441 lines
15 KiB
C++
441 lines
15 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file graphicsOutput.h
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* @author drose
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* @date 2004-02-06
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*/
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#ifndef GRAPHICSOUTPUT_H
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#define GRAPHICSOUTPUT_H
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#include "pandabase.h"
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#include "graphicsPipe.h"
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#include "displayRegion.h"
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#include "stereoDisplayRegion.h"
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#include "graphicsStateGuardian.h"
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#include "drawableRegion.h"
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#include "renderBuffer.h"
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#include "graphicsOutputBase.h"
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#include "luse.h"
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#include "typedWritableReferenceCount.h"
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#include "pandaNode.h"
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#include "pStatCollector.h"
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#include "pnotify.h"
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#include "lightMutex.h"
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#include "filename.h"
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#include "drawMask.h"
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#include "pvector.h"
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#include "weakPointerTo.h"
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#include "nodePath.h"
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#include "cycleData.h"
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#include "cycleDataLockedReader.h"
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#include "cycleDataReader.h"
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#include "cycleDataWriter.h"
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#include "pipelineCycler.h"
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#include "updateSeq.h"
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#include "asyncFuture.h"
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class PNMImage;
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class GraphicsEngine;
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/**
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* This is a base class for the various different classes that represent the
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* result of a frame of rendering. The most common kind of GraphicsOutput is
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* a GraphicsWindow, which is a real-time window on the desktop, but another
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* example is GraphicsBuffer, which is an offscreen buffer.
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*
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* The actual rendering, and anything associated with the graphics context
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* itself, is managed by the associated GraphicsStateGuardian (which might
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* output to multiple GraphicsOutput objects).
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*
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* GraphicsOutputs are not actually writable to bam files, of course, but they
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* may be passed as event parameters, so they inherit from
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* TypedWritableReferenceCount instead of TypedReferenceCount for that
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* convenience.
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*/
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class EXPCL_PANDA_DISPLAY GraphicsOutput : public GraphicsOutputBase, public DrawableRegion {
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protected:
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GraphicsOutput(GraphicsEngine *engine,
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GraphicsPipe *pipe,
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const std::string &name,
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const FrameBufferProperties &fb_prop,
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const WindowProperties &win_prop, int flags,
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GraphicsStateGuardian *gsg,
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GraphicsOutput *host,
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bool default_stereo_flags);
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GraphicsOutput(const GraphicsOutput ©) = delete;
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GraphicsOutput &operator = (const GraphicsOutput ©) = delete;
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PUBLISHED:
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enum RenderTextureMode {
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RTM_none,
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// Try to render to the texture directly, but if that is not possible,
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// fall back to RTM_copy_texture.
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RTM_bind_or_copy,
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// Copy the image from the buffer to the texture every frame.
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RTM_copy_texture,
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// Copy the image from the buffer to system RAM every frame.
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RTM_copy_ram,
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// Copy the image from the buffer to the texture after a call to
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// trigger_copy().
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RTM_triggered_copy_texture,
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// Copy the image from the buffer to system RAM after a call to
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// trigger_copy().
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RTM_triggered_copy_ram,
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// Render directly to a layered texture, such as a cube map, 3D texture or
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// 2D texture array. The layer that is being rendered to is selected by a
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// geometry shader.
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RTM_bind_layered,
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};
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// There are many reasons to call begin_frameend_frame.
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enum FrameMode {
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FM_render, // We are rendering a frame.
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FM_parasite, // We are rendering a frame of a parasite.
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FM_refresh, // We are just refreshing the display or exposing the window.
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};
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virtual ~GraphicsOutput();
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INLINE GraphicsStateGuardian *get_gsg() const;
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INLINE GraphicsPipe *get_pipe() const;
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INLINE GraphicsEngine *get_engine() const;
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INLINE const std::string &get_name() const;
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MAKE_PROPERTY(gsg, get_gsg);
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MAKE_PROPERTY(pipe, get_pipe);
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MAKE_PROPERTY(engine, get_engine);
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MAKE_PROPERTY(name, get_name);
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INLINE int count_textures() const;
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INLINE bool has_texture() const;
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virtual INLINE Texture *get_texture(int i=0) const;
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INLINE RenderTexturePlane get_texture_plane(int i=0) const;
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INLINE RenderTextureMode get_rtm_mode(int i=0) const;
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void clear_render_textures();
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void add_render_texture(Texture *tex, RenderTextureMode mode,
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RenderTexturePlane bitplane=RTP_COUNT);
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void setup_render_texture(Texture *tex, bool allow_bind, bool to_ram);
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INLINE const LVecBase2i &get_size() const;
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INLINE int get_x_size() const;
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INLINE int get_y_size() const;
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INLINE LVecBase2i get_fb_size() const;
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INLINE int get_fb_x_size() const;
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INLINE int get_fb_y_size() const;
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INLINE LVecBase2i get_sbs_left_size() const;
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INLINE int get_sbs_left_x_size() const;
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INLINE int get_sbs_left_y_size() const;
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INLINE LVecBase2i get_sbs_right_size() const;
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INLINE int get_sbs_right_x_size() const;
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INLINE int get_sbs_right_y_size() const;
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INLINE bool has_size() const;
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INLINE bool is_valid() const;
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INLINE bool is_nonzero_size() const;
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MAKE_PROPERTY(size, get_size);
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MAKE_PROPERTY(fb_size, get_fb_size);
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MAKE_PROPERTY(sbs_left_size, get_sbs_left_size);
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MAKE_PROPERTY(sbs_right_size, get_sbs_right_size);
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void set_active(bool active);
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virtual bool is_active() const;
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MAKE_PROPERTY(active, is_active, set_active);
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void set_one_shot(bool one_shot);
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bool get_one_shot() const;
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MAKE_PROPERTY(one_shot, get_one_shot, set_one_shot);
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void set_inverted(bool inverted);
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INLINE bool get_inverted() const;
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MAKE_PROPERTY(inverted, get_inverted, set_inverted);
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INLINE void set_swap_eyes(bool swap_eyes);
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INLINE bool get_swap_eyes() const;
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MAKE_PROPERTY(swap_eyes, get_swap_eyes, set_swap_eyes);
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INLINE void set_red_blue_stereo(bool red_blue_stereo,
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unsigned int left_eye_color_mask,
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unsigned int right_eye_color_mask);
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INLINE bool get_red_blue_stereo() const;
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INLINE unsigned int get_left_eye_color_mask() const;
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INLINE unsigned int get_right_eye_color_mask() const;
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void set_side_by_side_stereo(bool side_by_side_stereo);
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void set_side_by_side_stereo(bool side_by_side_stereo,
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const LVecBase4 &sbs_left_dimensions,
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const LVecBase4 &sbs_right_dimensions);
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INLINE bool get_side_by_side_stereo() const;
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INLINE const LVecBase4 &get_sbs_left_dimensions() const;
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INLINE const LVecBase4 &get_sbs_right_dimensions() const;
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INLINE const FrameBufferProperties &get_fb_properties() const;
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INLINE bool is_stereo() const;
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INLINE void clear_delete_flag();
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bool get_delete_flag() const;
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virtual void set_sort(int sort);
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INLINE int get_sort() const;
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MAKE_PROPERTY(sort, get_sort, set_sort);
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INLINE void set_child_sort(int child_sort);
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INLINE void clear_child_sort();
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INLINE int get_child_sort() const;
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MAKE_PROPERTY(child_sort, get_child_sort, set_child_sort);
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INLINE AsyncFuture *trigger_copy();
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INLINE DisplayRegion *make_display_region();
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INLINE DisplayRegion *make_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t);
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DisplayRegion *make_display_region(const LVecBase4 &dimensions);
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INLINE DisplayRegion *make_mono_display_region();
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INLINE DisplayRegion *make_mono_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t);
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DisplayRegion *make_mono_display_region(const LVecBase4 &dimensions);
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INLINE StereoDisplayRegion *make_stereo_display_region();
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INLINE StereoDisplayRegion *make_stereo_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t);
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StereoDisplayRegion *make_stereo_display_region(const LVecBase4 &dimensions);
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bool remove_display_region(DisplayRegion *display_region);
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void remove_all_display_regions();
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INLINE DisplayRegion *get_overlay_display_region() const;
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void set_overlay_display_region(DisplayRegion *display_region);
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int get_num_display_regions() const;
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PT(DisplayRegion) get_display_region(int n) const;
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MAKE_SEQ(get_display_regions, get_num_display_regions, get_display_region);
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MAKE_SEQ_PROPERTY(display_regions, get_num_display_regions, get_display_region);
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int get_num_active_display_regions() const;
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PT(DisplayRegion) get_active_display_region(int n) const;
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MAKE_SEQ(get_active_display_regions, get_num_active_display_regions, get_active_display_region);
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MAKE_SEQ_PROPERTY(active_display_regions, get_num_active_display_regions, get_active_display_region);
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GraphicsOutput *make_texture_buffer(
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const std::string &name, int x_size, int y_size,
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Texture *tex = nullptr, bool to_ram = false, FrameBufferProperties *fbp = nullptr);
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GraphicsOutput *make_cube_map(const std::string &name, int size,
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NodePath &camera_rig,
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DrawMask camera_mask = PandaNode::get_all_camera_mask(),
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bool to_ram = false, FrameBufferProperties *fbp = nullptr);
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INLINE static Filename make_screenshot_filename(
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const std::string &prefix = "screenshot");
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INLINE Filename save_screenshot_default(
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const std::string &prefix = "screenshot");
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INLINE bool save_screenshot(
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const Filename &filename, const std::string &image_comment = "");
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INLINE bool get_screenshot(PNMImage &image);
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INLINE PT(Texture) get_screenshot();
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NodePath get_texture_card();
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virtual bool share_depth_buffer(GraphicsOutput *graphics_output);
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virtual void unshare_depth_buffer();
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virtual bool get_supports_render_texture() const;
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MAKE_PROPERTY(supports_render_texture, get_supports_render_texture);
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PUBLISHED:
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// These are not intended to be called directly by the user, but they're
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// published anyway since they might occasionally be useful for low-level
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// debugging.
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virtual bool flip_ready() const;
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virtual GraphicsOutput *get_host();
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public:
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INLINE bool operator < (const GraphicsOutput &other) const;
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virtual void request_open();
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virtual void request_close();
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virtual void set_close_now();
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virtual void reset_window(bool swapchain);
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virtual void clear_pipe();
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void set_size_and_recalc(int x, int y);
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// It is an error to call any of the following methods from any thread other
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// than the draw thread. These methods are normally called by the
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// GraphicsEngine.
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virtual void clear(Thread *current_thread);
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virtual bool begin_frame(FrameMode mode, Thread *current_thread);
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virtual void end_frame(FrameMode mode, Thread *current_thread);
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void change_scenes(DisplayRegionPipelineReader *new_dr);
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virtual void select_target_tex_page(int page);
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// These methods will be called within the app (main) thread.
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virtual void begin_flip();
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virtual void ready_flip();
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virtual void end_flip();
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// It is an error to call any of the following methods from any thread other
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// than the window thread. These methods are normally called by the
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// GraphicsEngine.
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virtual void process_events();
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INLINE PStatCollector &get_cull_window_pcollector();
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INLINE PStatCollector &get_draw_window_pcollector();
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INLINE PStatCollector &get_clear_window_pcollector();
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protected:
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virtual void pixel_factor_changed();
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void prepare_for_deletion();
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void promote_to_copy_texture();
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bool copy_to_textures();
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INLINE void begin_frame_spam(FrameMode mode);
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INLINE void end_frame_spam(FrameMode mode);
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INLINE void clear_cube_map_selection();
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INLINE void trigger_flip();
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class CData;
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private:
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PT(GeomVertexData) create_texture_card_vdata(int x, int y);
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DisplayRegion *add_display_region(DisplayRegion *display_region);
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bool do_remove_display_region(DisplayRegion *display_region);
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INLINE void win_display_regions_changed();
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INLINE void determine_display_regions() const;
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void do_determine_display_regions(CData *cdata);
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static unsigned int parse_color_mask(const std::string &word);
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protected:
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PT(GraphicsStateGuardian) _gsg;
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GraphicsEngine *_engine;
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PT(GraphicsPipe) _pipe;
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PT(GraphicsOutput) _host;
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FrameBufferProperties _fb_properties;
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bool _stereo;
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std::string _name;
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bool _flip_ready;
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int _target_tex_page;
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int _target_tex_view;
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DisplayRegion *_prev_page_dr;
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PT(GeomNode) _texture_card;
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PT(AsyncFuture) _trigger_copy;
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class RenderTexture {
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public:
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PT(Texture) _texture;
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RenderTexturePlane _plane;
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RenderTextureMode _rtm_mode;
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};
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typedef pvector<RenderTexture> RenderTextures;
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private:
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int _sort;
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int _child_sort;
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bool _got_child_sort;
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unsigned int _internal_sort_index;
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protected:
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bool _inverted;
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bool _swap_eyes;
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bool _red_blue_stereo;
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unsigned int _left_eye_color_mask;
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unsigned int _right_eye_color_mask;
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bool _side_by_side_stereo;
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LVecBase4 _sbs_left_dimensions;
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LVecBase4 _sbs_right_dimensions;
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bool _delete_flag;
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// These weak pointers are used to keep track of whether the buffer's bound
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// Textures have been deleted or not. Until they have, we don't auto-close
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// the buffer (since that would deallocate the memory associated with the
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// texture).
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pvector<WPT(Texture)> _hold_textures;
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protected:
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LightMutex _lock;
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// protects _display_regions.
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PT(DisplayRegion) _overlay_display_region;
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typedef pvector< PT(DisplayRegion) > TotalDisplayRegions;
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TotalDisplayRegions _total_display_regions;
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typedef pvector<DisplayRegion *> ActiveDisplayRegions;
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// This is the data that is associated with the GraphicsOutput that needs to
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// be cycled every frame. Mostly we don't cycle this data, but we do cycle
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// the textures list, and the active flag.
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class EXPCL_PANDA_DISPLAY CData : public CycleData {
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public:
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CData();
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CData(const CData ©);
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virtual CycleData *make_copy() const;
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virtual TypeHandle get_parent_type() const {
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return GraphicsOutput::get_class_type();
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}
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RenderTextures _textures;
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UpdateSeq _textures_seq;
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bool _active;
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int _one_shot_frame;
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ActiveDisplayRegions _active_display_regions;
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bool _active_display_regions_stale;
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};
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PipelineCycler<CData> _cycler;
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typedef CycleDataLockedReader<CData> CDLockedReader;
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typedef CycleDataReader<CData> CDReader;
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typedef CycleDataWriter<CData> CDWriter;
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typedef CycleDataStageWriter<CData> CDStageWriter;
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protected:
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int _creation_flags;
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LVecBase2i _size;
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bool _has_size;
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bool _is_valid;
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bool _is_nonzero_size;
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static PStatCollector _make_current_pcollector;
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static PStatCollector _copy_texture_pcollector;
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static PStatCollector _cull_pcollector;
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static PStatCollector _draw_pcollector;
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PStatCollector _cull_window_pcollector;
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PStatCollector _draw_window_pcollector;
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PStatCollector _clear_window_pcollector;
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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GraphicsOutputBase::init_type();
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register_type(_type_handle, "GraphicsOutput",
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GraphicsOutputBase::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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friend class GraphicsPipe;
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friend class GraphicsEngine;
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friend class DisplayRegion;
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};
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EXPCL_PANDA_DISPLAY std::ostream &operator << (std::ostream &out, GraphicsOutput::FrameMode mode);
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#include "graphicsOutput.I"
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#endif /* GRAPHICSOUTPUT_H */
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