// Filename: graphicsOutput.cxx // Created by: drose (06Feb04) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// #include "graphicsOutput.h" #include "graphicsPipe.h" #include "graphicsEngine.h" #include "graphicsWindow.h" #include "config_display.h" #include "mutexHolder.h" #include "renderBuffer.h" #include "indirectLess.h" #include "pStatTimer.h" #include "configVariableBool.h" #include "camera.h" #include "displayRegion.h" #include "lens.h" #include "perspectiveLens.h" #include "pointerTo.h" #include "compassEffect.h" TypeHandle GraphicsOutput::_type_handle; PStatCollector GraphicsOutput::_make_current_pcollector("Draw:Make current"); PStatCollector GraphicsOutput::_copy_texture_pcollector("Draw:Copy texture"); struct CubeFaceDef { CubeFaceDef(const char *name, const LPoint3f &look_at, const LVector3f &up) : _name(name), _look_at(look_at), _up(up) { } const char *_name; LPoint3f _look_at; LVector3f _up; }; static CubeFaceDef cube_faces[6] = { CubeFaceDef("positive_x", LPoint3f(1, 0, 0), LVector3f(0, -1, 0)), CubeFaceDef("negative_x", LPoint3f(-1, 0, 0), LVector3f(0, -1, 0)), CubeFaceDef("positive_y", LPoint3f(0, 1, 0), LVector3f(0, 0, 1)), CubeFaceDef("negative_y", LPoint3f(0, -1, 0), LVector3f(0, 0, -1)), CubeFaceDef("positive_z", LPoint3f(0, 0, 1), LVector3f(0, -1, 0)), CubeFaceDef("negative_z", LPoint3f(0, 0, -1), LVector3f(0, -1, 0)) }; //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::Constructor // Access: Protected // Description: Normally, the GraphicsOutput constructor is not // called directly; these are created instead via the // GraphicsEngine::make_window() function. //////////////////////////////////////////////////////////////////// GraphicsOutput:: GraphicsOutput(GraphicsPipe *pipe, GraphicsStateGuardian *gsg, const string &name) { #ifdef DO_MEMORY_USAGE MemoryUsage::update_type(this, this); #endif _pipe = pipe; _gsg = gsg; _name = name; _x_size = 0; _y_size = 0; _has_size = false; _is_valid = false; _rtm_mode = RTM_none; _flip_ready = false; _needs_context = true; _cube_map_index = -1; _sort = 0; _internal_sort_index = 0; _active = true; _one_shot = false; _inverted = window_inverted; _delete_flag = false; int mode = gsg->get_properties().get_frame_buffer_mode(); if ((mode & FrameBufferProperties::FM_buffer) == FrameBufferProperties::FM_single_buffer) { // Single buffered; we must draw into the front buffer. _draw_buffer_type = RenderBuffer::T_front; } // We start out with one DisplayRegion that covers the whole window, // which we may use internally for full-window operations like // clear() and get_screenshot(). _default_display_region = make_display_region(0.0f, 1.0f, 0.0f, 1.0f); _default_display_region->set_active(false); _display_regions_stale = false; // By default, each new GraphicsOutput is set up to clear color and // depth. set_clear_color_active(true); set_clear_depth_active(true); switch (background_color.get_num_words()) { case 1: set_clear_color(Colorf(background_color[0], background_color[0], background_color[0], 0.0f)); break; case 2: set_clear_color(Colorf(background_color[0], background_color[0], background_color[0], background_color[1])); break; case 3: set_clear_color(Colorf(background_color[0], background_color[1], background_color[2], 0.0f)); break; case 4: set_clear_color(Colorf(background_color[0], background_color[1], background_color[2], background_color[3])); break; default: display_cat.warning() << "Invalid background-color specification: " << background_color.get_string_value() << "\n"; } } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::Copy Constructor // Access: Private // Description: //////////////////////////////////////////////////////////////////// GraphicsOutput:: GraphicsOutput(const GraphicsOutput &) { nassertv(false); } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::Copy Assignment Operator // Access: Private // Description: //////////////////////////////////////////////////////////////////// void GraphicsOutput:: operator = (const GraphicsOutput &) { nassertv(false); } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::Destructor // Access: Published, Virtual // Description: //////////////////////////////////////////////////////////////////// GraphicsOutput:: ~GraphicsOutput() { // The window should be closed by the time we destruct. nassertv(!is_valid()); // We shouldn't have a GraphicsPipe pointer anymore. nassertv(_pipe == (GraphicsPipe *)NULL); // We don't have to destruct our child display regions explicitly, // since they are all reference-counted and will go away when their // pointers do. However, we do need to zero out their pointers to // us. TotalDisplayRegions::iterator dri; for (dri = _total_display_regions.begin(); dri != _total_display_regions.end(); ++dri) { (*dri)->_window = NULL; } _total_display_regions.clear(); _active_display_regions.clear(); _default_display_region = NULL; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::detach_texture // Access: Published // Description: Disassociates the texture from the GraphicsOutput. // The texture will no longer be filled as the frame // renders, and it may be used as an ordinary texture in // its own right. However, its contents may be // undefined. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: detach_texture() { MutexHolder holder(_lock); if (_rtm_mode == RTM_bind_texture && _gsg != (GraphicsStateGuardian *)NULL) { _gsg->framebuffer_release_texture(this, get_texture()); } _texture = NULL; _rtm_mode = RTM_none; set_inverted(window_inverted); } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::setup_render_texture // Access: Published // Description: Creates a new Texture object, suitable for rendering // the contents of this buffer into, and stores it in // _texture. This also disassociates the previous // texture (if any). // // If tex is not NULL, it is the texture that will be // set up for rendering into; otherwise, a new Texture // object will be created (in which case you may call // get_texture() to retrieve the new texture pointer // later). // // If allow_bind is true, and this GraphicsOutput is an // offscreen graphics buffer that has not yet been // rendered into, it will attempt to set up the buffer // for rendering directly into the texture, avoiding the // cost of the copy-to-texture-memory each frame. This // is not supported by all graphics hardware, but if it // is not supported, this option is quietly ignored. // // If to_ram is true, the texture image will be // downloaded from the framebuffer memory into system // RAM each frame, which is more expensive but allows // the texture to subsequently be applied to any GSG. // Otherwise, the texture image remains in texture // memory only. // // Also see make_texture_buffer(), which is a // higher-level interface for preparing // render-to-a-texture mode. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: setup_render_texture(Texture *tex, bool allow_bind, bool to_ram) { MutexHolder holder(_lock); if (_rtm_mode == RTM_bind_texture && _gsg != (GraphicsStateGuardian *)NULL) { _gsg->framebuffer_release_texture(this, get_texture()); } if (tex == (Texture *)NULL) { _texture = new Texture(get_name()); _texture->set_wrap_u(Texture::WM_clamp); _texture->set_wrap_v(Texture::WM_clamp); } else { _texture = tex; _texture->clear_ram_image(); } _texture->set_match_framebuffer_format(true); // Go ahead and tell the texture our anticipated size, even if it // might be inaccurate (particularly if this is a GraphicsWindow, // which has system-imposed restrictions on size). _texture->set_x_size(get_x_size()); _texture->set_y_size(get_y_size()); if (to_ram) { _rtm_mode = RTM_copy_ram; } else if (allow_bind) { _rtm_mode = RTM_bind_if_possible; } else { _rtm_mode = RTM_copy_texture; } nassertv(_gsg != (GraphicsStateGuardian *)NULL); set_inverted(_gsg->get_copy_texture_inverted()); } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::set_active // Access: Published // Description: Sets the active flag associated with the // GraphicsOutput. If the GraphicsOutput is marked // inactive, nothing is rendered. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: set_active(bool active) { _active = active; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::is_active // Access: Published, Virtual // Description: Returns true if the window is ready to be rendered // into, false otherwise. //////////////////////////////////////////////////////////////////// bool GraphicsOutput:: is_active() const { return _active && is_valid(); } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::set_inverted // Access: Published // Description: Changes the current setting of the inverted flag. // When this is true, the scene is rendered into the // window upside-down and backwards, that is, inverted // as if viewed through a mirror placed on the floor. // // This is primarily intended to support DirectX (and a // few buggy OpenGL graphics drivers) that perform a // framebuffer-to-texture copy upside-down from the // usual OpenGL (and Panda) convention. Panda will // automatically set this flag for offscreen buffers on // hardware that is known to do this, to compensate when // rendering offscreen into a texture. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: set_inverted(bool inverted) { if (_inverted != inverted) { _inverted = inverted; if (_y_size != 0) { // All of our DisplayRegions need to recompute their pixel // positions now. TotalDisplayRegions::iterator dri; for (dri = _total_display_regions.begin(); dri != _total_display_regions.end(); ++dri) { (*dri)->compute_pixels(_x_size, _y_size); } } } } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::set_sort // Access: Published // Description: Adjusts the sorting order of this particular // GraphicsOutput, relative to other GraphicsOutputs. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: set_sort(int sort) { if (_sort != sort) { if (_gsg != (GraphicsStateGuardian *)NULL && _gsg->get_engine() != (GraphicsEngine *)NULL) { _gsg->get_engine()->set_window_sort(this, sort); } } } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::remove_display_region // Access: Published // Description: Removes the indicated DisplayRegion from the window, // and destructs it if there are no other references. // // Returns true if the DisplayRegion is found and // removed, false if it was not a part of the window. //////////////////////////////////////////////////////////////////// bool GraphicsOutput:: remove_display_region(DisplayRegion *display_region) { MutexHolder holder(_lock); nassertr(display_region != _default_display_region, false); PT(DisplayRegion) drp = display_region; TotalDisplayRegions::iterator dri = find(_total_display_regions.begin(), _total_display_regions.end(), drp); if (dri != _total_display_regions.end()) { display_region->_window = NULL; _total_display_regions.erase(dri); if (display_region->is_active()) { _display_regions_stale = true; } return true; } return false; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::get_num_display_regions // Access: Published // Description: Returns the number of DisplayRegions that have // been created within the window, active or otherwise. //////////////////////////////////////////////////////////////////// int GraphicsOutput:: get_num_display_regions() const { determine_display_regions(); int result; { MutexHolder holder(_lock); result = _total_display_regions.size(); } return result; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::get_display_region // Access: Published // Description: Returns the nth DisplayRegion of those that have been // created within the window. This may return NULL if n // is out of bounds; particularly likely if the number // of display regions has changed since the last call to // get_num_display_regions(). //////////////////////////////////////////////////////////////////// PT(DisplayRegion) GraphicsOutput:: get_display_region(int n) const { determine_display_regions(); PT(DisplayRegion) result; { MutexHolder holder(_lock); if (n >= 0 && n < (int)_total_display_regions.size()) { result = _total_display_regions[n]; } else { result = NULL; } } return result; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::get_num_active_display_regions // Access: Published // Description: Returns the number of active DisplayRegions that have // been created within the window. //////////////////////////////////////////////////////////////////// int GraphicsOutput:: get_num_active_display_regions() const { determine_display_regions(); int result; { MutexHolder holder(_lock); result = _active_display_regions.size(); } return result; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::get_active_display_region // Access: Published // Description: Returns the nth active DisplayRegion of those that // have been created within the window. This may return // NULL if n is out of bounds; particularly likely if // the number of display regions has changed since the // last call to get_num_active_display_regions(). //////////////////////////////////////////////////////////////////// PT(DisplayRegion) GraphicsOutput:: get_active_display_region(int n) const { determine_display_regions(); PT(DisplayRegion) result; { MutexHolder holder(_lock); if (n >= 0 && n < (int)_active_display_regions.size()) { result = _active_display_regions[n]; } else { result = NULL; } } return result; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::make_texture_buffer // Access: Published // Description: Creates and returns an offscreen buffer for rendering // into, the result of which will be a texture suitable // for applying to geometry within the scene rendered // into this window. // // If tex is not NULL, it is the texture that will be // set up for rendering into; otherwise, a new Texture // object will be created. In either case, the target // texture can be retrieved from the return value with // buffer->get_texture() (assuming the return value is // not NULL). // // If to_ram is true, the buffer will be set up to // download its contents to the system RAM memory // associated with the Texture object, instead of // keeping it strictly within texture memory; this is // much slower, but it allows using the texture with any // GSG. // // This will attempt to be smart about maximizing render // performance while minimizing framebuffer waste. It // might return a GraphicsBuffer set to render directly // into a texture, if possible; or it might return a // ParasiteBuffer that renders into this window. The // return value is NULL if the buffer could not be // created for some reason. // // When you are done using the buffer, you should remove // it with a call to GraphicsEngine::remove_window() (or // set the one_shot flag so it removes itself after one // frame). //////////////////////////////////////////////////////////////////// GraphicsOutput *GraphicsOutput:: make_texture_buffer(const string &name, int x_size, int y_size, Texture *tex, bool to_ram) { GraphicsStateGuardian *gsg = get_gsg(); GraphicsEngine *engine = gsg->get_engine(); GraphicsOutput *host = get_host(); // The new buffer should be drawn before this buffer is drawn. If // the user requires more control than this, he can set the sort // value himself. int sort = get_sort() - 1; GraphicsOutput *buffer = NULL; if (show_buffers) { // If show_buffers is true, just go ahead and call make_buffer(), // since it all amounts to the same thing anyway--this will // actually create a new GraphicsWindow. buffer = engine->make_buffer(gsg, name, sort, x_size, y_size); buffer->setup_render_texture(tex, false, to_ram); return buffer; } bool allow_bind = (prefer_texture_buffer && gsg->get_supports_render_texture() && !to_ram); // If the user so indicated in the Config.prc file, try to create a // parasite buffer first. We can only do this if the requested size // fits within the available framebuffer size. Also, don't do this // if we want to try using render-to-a-texture mode, since using a // ParasiteButter will preclude that. if (prefer_parasite_buffer && !allow_bind && (x_size <= host->get_x_size() && y_size <= host->get_y_size())) { buffer = engine->make_parasite(host, name, sort, x_size, y_size); if (buffer != (GraphicsOutput *)NULL) { buffer->setup_render_texture(tex, false, to_ram); return buffer; } } // Attempt to create a single-buffered offscreen buffer. if (prefer_single_buffer) { FrameBufferProperties sb_props = gsg->get_properties(); int orig_mode = sb_props.get_frame_buffer_mode(); int sb_mode = (orig_mode & ~FrameBufferProperties::FM_buffer) | FrameBufferProperties::FM_single_buffer; sb_props.set_frame_buffer_mode(sb_mode); if (sb_mode != orig_mode) { PT(GraphicsStateGuardian) sb_gsg = engine->make_gsg(gsg->get_pipe(), sb_props, gsg); if (sb_gsg != (GraphicsStateGuardian *)NULL) { buffer = engine->make_buffer(sb_gsg, name, sort, x_size, y_size); if (buffer != (GraphicsOutput *)NULL) { // Check the buffer for goodness. buffer->setup_render_texture(tex, allow_bind, to_ram); engine->open_windows(); if (buffer->is_valid()) { return buffer; } // No good; delete the buffer and keep trying. bool removed = engine->remove_window(buffer); nassertr(removed, NULL); buffer = (GraphicsOutput *)NULL; } } } } // All right, attempt to create an offscreen buffer, using the same // GSG. This will be a double-buffered offscreen buffer, if the // source window is double-buffered. buffer = engine->make_buffer(gsg, name, sort, x_size, y_size); if (buffer != (GraphicsOutput *)NULL) { buffer->setup_render_texture(tex, allow_bind, to_ram); engine->open_windows(); if (buffer->is_valid()) { return buffer; } bool removed = engine->remove_window(buffer); nassertr(removed, NULL); buffer = (GraphicsOutput *)NULL; } // Looks like we have to settle for a parasite buffer. if (x_size <= host->get_x_size() && y_size <= host->get_y_size()) { buffer = engine->make_parasite(host, name, sort, x_size, y_size); buffer->setup_render_texture(tex, false, to_ram); return buffer; } return NULL; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::make_cube_map // Access: Published // Description: This is similar to make_texture_buffer() in that it // allocates a separate buffer suitable for rendering to // a texture that can be assigned to geometry in this // window, but in this case, the buffer is set up to // render the six faces of a cube map. // // The buffer is automatically set up with six display // regions and six cameras, each of which are assigned // the indicated draw_mask and parented to the given // camera_rig node (which you should then put in your // scene to render the cube map from the appropriate // point of view). // // You may take the texture associated with the buffer // and apply it to geometry, particularly with // TexGenAttrib::M_world_cube_map also in effect, to // apply a reflection of everything seen by the camera // rig. //////////////////////////////////////////////////////////////////// GraphicsOutput *GraphicsOutput:: make_cube_map(const string &name, int size, bool to_ram, NodePath &camera_rig, DrawMask camera_mask) { if (!to_ram) { // Check the limits imposed by the GSG. (However, if we're // rendering the texture to RAM only, these limits may be // irrelevant.) GraphicsStateGuardian *gsg = get_gsg(); int max_dimension = gsg->get_max_cube_map_dimension(); if (max_dimension == 0) { // The GSG doesn't support cube mapping; too bad for you. return NULL; } if (max_dimension > 0) { size = min(max_dimension, size); } } // Usually, we want the whole camera_rig to keep itself unrotated // with respect to the world coordinate space, so the user can apply // TexGenAttrib::M_world_cube_map to the objects on which the cube // map texture is applied. If for some reason the user doesn't want // this behavior, he can take this effect off again. camera_rig.node()->set_effect(CompassEffect::make(NodePath())); PT(Texture) tex = new Texture(name); tex->setup_cube_map(); tex->set_wrap_u(Texture::WM_clamp); tex->set_wrap_v(Texture::WM_clamp); GraphicsOutput *buffer = make_texture_buffer(name, size, size, tex, to_ram); // We don't need to clear the overall buffer; instead, we'll clear // each display region. buffer->set_clear_color_active(false); buffer->set_clear_depth_active(false); PT(Lens) lens = new PerspectiveLens; lens->set_fov(90.0f); for (int i = 0; i < 6; i++) { PT(Camera) camera = new Camera(cube_faces[i]._name); camera->set_lens(lens); camera->set_camera_mask(camera_mask); NodePath camera_np = camera_rig.attach_new_node(camera); camera_np.look_at(cube_faces[i]._look_at, cube_faces[i]._up); DisplayRegion *dr = buffer->make_display_region(); dr->set_cube_map_index(i); dr->copy_clear_settings(*this); dr->set_camera(camera_np); } return buffer; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::get_host // Access: Public, Virtual // Description: This is normally called only from within // make_texture_buffer(). When called on a // ParasiteBuffer, it returns the host of that buffer; // but when called on some other buffer, it returns the // buffer itself. //////////////////////////////////////////////////////////////////// GraphicsOutput *GraphicsOutput:: get_host() { return this; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::request_open // Access: Public, Virtual // Description: This is called by the GraphicsEngine to request that // the window (or whatever) open itself or, in general, // make itself valid, at the next call to // process_events(). //////////////////////////////////////////////////////////////////// void GraphicsOutput:: request_open() { } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::request_close // Access: Public, Virtual // Description: This is called by the GraphicsEngine to request that // the window (or whatever) close itself or, in general, // make itself invalid, at the next call to // process_events(). By that time we promise the gsg // pointer will be cleared. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: request_close() { } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::set_close_now // Access: Public, Virtual // Description: This is called by the GraphicsEngine to insist that // the output be closed immediately. This is only // called from the window thread. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: set_close_now() { } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::reset_window // Access: Protected, Virtual // Description: resets the window framebuffer from its derived // children. Does nothing here. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: reset_window(bool swapchain) { display_cat.info() << "Resetting " << get_type() << "\n"; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::begin_frame // Access: Public, Virtual // Description: This function will be called within the draw thread // before beginning rendering for a given frame. It // should do whatever setup is required, and return true // if the frame should be rendered, or false if it // should be skipped. //////////////////////////////////////////////////////////////////// bool GraphicsOutput:: begin_frame() { if (display_cat.is_spam()) { display_cat.spam() << "begin_frame(): " << get_type() << " " << get_name() << " " << (void *)this << "\n"; } if (_gsg == (GraphicsStateGuardian *)NULL) { return false; } if (needs_context()) { if (!make_context()) { return false; } } // Okay, we already have a GSG, so activate it. make_current(); if (_rtm_mode == RTM_bind_texture) { // Release the texture so we can render into the frame buffer. _gsg->framebuffer_release_texture(this, get_texture()); } _cube_map_index = -1; return _gsg->begin_frame(); } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::clear // Access: Public // Description: Clears the entire framebuffer before rendering, // according to the settings of get_color_clear_active() // and get_depth_clear_active() (inherited from // DrawableRegion). // // This function is called only within the draw thread. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: clear() { if (is_any_clear_active()) { if (display_cat.is_spam()) { display_cat.spam() << "clear(): " << get_type() << " " << get_name() << " " << (void *)this << "\n"; } nassertv(_gsg != (GraphicsStateGuardian *)NULL); DisplayRegionStack old_dr = _gsg->push_display_region(_default_display_region); _gsg->clear(this); _gsg->pop_display_region(old_dr); } } //////////////////////////////////////////////////////////////////// // 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() { if (display_cat.is_spam()) { display_cat.spam() << "end_frame(): " << get_type() << " " << get_name() << " " << (void *)this << "\n"; } nassertv(_gsg != (GraphicsStateGuardian *)NULL); _gsg->end_frame(); // If _rtm_mode isn't RTM_none, it means we should copy or lock the // framebuffer to the GraphicsOutput's associated texture after the // frame has rendered. if (_rtm_mode != RTM_none) { PStatTimer timer(_copy_texture_pcollector); nassertv(has_texture()); // If _rtm_mode is RTM_bind_texture, it means we should attempt to // lock the framebuffer directly to the texture memory, avoiding // the copy. if (_rtm_mode == RTM_bind_texture) { if (display_cat.is_debug()) { display_cat.debug() << "Locking texture for " << get_name() << " at frame end.\n"; } if (!_gsg->framebuffer_bind_to_texture(this, get_texture())) { display_cat.warning() << "Lock-to-texture failed, resorting to copy.\n"; _rtm_mode = RTM_copy_texture; } } if (_rtm_mode != RTM_bind_texture) { if (display_cat.is_debug()) { display_cat.debug() << "Copying texture for " << get_name() << " at frame end.\n"; display_cat.debug() << "cube_map_index = " << _cube_map_index << "\n"; } RenderBuffer buffer = _gsg->get_render_buffer(get_draw_buffer_type()); if (_rtm_mode == RTM_copy_ram) { _gsg->framebuffer_copy_to_ram(get_texture(), _cube_map_index, _default_display_region, buffer); } else { _gsg->framebuffer_copy_to_texture(get_texture(), _cube_map_index, _default_display_region, buffer); } } } // If we're not single-buffered, we're now ready to flip. if (!_gsg->get_properties().is_single_buffered()) { _flip_ready = true; } if (_one_shot && !show_buffers) { // In one-shot mode, we request the GraphicsEngine to delete the // window after we have rendered a frame. But when show-buffers // mode is enabled, we don't do this, to give the user a chance to // see the output. _active = false; _delete_flag = true; } _cube_map_index = -1; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::change_scenes // Access: Public // Description: Called by the GraphicsEngine when the window is about // to change to another DisplayRegion. This exists // mainly to provide a callback for switching the cube // map face, if we are rendering to the different faces // of a cube map. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: change_scenes(DisplayRegion *new_dr) { int new_cube_map_index = new_dr->get_cube_map_index(); if (new_cube_map_index != -1 && new_cube_map_index != _cube_map_index) { int old_cube_map_index = _cube_map_index; _cube_map_index = new_cube_map_index; if (_rtm_mode != RTM_none) { if (_rtm_mode == RTM_bind_texture) { // In render-to-texture mode, switch the rendering backend to // the new cube map face, so that the subsequent frame will be // rendered to the new face. select_cube_map(new_cube_map_index); } else if (old_cube_map_index != -1) { // In copy-to-texture mode, copy the just-rendered framebuffer // to the old cube map face. if (display_cat.is_debug()) { display_cat.debug() << "Copying texture for " << get_name() << " at scene change.\n"; display_cat.debug() << "cube_map_index = " << old_cube_map_index << "\n"; } RenderBuffer buffer = _gsg->get_render_buffer(get_draw_buffer_type()); if (_rtm_mode == RTM_copy_ram) { _gsg->framebuffer_copy_to_ram(get_texture(), old_cube_map_index, _default_display_region, buffer); } else { _gsg->framebuffer_copy_to_texture(get_texture(), old_cube_map_index, _default_display_region, buffer); } } } } } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::select_cube_map // Access: Public, Virtual // Description: Called internally when the window is in // render-to-a-texture mode and we are in the process of // rendering the six faces of a cube map. This should // do whatever needs to be done to switch the buffer to // the indicated face. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: select_cube_map(int) { } //////////////////////////////////////////////////////////////////// // 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::add_display_region // Access: Private // Description: Called by one of the make_display_region() methods to // add the new DisplayRegion to the list. //////////////////////////////////////////////////////////////////// DisplayRegion *GraphicsOutput:: add_display_region(DisplayRegion *display_region) { MutexHolder holder(_lock); _total_display_regions.push_back(display_region); _display_regions_stale = true; return display_region; } //////////////////////////////////////////////////////////////////// // Function: GraphicsOutput::do_determine_display_regions // Access: Private // Description: Re-sorts the list of active DisplayRegions within // the window. //////////////////////////////////////////////////////////////////// void GraphicsOutput:: do_determine_display_regions() { MutexHolder holder(_lock); _display_regions_stale = false; _active_display_regions.clear(); _active_display_regions.reserve(_total_display_regions.size()); TotalDisplayRegions::const_iterator dri; for (dri = _total_display_regions.begin(); dri != _total_display_regions.end(); ++dri) { DisplayRegion *display_region = (*dri); if (display_region->is_active()) { _active_display_regions.push_back(display_region); } } stable_sort(_active_display_regions.begin(), _active_display_regions.end(), IndirectLess()); }