gsg, false);
|
|
|
+
|
|
|
+ int pbformat = glgsg->get_pfnum();
|
|
|
+
|
|
|
+ static const int max_attrib_list = 64;
|
|
|
+ int iattrib_list[max_attrib_list];
|
|
|
+ int ivalue_list[max_attrib_list];
|
|
|
+ int ni = 0;
|
|
|
+
|
|
|
+ int acceleration_i, pixel_type_i, double_buffer_i, stereo_i,
|
|
|
+ red_bits_i, green_bits_i, blue_bits_i, alpha_bits_i,
|
|
|
+ accum_red_bits_i, accum_green_bits_i, accum_blue_bits_i,
|
|
|
+ accum_alpha_bits_i, depth_bits_i,
|
|
|
+ stencil_bits_i, sample_buffers_i, multisamples_i;
|
|
|
+
|
|
|
+ iattrib_list[acceleration_i = ni++] = GL_ACCELERATION_ARB;
|
|
|
+ iattrib_list[pixel_type_i = ni++] = GL_PIXEL_TYPE_ARB;
|
|
|
+ iattrib_list[double_buffer_i = ni++] = GL_DOUBLE_BUFFER_ARB;
|
|
|
+ iattrib_list[stereo_i = ni++] = GL_STEREO_ARB;
|
|
|
+ iattrib_list[red_bits_i = ni++] = GL_RED_BITS_ARB;
|
|
|
+ iattrib_list[green_bits_i = ni++] = GL_GREEN_BITS_ARB;
|
|
|
+ iattrib_list[blue_bits_i = ni++] = GL_BLUE_BITS_ARB;
|
|
|
+ iattrib_list[alpha_bits_i = ni++] = GL_ALPHA_BITS_ARB;
|
|
|
+ iattrib_list[accum_red_bits_i = ni++] = GL_ACCUM_RED_BITS_ARB;
|
|
|
+ iattrib_list[accum_green_bits_i = ni++] = GL_ACCUM_GREEN_BITS_ARB;
|
|
|
+ iattrib_list[accum_blue_bits_i = ni++] = GL_ACCUM_BLUE_BITS_ARB;
|
|
|
+ iattrib_list[accum_alpha_bits_i = ni++] = GL_ACCUM_ALPHA_BITS_ARB;
|
|
|
+ iattrib_list[depth_bits_i = ni++] = GL_DEPTH_BITS_ARB;
|
|
|
+ iattrib_list[stencil_bits_i = ni++] = GL_STENCIL_BITS_ARB;
|
|
|
+
|
|
|
+ if (glgsg->_supports_gl_multisample) {
|
|
|
+ iattrib_list[sample_buffers_i = ni++] = GL_SAMPLE_BUFFERS_ARB;
|
|
|
+ iattrib_list[multisamples_i = ni++] = GL_SAMPLES_ARB;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Terminate the list.
|
|
|
+ nassertr(ni <= max_attrib_list, false);
|
|
|
+
|
|
|
+ if (!glgsg->_glGetPixelFormatAttribivARB(twindow_dc, pbformat, 0,
|
|
|
+ ni, iattrib_list, ivalue_list)) {
|
|
|
+ if (gldisplay_cat.is_debug()) {
|
|
|
+ gldisplay_cat.debug()
|
|
|
+ << "Could not query old format " << pbformat << ".\n";
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ ni = 0;
|
|
|
+ float fattrib_list[max_attrib_list];
|
|
|
+ int nf = 0;
|
|
|
+
|
|
|
+ // Since we are trying to create a pbuffer, the pixel format we
|
|
|
+ // request (and subsequently use) must be "pbuffer capable".
|
|
|
+ iattrib_list[ni++] = GL_DRAW_TO_PBUFFER_ARB;
|
|
|
+ iattrib_list[ni++] = true;
|
|
|
+ iattrib_list[ni++] = GL_SUPPORT_OPENGL_ARB;
|
|
|
+ iattrib_list[ni++] = true;
|
|
|
+
|
|
|
+ if (draw_to_texture) {
|
|
|
+ // If we want to be able to render-to-texture, request that.
|
|
|
+ if (_gsg->get_properties().get_frame_buffer_mode() & FrameBufferProperties::FM_alpha) {
|
|
|
+ iattrib_list[ni++] = GL_BIND_TO_TEXTURE_RGBA_ARB;
|
|
|
+ iattrib_list[ni++] = true;
|
|
|
+ } else {
|
|
|
+ iattrib_list[ni++] = GL_BIND_TO_TEXTURE_RGB_ARB;
|
|
|
+ iattrib_list[ni++] = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Match up the framebuffer bits.
|
|
|
+ iattrib_list[ni++] = GL_RED_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[red_bits_i];
|
|
|
+ iattrib_list[ni++] = GL_GREEN_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[green_bits_i];
|
|
|
+ iattrib_list[ni++] = GL_BLUE_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[blue_bits_i];
|
|
|
+ iattrib_list[ni++] = GL_ALPHA_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[alpha_bits_i];
|
|
|
+
|
|
|
+ iattrib_list[ni++] = GL_ACCUM_RED_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[accum_red_bits_i];
|
|
|
+ iattrib_list[ni++] = GL_ACCUM_GREEN_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[accum_green_bits_i];
|
|
|
+ iattrib_list[ni++] = GL_ACCUM_BLUE_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[accum_blue_bits_i];
|
|
|
+ iattrib_list[ni++] = GL_ACCUM_ALPHA_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[accum_alpha_bits_i];
|
|
|
+
|
|
|
+ iattrib_list[ni++] = GL_DEPTH_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[depth_bits_i];
|
|
|
+
|
|
|
+ iattrib_list[ni++] = GL_STENCIL_BITS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[stencil_bits_i];
|
|
|
+
|
|
|
+ if (glgsg->_supports_gl_multisample) {
|
|
|
+ iattrib_list[ni++] = GL_SAMPLE_BUFFERS_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[sample_buffers_i];
|
|
|
+ iattrib_list[ni++] = GL_SAMPLES_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[multisamples_i];
|
|
|
+ }
|
|
|
+
|
|
|
+ // Match up properties.
|
|
|
+ iattrib_list[ni++] = GL_DOUBLE_BUFFER_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[double_buffer_i];
|
|
|
+ iattrib_list[ni++] = GL_STEREO_ARB;
|
|
|
+ iattrib_list[ni++] = ivalue_list[stereo_i];
|
|
|
+
|
|
|
+ // Terminate the lists.
|
|
|
+ nassertr(ni < max_attrib_list && nf < max_attrib_list, NULL);
|
|
|
+ iattrib_list[ni] = 0;
|
|
|
+ fattrib_list[nf] = 0;
|
|
|
+
|
|
|
+ // Now obtain a list of pixel formats that meet these minimum
|
|
|
+ // requirements.
|
|
|
+ static const unsigned int max_pformats = 32;
|
|
|
+ int pformat[max_pformats];
|
|
|
+ memset(pformat, 0, sizeof(pformat));
|
|
|
+ unsigned int nformats = 0;
|
|
|
+ if (!glgsg->_glChoosePixelFormatARB(twindow_dc, iattrib_list, fattrib_list,
|
|
|
+ max_pformats, pformat, &nformats)
|
|
|
+ || nformats == 0) {
|
|
|
+ if (gldisplay_cat.is_debug()) {
|
|
|
+ gldisplay_cat.debug()
|
|
|
+ << "No formats meet the criteria.\n";
|
|
|
+ }
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
+
|
|
|
+ nformats = min(nformats, max_pformats);
|
|
|
+
|
|
|
+ if (gldisplay_cat.is_debug()) {
|
|
|
+ gldisplay_cat.debug()
|
|
|
+ << "Found " << nformats << " pbuffer formats: [";
|
|
|
+ for (unsigned int i = 0; i < nformats; i++) {
|
|
|
+ gldisplay_cat.debug(false)
|
|
|
+ << " " << pformat[i];
|
|
|
+ }
|
|
|
+ gldisplay_cat.debug(false)
|
|
|
+ << " ]\n";
|
|
|
+ }
|
|
|
+
|
|
|
+ // If one of the options is the original pixfmt, keep it.
|
|
|
+ bool found_pbformat = false;
|
|
|
+ for (unsigned int i = 0; i < nformats && !found_pbformat; i++) {
|
|
|
+ if (pformat[i] == pbformat) {
|
|
|
+ found_pbformat = true;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if (!found_pbformat) {
|
|
|
+ // Otherwise, pick any of them.
|
|
|
+ pbformat = pformat[0];
|
|
|
+ }
|
|
|
+
|
|
|
+ return pbformat;
|
|
|
+}
|
|
|
+
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+// Function: glGraphicsBuffer::process_1_event
|
|
|
+// Access: Private, Static
|
|
|
+// Description: Handles one event from the message queue.
|
|
|
+////////////////////////////////////////////////////////////////////
|
|
|
+void glGraphicsBuffer::
|
|
|
+process_1_event() {
|
|
|
+ MSG msg;
|
|
|
+
|
|
|
+ if (!GetMessage(&msg, NULL, 0, 0)) {
|
|
|
+ // WM_QUIT received. We need a cleaner way to deal with this.
|
|
|
+ // DestroyAllWindows(false);
|
|
|
+ exit(msg.wParam); // this will invoke AtExitFn
|
|
|
+ }
|
|
|
+
|
|
|
+ // Translate virtual key messages
|
|
|
+ TranslateMessage(&msg);
|
|
|
+ // Call window_proc
|
|
|
+ DispatchMessage(&msg);
|
|
|
+}
|
|
|
+
|
|
|
+
|