historical/toontown-classic.git/panda/include/graphicsOutput.h
2024-01-16 11:20:27 -06:00

441 lines
15 KiB
C++

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